Weaver of Lightning

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Weaver of Lightning

Creature — Human Shaman

Reach

Whenever you cast an instant or sorcery spell, Weaver of Lightning deals 1 damage to target creature an opponent controls.

StopShot on Is my custom card legendary …

10 months ago

@legendofa, Hello! Thank you for your comment. I appreciate your feedback a lot!

The creature typing really isn't a big deal to me as I'm describing what the AI artwork generated. (My art input was just water-color fantasy wall/barricade with red hues, and I picked the one that was the most fitting with MTG art-style.) Reach was also picked over flying based off of card art and it didn't seem off with recent red creatures such as Tuktuk Rubblefort, Brimstone Trebuchet and Weaver of Lightning. As for why have reach or flying, Sentinel of the Eternal Watch the inspiration behind this would be able to lockdown a flier per combat if it needed to and so this card would share that similar capacity.

"Protection from you" and +0/+2 are both used as a means to make combat less messy. Being able to block regardless of player you're attacking could be obnoxious if I slap on a pump spell on my wall or if I use protection attachments to deny enemy removal effects and the +0/+2 counterracts what combat damage the commander deals, so the opponent needs not factor it into potential blocking power. It makes the behavior of an omnipresent wall more predictable and less oppressive. Plus, it's beneficial if the attacking creature survives combat as it will be weaker due to wither making it an easier target for the opposing player to get revenge on during that player's next turn and thus giving me another opportunity to block. (Hence why its name implies it manifests spite. You snipe an enemy's creature, your creature gets smaller making it easier to be sniped back.)

I ran into some spacing issues with the second ability, and what I came up with was able to fit, but I didn't know it would turn a triggered ability into something that's half static ability and half triggered. I'll have to fix that before showing it to the group.

Provoke was given to tempt my opponents into attacking each other and sniping one another's creatures while my wall reaps benefits off of their fueds. Say I'm player A and Player B's 4/4 is going to provoke Player C's 3/3 for example as a "free trade." Kind of like a mini Invasion Plans or Master Warcraft. The problem with provoke is it snowballs hard if you have the dominant boardstate of creatures over everyone else. If I give their biggest creature provoke it can beat anything it wants furthering their boardstate advantage, but if I give their weakest creature provoke their weakest creature plus their stronger creatures can turn sideways and the smaller creature would be able to force the enemy's best blocker to block the smaller creature instead of the bigger threats coming their way. Skulk makes it a lot less of a "win-more" effect in a number of ways by (1) stopping the weakest creature from forcing a block from best blocker in times of all-out assault (2) allows under-developed boardstates to snipe small/mid-sized creatures more safely from the over-developed boardstates as skulk prevents big creatures from double blocking with the weaker provoked creature that's forced to block. Besides, the intent was never meant for the chosen creature to provoke my wall, as the chosen creature would also have haste and given my wall has protection from haste, it would be an invalid provoke target. By giving an enemy's creature both haste and provoke I'm making it more favorable for the chosen creature to attack someone else and less favorable for it to attack me if that makes sense.

I do like your version of my card and I will probably tinker around with it if that's alright with you.

Control_Train on Feather Redeems Boros in EDH [Primer]

2 years ago

carlmoores - Thanks for the comment firstly, and I'm glad you like the deck/idea! I can definitely tell you have a more stax-y theme going on in yours, but the list looks good and your changes seem good too. It's harder for me to give advice on individual lists because I don't know your meta and playstyle as well, but it looks like you've got sufficient protection, ramp, and draw, which I think are the important things I would immediately look for. I'm looking at cutting Krark for one of the Strixhaven cards, but he's definitely still a strong card, I just don't think my build is quite where he belongs.

To address your questions, I find myself mulliganing a lot with Feather, because you're right in that your opening hand is ideally built a certain way, similar to what you said with protection and draw. I normally won't play Feather until I have 4 mana to prevent her from being targeted early, but sometimes you just have to hope she sticks for a while. I find that if I'm not doing anything crazy, Feather herself will stick, though I think my playgroup has almost entirely given up on trying to remove Feather because if I untap with her, I leave enough mana open for protection on each opponent's turn too, so it is -usually- moot to try and get rid of her. If you're having serious problems with Feather getting removed, my suggestion would be something like Swiftfoot Boots, Veilstone Amulet, or just adding more protection spells. Sevinne's definitely seems like a good add though, especially since it can hit more than just Feather.

I can only count on one hand the number of times I have untapped with Aria and lost, because that card alone is such a powerful closer. If you're having trouble with your win condition permanents getting removed, I have a couple of possible solutions. One would be to run more ways to protect them, even if they aren't necessarily thematic to the deck, like Cliffside Rescuer . Another option is to lean more into a token theme, as once enough tokens get into play, something like Anax and Cymede, Leonin Lightscribe , or Show of Confidence can push them through to a win where something like Aria might get shot down by one removal spell. The third option would be to save the win condition pieces like Aria until you're sure you can at least eliminate the player with the most removal, like any green or white player who's likely to have a disenchant effect. It also could just be that your meta is even more removal heavy than mine, or your playgroup is vicious about your win conditions. Let me know if/what you try and if any of it helps!

