Vow of Wildness

Vow of Wildness

Enchantment — Aura

Enchant creature

Enchanted creature gets +3/+3 has trample and can't attack you or a planeswalker you control.

Latest Decks as Commander

Vow of Wildness Discussion

DemMeowsephs on Queen of Braves - Sigarda Voltron

7 months ago

Hey there! I am also a fellow Voltroner as seen in some of my decks, and I may just have some card tips that work out for your advantage! There are two ways that I can see this functioning most likely better, and both of them involve screwing with your opponent long enough to ensure your gameplan ends properly. Just hoping you don't die usually doesn't work, especially in a 4 player commander game. A tactic that works in one of my decks, involves staxing out the opponent- obviously this isn't a tax deck, but by including around 10 or so stax pieces, you can really slow your opponent down a lot, and since you are in white you have access to SOOO many stax cards! Here are a few you may like. Keep in mind, some of the ones below may a bit extreme to you- I'm just sort of listing the most common ones. If you want to find more of these, I recommend going to EDHREC's tax theme.

Or, instead of slowing down your opponent, you can try to protect yourself more, allowing you to stall until you can swing with a crazy big Sigarda. This protection can range from damage, attacks, or anything really. Here are some that I like. You can see a bunch more under the EDHREC Pillowfort Theme.

Basically, I think you need some way of ensuring you have time to put Sigarda out, rather than chancing it upon luck. Before I take leave, you also may want to just consider a ton of more removal spells like Path to Exile , Beast Within , Generous Gift , and other famous ones! Now I hope this helps, good luck on your deck, +1 from me, and have a great day! Happy tapping.

Also, here are some extra cards you might like - Eladamri's Call - Sylvan Library - Selvala, Heart of the Wilds - Birds of Paradise - Ilysian Caryatid - Mother of Runes / Giver of Runes - Hunter's Insight

stellarnear on

1 year ago

Carte à rentrer :
All That Glitters uber buff pour deux
Ancestral Mask uber fort
Archon of Sun's Grace juste fort
Calix, Destiny's Hand swag + straight synergie
Celestial Ancient zone boost (ptet un peu faible)
Destiny Spinner bonnes state et bonne protec
Ethereal Armor fort
Gift of Paradise mana versatile
Heliod, God of the Sun reasons
Mesa Enchantress moteur de pioche fort
Mirrormade combo
New Horizons mana ramp
Oath of Teferi combo commander
Open the Vaults revive hard
Satyr Enchanter moteur de pioche fort
Season of Growth gros moteur de pioche
Setessan Champion moteur de pioche fort
Siona, Captain of the Pyleas wonderwoman in da place
Starfield Mystic combo direct
Starfield of Nyx peu partir en couille vite
Verduran Enchantress pioche (ptet un peu faible)
Eutropia the Twice-Favored bonne distrib de puissance je pense

Cartes sorties :
Boon Satyr trop basique
Cold-Eyed Selkie aucun interet
Daxos of Meletis je le vois pas marcher vraiment
Dictate of Kruphix bof
Dismantling Blow meh removal
Eel Umbra trop basic
Elderwood Scion interessant ptet en side
Empyrial Storm trop cher pour son effet
Epic Proportions un peu cher pour l'effet surprise prefere mettre du solide
Genesis Storm trop cher pour son effet
Ground Seal mouais
Loyal Drake mieux à mettre peu de synergie
Loyal Guardian combo pas
Loyal Unicorn interessant mais peu synergique
Myth Unbound interessant mais y a mieux à rentrer
Ravenous Slime interessant mais peu synergique
Reclamation Sage un peu faible pour un removal
Soul Snare y a mieux en removal
Spawning Grounds meh - overcost
Vow of Flight j'aime pas l'idée de le mettre en face (ptet en multi side)
Vow of Wildness j'aime pas l'idée de le mettre en face (ptet en multi side)

Caerwyn on Karona, Destroyer of Worlds

1 year ago

Karona, False God is one of my all-time favourite cards. Sure, she's terrible, and her ability is prone to backfiring... but she's so wonderfully unique that I fell in love with her when I opened her way back in the day.

First off, let's deal with the biggest problem your card design has--there is just way too much text as proposed. As it stands, you're at 118 words spread across four paragraphs (breaks between paragraphs take up additional space). That's even more wordy than the notoriously lengthy Camouflage 's 98 words across two paragraphs.

Now, onto the main point of trying to fix Karona. Coming from the perspective of someone who plays a casual-oriented Karona Voltron list, I'll talk about my own concerns and suggestions.

