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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Pre-release | Legal |
Standard | Legal |
Standard Brawl | Legal |
Vintage | Legal |
Virtue of Loyalty
Enchantment
At the beginning of your end step, put a +/+1 counter on each creature you control. Untap those creatures.
(You may cast Virtue of Loyalty from exile if you sent it on an adventure.)
Ardenvale Fealty
Instant — Adventure
Create a 2/2 white Knight creature token with vigilance.
(Then send this card on an Adventure in exile. You may cast the CARD TYPE portion from exile.)
(You may cast Ardenvale Fealty for from anywhere if you would have permission to cast it in that zone, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Ardenvale Fealty and put it on the stack, this card is treated only as Virtue of Loyalty in whatever zone it is in.)
(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)







jaymc1130 on
5 months ago
Seems like too many medium knight creatures and too little consistent value generation to really pop. Sidar just plain isn’t particularly good in EDH settings from a competitive standpoint, but can be much more effective in Duel Commander where it’s much less important to be able to play at instant speed with shields up at all times.
A couple generic suggestions.
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Currency Converter, looting effects go great with converter, and with a looting effect from eminence this card is going to be a must include for any Sidar deck.
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Call the Bloodline, Chivalric Alliance is great in a Sidar deck, why not a second copy of something similar? Both of these token generators also pair extremely well with Currency Converter as two card combos that can put in some real work. 1 mana and a card for a 1/1 and a 2/2 or 2 mana and a card for 2 2/2s are great deals in terms of mana investment.
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Containment Construct, pitching lands and playing them from the yard? Yes please. Pitching spells and playing them from the yard? Yes please. So much value to grind out opponents with and an excellent way to generate card advantage by using the yard as a second pseudo hand. Crucible of Worlds can also help get value from looting away lands in a similar manner.
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Virtue of Loyalty, a 2/2 for 2 mana at instant speed can be considered removal for creatures attacking you while just being generically on rate for spending 2 mana (much more applicable to Duel Commander than EDH or cEDH) and the second casting provides a powerful enchantment finisher that can get pretty out of hand if left alone for more than one turn cycle of buffing the whole squad.
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Reanimates in general. Unearth, Animate Dead, Necromancy, Jolted Awake, Agadeem's Awakening Flip, etc. Slap some more of these effects into the deck so it’s not as reliant on Sidar reanimating things to generate value from the yard.
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More interaction. Fatal Push effects and some more counters like Drown in the Loch can help improve your chances of creating winning board states. Just playing some generic knight idiots and sitting around waiting for an opportunity to turn the team sideways is a pretty passive way to play. Generate some opportunities for yourself by adding some ways to affect the board in a favorable manner and protect the squad as you assemble it.
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Cantrips. Ponder, Preordain, Brainstorm (if you can swing adding in the 9 fetchland package) and the like will help smooth out draws, make the deck more consistent, and give you things to do on early turns that proactively progress your game plan.
There’s a lot more I could add, but these are some basic things that could improve functionality without breaking the bank.
Horologium on
Merica heck yeah
8 months ago
This deck has potential, I'm not sure if you're trying to go budget or not but I have a couple of suggestions:
I would get rid of Citadel Siege. And Virtue of Loyalty Your commander does this better than siege and while its not bad its slow for this deck which is the same issue with Virtue since you're already waiting for your 5-6 ish commander. In their stead I would put more advantage cards like Syr Ginger, the Meal Ender and/or Solemn Simulacrum or perhaps Thirst for Knowledge.
If you feel like your setup is fine then you could use some payoff/power cards. You might consider throwing in an Akroma's Will or Insurrection for example or if you get a creature really big you could swing with it then use stuff like Fling
ArtistaFeo on
CUBE ADDS 2024
1 year ago
Cosmic Rebirth Narset, Enlightened Exile Gold-Forged Thopteryx Feast of the Victorious Dead Ayara's Oathsworn Asinine Antics Virtue of LoyaltyBramble Familiar Heartflame Duelist Pollen-Shield Hare Elusive Otter Expel the Interlopers Ojer Axonil, Deepest Might Flip Ghalta, Stampede Tyrant Bloodletter of Aclazotz Thousand Moons Smithy Flip
Unlife on
1 year ago
If you're focusing on putting counters on things, Virtue of Loyalty seems like it would be a good fit.
Hyunkel on
Wild and Unchained
1 year ago
I just realized that phasing out doesn't mean leaving the battlefield, so my comment about triggering ETBs is wrong. It's a bit less strong than it sounds, though it's still a solid card, I think I might remove The Great Henge, while it's a solid mana rock, it's still a bit too slow and I find that more often than not, it doesn't really accomplish what I want it to. I might put one or two more copies of Virtue of Loyalty to compensate, because the value on this card is just too good to pass on and its effects are just always useful, whether it be for the ability to flash in a 2/2 creature, untapping my creatures, to allow me to stay on curve and still have mana open for response as well as just pumping my board every turn, that seems like the better option, to me, don't you think?
09102023 on
Naya Adventures
1 year ago
Apollo_Paladin Thank you for your feedback, I haven't considered adding Mondrak, Glory Dominus before. Doubling the tokens that come in might help solve some of the problems I have been seeing.
The deck actually seems a little reliant on getting a Lucky Clover out and feels weaker than I had hoped without one on the field. People will often target them with removal too. the deck is playable without one, but it's not fun using Lovestruck Beast turn one to get a single 1/1 token for a forest, when the opponent played a 1/2 or a 1/1 that produces mana on their first turn.
Right now, getting one clover on the field means Bonecrusher Giant will probably take care of creatures and planeswalkers that Giant Killer is not able to hit. Another advantage of having a clover out is that Questing Druid is going to be giving 4 cards the same as Showdown of the Skalds. The way the deck plays right now, it seems like I don't run out of cards to use; I can pretty reliably get one of those two by turn 4.
Doubling the number of tokens produced is essentially the same as having one clover out for quite a few cards in the deck and the effect should stack with clover...it's definitely worth considering. Doing that might make it easier to win with a bad hand too.
I'm very tempted to drop the land count by 1 and was actually thinking of replacing Primal Amulet Flip. It seems like a good card, but I think I've cast it once in the last 30 or 40 games I've played. I've never been able to get enough charge counters to flip it either. Showdown seems to work best with low mana cost cards too...I've had a lot of turn 4's where it gets played because I'm low on cards and then I get something like Pia Nalaar, Consul of Revival, Virtue of Loyalty and 2 lands to use for turn 5. I guess I could always try Escape to the Wilds over showdown, I'm not sure what one is generally considered better.
That being said, there's definitely a balance point with the number of lands...I want to consistently hit land drops since adventure cards get played twice and I can try overwhelming/outlasting an opponent that way. But exiling 4 cards or even 6 cards and getting 2 or 3 lands is a thing that can happen right now and it could be nice to have more options when I exile a bunch of cards.
If you have any more suggestions, please let me know.
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