Wing Shards

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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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Wing Shards

Instant

Target player sacrifices an attacking creature.

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

DjJD on

2 years ago

Hi! Since you mentionned wanting a removal, here is my suggestion : Swords to Plowshares is probably the best in white in my opinion. Because I'm a (extreme!) budget player, I use alternatives and really enjoy Blessed Alliance , Condemn and Wing Shards to remove attackers. Chee

RockLCL on Kwain want you to play

2 years ago

I had to put Dissipation Field Rapid Hybridization Generous Gift Wing Shards because my frind don't know how to have fun Thinking of adding Path to Exile and some other card like that

Skinken on

2 years ago

Birds is a surprisingly well supported tribe, and flying tribal has been getting a fair bit of support recently. So building birds in commander can be both fun and powerful because you can combine old and new cards.

A creature has to be a Legendary creature to be legal as your commander. The classic option for birds would be Kangee, Aerie Keeper . Some other options that are more "Flying tribal" than bird tribal could be Kangee, Sky Warden (a very budget-friendly option), Isperia the Inscrutable , Akim, the Soaring Wind , Derevi, Empyrial Tactician or Alela, Artful Provocateur .

Now you should decide whether you want cards that support having Birds specifically: Aven Brigadier , Celestial Gatekeeper , Crookclaw Elder , Seaside Haven , Soulcatchers' Aerie , Airborne Aid , Migratory Route , Animal Sanctuary etc. Or if you just want cheap flyers that may or may not be birds and just play flying tribal: Battle Screech , Favorable Winds , Gravitational Shift , Gust of Wind , Island Sanctuary , Kangee's Lieutenant , Lofty Denial , Pride of the Clouds , Rally of Wings , Sephara, Sky's Blade , Siani, Eye of the Storm , Skycat Sovereign , Soulcatcher , The Raven's Warning , Thunderclap Wyvern , Tide Skimmer , Warden of Evos Isle , Watcher of the Spheres , Waterkin Shaman , Windstorm Drake , Winged Words , Battle Screech .

Your list has a lot of pretty bad cards that don't support your strategy. I would cut Healing Salve , Resupply , Take Up Arms , Call to Mind , Survival Cache , Refurbish (has 4 targets in your deck and no matter what you get you pay more mana than you should), Siegecraft etc. Pure lifegain spells are bad unless you build around them, and this is supposed to be a bird/flying deck right? Cards that make tokens without flying are not great because your lords and synergy don't make them better. So even though Raise the Alarm is a solid magic card, you would prolly rather have like a Mistral Charger because you can build synergy around it.

Removal is always good. You can almost never have too much of it. However, if you are really cool, you can try to play removal and card draw that is flavorful and synergistic as well: Ravenform , Wing Shards , Aerial Assault , Swan Song , Winged Words , Gust of Wind , Lofty Denial . Also, sol ring is great but more ramp is usually a good idea in commander, and Azorius Keyrune is also a bird!

Good luck with the screechy dudes!

DarkKnightCuron on White Soldier Deck for Commander, …

3 years ago

Good Afternoon, Hope everyone is doing well.

I've amassed the following cards for specifically a soldier-themed deck, but I'm having trouble narrowing down the list for an appropriate deck, so I'd like to request advice and assistance. The general idea was to summon a bunch of soldier tokens, buff them, defeat opponents, but I keep stumbling into cards that would be 'cool' or 'awesome' with the theme. Here are the cards I am looking at:

Legendary Cards (Potential Commanders) Akroma, Vision of Ixidor (Synergy with Odric) Baird, Steward of Argive (Good delay) Brimaz, King of Oreskos (Cheap commander that produces soldiers) Darien, King of Kjeldor (decent way of making soldiers, expensive) Keleth, Sunmane Familiar (only for partner) Lena, Selfless Champion Mikaeus, the Lunarch Nahiri, the Lithomancer Odric, Lunarch Marshal Odric, Master Tactician Prava of the Steel Legion Thalia, Heretic Cathar Trynn, Champion of Freedom

