Unbreakable Formation

Unbreakable Formation

Instant

Creatures you control gain indestructible until end of turn.

Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Unbreakable Formation Discussion

TriusMalarky on Azorius Testudo

1 week ago

VampRamped on What is a Man? (a hyper aggro Edgar Markov EDH)

1 month ago

YamishiTheWickedOne

Very Nice Aggro Edgar Markov list especially for a deck that is your first foray into commander. The Main problem I see you running into with this deck is that it is very soft to board wipes, and you will almost certainly lose the game if one resolves. I would recommend including Teferi's Protection , Flawless Maneuver , Boros Charm , Make a Stand , Unbreakable Formation , and Patriarch's Bidding . While these cards are skillful to utilize and require an understanding of your opponent's decks to know when to leave up mana to utilize them you will find you will be grateful to have them and win more often because of them.

Necropotence is an insanely strong card advantage engine especially in Edgar Markov that I would highly recommend as it allows the deck to continue to have the steam it needs going into midgame and mid-late game. In fact, when I am going for the aggressive strategy in my own deck it is the first card I tutor for if I can. Champion of Dusk , Pact of the Serpent , and Stinging Study are almost as good and serves the same purpose.

Stromkirk Condemned Is a pretty strong lord that most games you should have the land to pitch to it to boost your board, especially if you include some of the card advantage I recommended.

Reconnaissance Is also an amazing card for an aggressive strategy as it essentially gives all your creatures vigilance and you can remove any unfavorable blocks in combat.

For cards to remove to play them I will suggest cutting cards in different area's that I think have their advantages but probably benefit your decks aggro plan the least

Zealous Persecution and Vampiric Fury are not very necessary for yours deck. If you have not seen it already in time you will find that your anthem affects lords Shared Animosity , and Sanctum Seeker will be more than sufficient to win the game. Additionally, the card is quite soft to fog effects which are not too uncommon in commanders.

Anointed Procession is simply a card that is too slow for what an aggressive Edgar Markov deck wants to be doing and is much more suited to midrange aristocrat lists. Spending 4 mana for an effect that does not do anything is too slow and you would much rather want to be playing things like Sanctum Seeker , Vampire Nocturnus , and Bloodline Keeper  Flip

Abrade , Dismember , and Nameless Inversion have two main problems. For one when you are playing an aggressive Edgar Markov deck you are committing to winning the early mid-game so spending the time you need to kill your opponents interacting with their board states is not doing you any favors. Secondly, as an aggro deck the only permanents that are outright going to stop you are Magus of the Tabernacle , Windborn Muse , Propaganda , Ghostly Prison , Collective Restraint , Sphere of Safety , and Humility so if your going to play removal spells in your aggro deck the spell at a minimum should target enchantments though creatures as well can be valuable.

Obelisk of Urd Is ok but is probably to expensive on mana and you would rather be punching with creatures than using them to convoke this spell out.

Bloodcrazed Paladin is really only good when there is a board wipe and that is the last thing you want to happen to your board so would not recommend playing a creature that's only strength is to give you a measly benefit in the worst-case scenario.

Bloodthrone Vampire is not very good in aggro since you want to have as many creatures around as possible for all of your tribal payoffs and since your deck is not particularly geared towards and Edgar Markov Aristocrats Strat.

Stoneforge Mystic and Steelshaper's Gift help you get Skullclamp but you probably don't want to be looking for that card too hard especially if you play Necropotence , or Champion of Dusk as I recommended as you don't have to sacrifice your board state to get card advantage when a wide board state is exactly what you are looking for. Additionally, you are not playing too many sacrifice effects anyway so when you play a lord it effectively turns off your Skullclamp .

Those would be my additions and removals for your removals but your the one who gets to play the deck so make adjustments to suit your playgroup and what you want to get out of the deck. Feel free to check out my own Edgar Markov Deck A Vampire Storm *Primer*, not the exact same strategy as your deck, but you may find some useful advice in my section on my mindset of how I play Edgar Markov aggressively. Would be happy to hear your thoughts on my suggestions as well as what you think of my own deck.

Guerric on Pursuing Perfection, Part 1: Mono-White …

1 month ago

I appreciate the robust argument for white! It is almost enough to make me want to try mono-white again, but while Sram, Senior Edificer can indeed draw cards, he stands alone and card draw is under-supported. To be clear, I don't need to be a blue deck with an embarrassment of riches when it comes to cards, just enough to not be in top-deck mode in a four-player game, which shouldn't be too much to ask. White doesn't have that unfortunately. It is nice they are giving us more ways to protect our board, but Cosmic Intervention and Semester's End don't help our tokens much, so we're still limited in supporting that strategy to Unbreakable Formation , Make a Stand , and the $20 Flawless Maneuver .

I think Omniscience_is_life is correct in that Wizards hasn't really figured out what to do with white. At one point Maro admitted he was wrong about card draw in white and that all colors need to have card draw, which was promising. Unfortunately lately he was apparently waxing eloquently on how Swords to Plowshares and Path to Exile break the color pie. Apparently the most iconic white cards aren't white anymore, and we need to give Ravenform to blue, because blue is so underpowered. So, I think they have a way to go!

That being said, this was a cool post and tribute to the things white can indeed do, and I look forward to future installments!

Also, FormOverFunction I'm so impressed that you have a banding deck! I still don't understand how that mechanic works, but its a tribute to the format and cool players like you that something like that might work!

seshiro_of_the_orochi on

1 month ago

It's weird to not see Sunforger in here. Maybe add in Make a Stand , Unbreakable Formation and Akroma's Blessing for some protection. Well of Lost Dreams , Birgi, God of Storytelling  Flip and Chain of Plasma on one of your creatures go infinite with your commander. If you target a Stuffy Doll or Brash Taunter with it, you can kill at least one player, even all of them with Taunter. Finally, Stormwild Capridor could become infinitely big in that combo.

Guerric on Mono White Ramp/Draw

2 months ago

Personally I think mono white is by far the weakest color in edh, and the gap is only growing with the great new Boros commanders we've had out recently and some good mono-red options as well. I say this as a white player who has tried many times to make a mono white commander deck that I like, only to be always disappointed and to take it apart.

The problem is not really ramp imo. White actually has more ramp than most other non-green colors with cards like Kor Cartographer and Boreas Charger , and, as others have said, they can use the same mana rocks and Sword of the Animist style cards that other colors use.

I don't think the problem is really overall direction either. One thing they have done in recent sets with cards like Cosmic Intervention , Semester's End , Unbreakable Formation , and Teferi's Protection giving white more ways to protect a board state at instant speed, which it often needs in commander. Its always had the best removal, and it also has recursion and some great new lifegain synergies with one great new commander in Heliod, Sun-Crowned .

The problem is absolutely and overwhelmingly an abyssmal lack of card draw. The only helps to this in recent years have been Sram, Senior Edificer and Mangara, the Diplomat , but these are few and far between. Recenty Ari Nieh, the new guy representing white on the council of colors was on Tolarian Community College, and he expressed some of the prior thinking on card draw in white that has led to these problems. In short, an example of what they thought card draw was is God-Eternal Oketra . While a great card, Oketra clearly doesn't draw cards, but they reasoned that the fact that it produces big tokens was basically the same thing. The fact that developers whose job is to make this game actually thought that just shows how far away they are from understanding our format. Apparently Mark Rosewater has had a change of heart recently, and hence why we have Mangara, but there's a long way to go. Every other color can draw cards on its own without support of another color if need be, but its real tough in white.

Hardhitta7 on The Last Samurai

3 months ago

What do you think I should cut for Unbreakable Formation ? Maybe Brass Herald ?

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