I'm personally not a fan of cards like Flame Sweep in general, especially because I'm leaning into the token theme, but those cards are definitely effective and can be a good meta pick if you're struggling against swarm decks. You could also try something like Weaver of Lightning which is a thematic way to remove creatures, and while it isn't strictly good at dealing with swarms, you can easily kill 2-3 small creatures per turn cycle, which might be just enough to save you from dying or kill off creatures that are buffing or producing the tokens to begin with. Really hope all of this helps and good luck in your games!

Richtspruch - that's definitely a swap I'm making, I just haven't had time to sit down with the list yet and make the changes. Both lands are okay, Furycalm definitely works better the more basics you have (which I have very few of), and Hall of Oracles seems effective, if slow, but it isn't bad by any means. I thought about Sudden Breakthrough, but at best it's mana neutral, and while you can save the treasures up, I never find myself banking that much mana, though this card is definitely better in more Voltron based builds for sure. Beaming Defiance is also fine at the two mana slot, though I also think this one is better in a more Voltron based build because for my build, the +2/+2 that comes with the extra 1 mana cost doesn't bring much value. Thanks for your comment!

Poly_raptor on Avatar: The Last Airbender

3 years ago

Thanks for all the up votes recently guys, I love coming back to this deck. I’ve made a couple of slight alterations, I’ve cut Defy Gravity and I’ve added in Leaping Master - I think this art work is better and also offers very similar flavour.

Sakashima's Student has been added into Book I, this is to represent Zuko when he dons the mask of the Blue Spirit, I decided to cut Weaver of Lightning

Lastly I’ve added in Beguiler of Wills to act as Hama, the Southern Water Tribe native who created the art of blood bending to control her enemies!

I’m still toying around with some of the options in the maybe board too.

KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

4 years ago

It's a little easier going three colors with this build because of how little it relies on white, but I see your point. I think Dive Down would go great in a deck with stuff like Electrostatic Field and Weaver of Lightning , but I really like the repeatability of the Splice on Blessed Breath . Getting it in hand means I get at least two uses out of it, unlike needing 8 deckslots for a playset of Apostle's Blessing and Dive Down .

Tae_Grixis on izzet

4 years ago

Gadianten on Feather, the infinite value

4 years ago

Sphinx-Bone Wand is for multiplayer games that grind to a stand still, I don't know your meta but if your not playing against hyper competitive decks, something that would be rough on a budget deck, its a nice way to seal the game when you are cantriping 3-4 times a turn to build damage rapidly although there is the lite version Sentinel Tower .

Having play tested your deck a few rounds I think you could drop about six creatures, mostly the heroic ones although I do like Anax and Cymede , and add a couple of more lands and some more cantrip spells trying to keep things around 1-2 mana. With your commander you never really want to miss a land drop as the deck is actually pretty mana hungry when it wants to do its thing. I think as far as creatures generally go you want stuff that rewards you for casting but not having to be targeted like Balefire Liege , Electrostatic Field , Firebrand Archer , Ojutai Exemplars , Thermo-Alchemist and Weaver of Lightning . Regardless I think it looks like a fun deck and hope to get my hands on a copy of Feather my self.

MadLuckKing on MKM - Grixis Control

6 years ago

I remember back when we had to face Atarka Red and such, during those times (at least from my experience) we really just hoped to draw A LOT of removal, and we dedicated a few sideboard slots solely to helping us beat it. So if Mono Red is becoming a problem again, we need to give up some slots to help us fight it. Personally I'm sideboarding 2 Chandra's Defeat. Because it's instant speed and kills everything they play, including Chandra, Torch of Defiance.

Weaver of Lightning is alright against mono red, but it still gets hit by all their panic effects (Creature can't block effects).

Essence Extraction would require us to tweak the mana base a bit I think, as we've moved more into double red/blue territory.

Kalitas, Traitor of Ghet and Champion of Wits these lose too much tempo in the mono red matchup when they get removed, and we have no tempo in the first place.

@Osmlol This decklist doesn't have a "rotation-proof" mentality behind it, this list is supposed to be an efficient control list that can fight against the meta correctly, regardless of having to use soon to be rotating cards.

Facebeater on MKM - Grixis Control

6 years ago

What about something like Weaver of Lightning? Giving an extra point of damage for all our spells seems pretty good. Dies pretty easily to Chandra, Torch of Defiance or Glorybringer though. Spot removal like Essence Extraction might be decent too.

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