Normal Cards Abzan Falconer (synergy with Mikaeus) Adaptive Automaton (buffs soldiers) Ainok Bond-Kin (synergy with Mikaeus) Ancestral Blade (2 for a 2/2 creature seems good, especially if I can re-assign it to Auriok Steelshaper) Angel's Feather (Life gain) Angel's Grace (emergency + synergy with Darien)(Isochron Scepter) Anointed Procession (Double tokens, yes) Anointer Priest (life gain for tokens, seems good) Auriok Steelshaper (seems like good synergy with the equipment in the deck, if they're included. Otherwise, might toss this out) Aven Brigadier (Might toss this) Aysen Crusader (P/T based on soldiers? Yes please) Ballyrush Banneret (cheaper soldier spells) Basri Ket (Synergy with Abzan Falconer and Ainok Bond-Kin)(Produces Soldier Tokens) Benalish Commander (Roundabout way of producing soldiers) Bounty Agent (Neat way of dealing with certain cards) Call the Coppercoats (Produces soldiers) Captain of the Watch (Produces soldiers, buffs soldiers) Captain's Call (Produces soldiers) Catapult Master (Neat way of exiling enemy creatures) Cenn's Enlistment (produces soldiers, retrace) Commanding Presence (roundabout way of producing soldiers) Conclave Phalanx (can easily be a free creature + free life gain) Congregate (good life gain) Conqueror's Pledge (produces soldiers) Coordinated Barrage (meshes with soldiers well. Isochron Scepter) Crusader of Odric (can get really tough and powerful, might be worth cutting though) Daru Stinger (Could be really potent) Daru Warchief (cheaper spells, buffs soldiers, seems good) Dawn of Hope (good synergy with life gains, produces soldiers with lifelink) Daysquad Marshal (produces 1 soldier token, only really good with other buffs/cost reductions) Decree of Justice (mostly just to cycle it) Deploy to the Front (Great way of expanding ranks of soldiers) Devout Invocation (This is basically a win condition) Door of Destinies (buffs soldiers) Elspeth Tirel (makes soldiers, gain life, emergency nuke) Elspeth, Knight-Errant (makes soldiers, indestructable emblem) Elspeth, Sun's Champion (produces soldiers, cool emblem) Elspeth, Sun's Nemesis (makes soldiers or gain life, neat concept) Enlistment Officer (Good way of thinning the deck) Entrapment Maneuver (produces soldiers while protecting yourself, smidge situational) Erase (cheap removal. Isochron Scepter) Evangel of Heliod (produces soldiers, potential for lots of soldiers) Even the Odds (Nice way of getting emergency troops) Fairgrounds Warden (cool removal) Field Marshal (buffs soldiers) Fiend Binder (cool removal) Finale of Glory (basically a win condition) First Response (Nice way of benefitting from small attackers, I think) Garrison Cat (produces 1 soldier token, effectively replacing itself, might be worth cutting) Gideon, Ally of Zendikar (only really here for the emblem and possibly getting buffed on attacks) Gift of Estates (Land is always a problem for me, good deck thinning) Glorious Anthem (buff) God-Favored General (produces soldiers, albeit a bit expensive) Haazda Marshal (neat soldier producer, makes lifelink soldiers) Hero of Bladehold (battlecry + soldier producer, great with Haazda Marshal) Holy Day (defensive spell, Isochron Scepter) Honor of the Pure (buff) Hunted Witness (replaces itself with a soldier, cheap, might cut though) Intangible Virtue (buffs tokens) Intrepid Hero (Great removal, lots of great memories, nostalgic for me, etc) Isochron Scepter (Keep using certain Instants as needed) Join the Ranks (a bit expensive but makes soldiers) Journey to Nowhere (removal) Keeper of the Accord (really cool card, definitely helps with soldiers and lands) Knight-Captain of Eos (basically a holy day by sacrificing a soldier, seems really good) Land Tax (Land is always a problem) Launch the Fleet (produces soldiers, great with Odric, Haazda Marshal, Hero of Bladehold, Brimaz, etc) Leyline of the Meek (Neat little buff) Lieutenants of the Guard (neat mechanic, might cut) Loxodon Partisan (battlecry, might cut) Loyal Sentry (neat concept, cheap) Makeshift Battalion (diet battlecry) Marble Diamond (might be good) Marshal's Anthem (neat card, might be beneficial in a pinch) Martial Coup (great removal + producing soldiers) Mentor of the Meek (card draw from soldiers) Militia Bugler (decent deck-thinning, might cut since its only top four) Militia's Pride (produces soldiers, lots of good synergy) Mobilization (decent buff, built-in soldier producer, tad expensive) Mother of Runes (utility, might cut) Murder Investigation (neat little way of producing soldiers, depends) Ninth Bridge Patrol (neat way of benefitting from tokens getting destroyed) Nomads' Assembly (huge potential) Oath of Lieges (Land is always a problem) Oathsworn Giant (expensive, but decent buff) Oblivion Ring (Removal) Omen of the Sun (produces soldiers, little life gain, scry later, flash, generally good) Palace Guard (cool card) Paragon of New Dawns (buffs soldiers) Path to Exile (Removal) Patrol Signaler (roundabout way of producing soldiers, might cut) Pay No Heed (cheap defense, Isochron Scepter) Pearl Medallion (cheaper spells is always better) Pennon Blade (make something huge, kinda expensive though, might cut) Phantom General (buffs tokens) Precinct Captain (cheap, produces soldiers for attacking, decent synergy) Preeminent Captain (free cast, depending upon circumstances, decent synergy) Proper Burial (decent life gain) Raise the Alarm (cheap soldiers, Isochron Scepter) Ranger of Eos (only useful if I have a lot of cheap creatures) Reborn Hero (neat concept, can bring it back) Rebuff the Wicked (neat counter) Recruit the Worthy (cheap soldiers, Isochron Scepter) Recruiter of the Guard (decent search) Remember the Fallen (might cut, decent card) Resurrection (decent way of bringing back an expensive creature) Return to the Ranks (potentially free method of bringing cards back) Reverent Hoplite (potentially lots of soldiers) Rhox Pikemaster (Decent buff) Righteous Cause (Decent buff, tad expensive) Riot Control (neat life gain, defense) Rootborn Defenses (defense, makes a soldier, neat) Safe Passage (defense) Selfless Squire (interesting utility, might cut) Sergeant-at-Arms (can create soldiers, seems expensive though) Shielded Passage (neat little defense, Isochron Scepter) Sol Ring (obvious reasons) Soul Parry (decent defense, Isochron Scepter) Soul Snare (neat way to keep up devotion + have something on hand to deal with a creature) Soulmender (cheap creature, life gain, might cut) Standing Troops (decent card, might cut) Stormfront Riders (expensive way of producing soldiers, flying, might cut) Strata Scythe (make something huge, might cut) Strength of Arms (decent way of making soldiers, Isochron Scepter) Sword of the Meek (decent way of bringing it back from graveyard, might cut though) Sworn Companions (lifelink soldiers) Terminus (nice clutch card) Thraben Standard Bearer (cheap soldier, can be good for creating defenders in a pinch) Timely Reinforcements (neat for emergencies) True Conviction (huge buff) Unified Strike (exile based on number of soldiers, isochron scepter) Unruly Mob (might cut) Valor (easy way to get first strike) Veteran Armorer (buff, might cut) Veteran Armorsmith (buff, might cut) Veteran Swordsmith (buff, might cut) Veteran's Armaments (decent synergy, might cut) War Report (good life gain) Wing Shards (neat card, might cut) Worship (synergizes with Darien)