To start, Karona has three major problems. The first is that she can easily backfire on you, either by swinging at you as a 5+/5+ or pumping an enemy tribe substantially (which can kill you even of you are using Vow of Wildness to avoid her attacking you). The second problem is that there is little incentive to attack with her unless you're running tribal, other than working together to quickly wrack up your 21 commander damage on someone. Finally, she is really easy to remove--not only is she vulnerable to your classic removal package, she also can be sacrificed when under the control of another player or her controller can willingly charge her into a more powerful/deathtouch blocker.

Your chosen suggestions fix some of these problems--the evasion and widening the boon to all creatures (rather than of a certain type) certainty is a better reason to swing. The free casting further provides an incentive to attack.

However, that means you're using two abilities to solve one of the three problems--that's not exactly ideal. Instead, perhaps:

  • Haste, Indestructible

  • At the beginning of each player’s upkeep, that player untaps Karona, Destroyer of Worlds and gains control of it.

  • Whenever Karona attacks, if no creatures are attacking Karona’s owner, creatures you control get +3/+3 until end of turn.

That's not too different from the original, and probably could keep the same mana cost. The anthem effect is a bit more powerful (seeing as it hits all creatures) encouraging using her offensively, but has a built-in protection for her owner. Indestructible makes it harder to kill her through blocking, but still leaves her open to exile and sacrifice effects, so there are still design flaws to build around (since that's kind of what makes her fun!).

Strangelove on Giving Good People Bad Permanents

2 years ago

yooo this is just the kind of chaos-hug I want to see!

I've been sitting on a Karona, but I didn't know what to do with her... like, have you ever put her down and the table decides to name "Avatar" and 3-shot someone(you)?

Is the enchantress theme doing what you want? I'm thinking about more creature stuff. Random things like Boldwyr Heavyweights and the Hunted series seem fun.

Endless Whispers ?

Spawnbroker .

Vedalken Plotter .

Oh Wild Research .

If you have lands worth playing, Pir's Whim feels good.

Axis of Mortality ? Cruel Entertainment ?

Xantcha, Sleeper Agent , Kynaios and Tiro of Meletis , Athreos, God of Passage

Intimidate doesn't work with Karona... Vow of Flight or Vow of Wildness ?

Missing Akroma, Angel of Wrath for the lore flex.

Karzalar on Sex-Proof Selesnyabians

2 years ago

Hey, long time no see!

Back with a few suggestions for you.

Why not Nevermore to block the already low-enough cards that could deny you a victory with Sigarda? Name either their commander, or, if they play those colors...

Blue : Cyclonic Rift Black : Merciless Eviction, Black Sun's Zenith White : Descend upon the Sinful

...or any combo piece if you know enough of the mtg possibilities.

Also, Satyr Enchanter is a better Mesa Enchantress, Femeref Enchantress can be good too.

Nylea's Colossus is a big beater with enchantment upsides.

Vow of Wildness doubles up as a pacifism of sorts for the enemy and a nice boost for you, same for Vow of Duty.

Hope you find something you like in those!

Caerwyn on I thought you were friends!

3 years ago

I run a similar Karona, False God build, and have some suggestions based on my own experiences with her.

  • I have found Sovereigns of Lost Alara to be quite helpful. In addition to being able to close out games itself, the ability to turn any creature into a mini-Zur is quite useful. If Sovereigns is run, Eldrazi Conscription is a fantastic card to cheat into play. With Sovereigns, any creature you control can become a win condition - I have won a surprising number of games by cheating Eldrazi Conscription onto my Argothian Enchantress.

  • It is worth running Vow of Wildness and Vow of Flight. In addition to synergy with your Commander, they serve as “removal,” as you can use them to defend against an opponent’s threat.

  • Armadillo Cloak is a fun little card. Because it does not give Lifelink, you can gain health whenever Karona attacks, regardless of who controls her. In a pinch, it can double as threat reduction, as you will heal if an enemy creature attacks you. Note, this will not prevent lethal damage, since its ability goes on the stack.

  • Song of the Dryads, Imprisoned in the Moon, and Darksteel Mutation are all solid removal spells, particularly with enchantment synergies. Since they do not force a change in zome, they can semi-permanently remove an enemy commander, as they’ll be transformed with no option to return to the command zone.

  • Defense of the Heart is a solid card and can be used to cheat out critical creatures. It looks like you have several worthy targets to make the card worth it.

  • Canopy Cover is a pretty nifty enchantment - not only does it grant evasion, it is one of two cards that give an ability akin to hexproof without actually giving the creature hexproof. Because of this, you can still target Karona with enchantments, but your opponents cannot do anything to her when she is under their control.

Hope some of that helps. Here is a link to my own list if you are curious: Pinball Wizard - Karona, False God EDH.

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