Lands Drifting Meadow (cycling) Emeria, The Sky Ruin (awesome card if I can get 7 plains) Karoo (neat little card, not sure if worth it) 28x Plains New Benalia (neat card, not sure if worth it) Nykthos, Shrine of Nyx (white deck, probably a good call) Secluded Steppe (cycling)

Thank you for your time and attention.

TriusMalarky on Geneva Format Cards List

3 years ago

dingusdingo yep, it's just creature go wack because that's all that I've had time to do. I plan on working other archetypes in as I find a little more time to research.

Also, I imagined community voting and such being a big part once it got going, but we're not there yet. That's got a bit to do with some of the choices I've made.

Also, on partial cycles, I do want to potentially use manabases as a way to keep some decks in check, but I may just relent soon as it's getting more and more clear that that's hard to do.

Great points, my only argument is "gaah, I need more time".

The power level is supposed to be fairly high, but in a way that supports archetypes and mechanics that aren't able to be powerful in other formats.

I like Voltaic Key, and have a couple other cards I'll be adding for big mana artifact synergy to work with that suggestion. Empty the Warrens looks like a great card.

That said, looking at my removal suite right now Swords is a big outlier. The only other cards that are that efficient only deal with smaller things, so I'll be cutting it and adding Wing Shards.

StopShot on Counteracting large hexproof creatures.

3 years ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

ClockworkSwordfish on Angelic Assault

3 years ago

Help me out here - why run Survivors' Encampment in a mono-white deck? You have no use for nonwhite mana and no card that cares about deserts. Wouldn't it be better to replace them with basic Plains? This also doesn't really feel like a sensible home for Reliquary Tower, since you have exactly one way to draw more than one card per turn. White isn't known for getting a huge hand size.

If you want to run a cool nonbasic land, Emeria, The Sky Ruin is a good fit for slow decks with big creatures like this. You'd probably want to drop the Seraph Sanctuaries for Plains if you ran it, but being able to bring an angel back every turn is huge!

Speaking of being slow and big... I think you might have too many expensive cards and not enough to do early in a game. Big powerful angels are great, but... they won't help you if your opponent can beat you down before you have enough mana to cast one, you know? I'd consider cutting out some of the weaker "big" cards - such as Angel of Renewal, Angel of the God-Pharaoh, Seraph of the Suns and Voice of the Provinces - for cheaper cards that can help you survive long enough to play your big cards. Good options I'd consider include Wall of Omens, Condemn and Wing Shards. Another option is getting to play your big cards faster with some acceleration like Marble Diamond, Worn Powerstone or Oketra's Monument.

Hope this advice helps your deck be all that it can be!

Mimiru_ on Humans Fleet

3 years ago

Hello Bramdal thank you for the suggestions.

I think Thraben Inspector is slow for this deck. Thalia, Guardian of Thraben probably in sideboard. Charming Prince, he can bounce Thalia's Lieutenant and soldier and knight protecting a noble why not ! haha I like the idea but I prefer focus on humans/soldiers/knights in priority. Militia Bugler could be nice to retrieve some cards but I probably go for Benalish Marshal. Basri's Lieutenant seems nice but not in the mainboard.

Concerning the cards you would cut :

Akrasan Squire and Fiendslayer Paladin will be in first line. Martial Coup will follow but not yet decided the substitution. Launch the Fleet is the signature card of this deck :) Wing Shards don't know yet. Knight Exemplar will replace Fiendslayer Paladin

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