Witness Protection

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Witness Protection

Enchantment — Aura

Enchant creature

Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colours, card types, creature types, and names.)

Balaam__ on New to Pioneer. *HELP*

4 months ago

Thanks Icbrgr. Witness Protection is new to me— “legitimate businessperson” made me laugh

Icbrgr on New to Pioneer. *HELP*

4 months ago

Welcome to the format! This looks pretty solid and spirits in general are just a solid deck choice imo. If this is just something to have available and not exactly needing to be optimized I would suggest Lay Down Arms or Witness Protection as a budget friendly removal options. +1

LeMonado on Dawn of the First Day

4 months ago

Safaridor First I just gotta thank you for your encouragement. It makes me happy to see other people enjoy this project! Just the other day someone DMed me on Reddit asking how/where they could order the deck and it made my day.

As for Flickering Ward: I haven't considered it before but I see where you're coming from! The fact that it essentially becomes [2]: draw a card when you have enchantress effects is selling me on it. I could see it replacing Mana Bloom. If any art comes along that fits it, I'll give it a shot!

As for the project, there will be some changes coming soonish now that we have cards like Witness Protection.

wallisface on uuu

7 months ago

Some thoughts:

  • as a monocolored deck, there’s no point in running Evolving Wilds or Terramorphic Expanse, in fact as they make lands enter tapped, they actively hurt you by slowing you down.

  • cards like Lofty Denial and Lookout's Dispersal are incredibly weak and unreliable - you’re better off running Mana Leak.

  • your creature count is very high for a control deck, which will often mean you run out of ways to disrupt your opponent and get overwhelmed. Mist of your creatures are all incredibly underwhelming also, all being very small, easy to kill, and do-nothing. You would be far better-off running much less creatures, but then having those creatures that you do run be threatening, like Tolarian Terror.

  • cards like Stern Dismissal, Unsummon, and Divide by Zero are all really, really bad in a control deck, as the archetype only really wins by attrition and card advantage, and these bounce spells are giving you card disadvantage - meaning you’ll run out of resources first and lose the game. If you’re having problems answering stuff on-board, you’re better-off with something like Witness Protection

Exoflo on SIX

10 months ago

Avarice Totem is a bad card

Soulless Jailer and Chef's Kiss are too specific cards that are not synergistic

Negate can be replace by a general counter spell

Brand is useless imo

Contested Game Ball just ask people to attack you

Harmless Offering and Wrong Turn are useless if zedruu stick on the field

Scrambleverse is pure chaos. It throws game and does not make it fun anymore, neither for u or your friends

Jinxed Idol is anti-synergistic cause you give creature

You have to many creature-focussed removal and not true "remove all" (like Witness Protection or Path to Exile. Keep enchantment, they are synergistic with Zedruu)

You have to many wincon, choose how you want to win and remove the other (keep them appart and modify you deck if you want to try new thing)

Remove more that 18 cards and add some lands

Consider adding some protection for Zedruu

After that, remove some bad gift and some "givers"

I don't like giving creature to opponent cause they can just sac it, or kill it during combat. That's just my opinion.

I don't like bad gift zedruu, again that's my opinion

Very good choice of commander

More important : play the card you like the most

Apollo_Paladin on Sea of Attrition [Arena] [V2]

1 year ago

Interesting take on mill +1

Some Food for Thought:

  • Either Witness Protection or Stasis Field is a pretty easy upgrade to make over Ichthyomorphosis, less mana cost. (there's other 2-mana Blue auras along this line as well with other benefits: Eaten by Piranhas with Flash for example)

  • Spark Double won't let you copy opponent's creatures, but might be better for you than Undercover Operative since it'd let you copy & keep multiple Bruvacs in play. Otherwise, Metamorphic Alteration lets you copy opponent's stuff as well as your own for half the CMC of the Operative, you just need a creature already in play (not a big issue with your build from the looks of it)

  • I'm assuming Diamond Mare is in here because mono-red just won't go away in the queue, but if this is a best-of-3 deck, Drowned Secrets would offer a lot more synergy with the rest of your deck for the 2CMC slot (in games where the reliable lifegain isn't as important).

  • Finally and Most Obviously, the 1 Fraying Sanity you have there too should be in the deck - ideally a couple more copies since they stack (yeah, I know, rare wildcards ugh - assuming this is why it's only 1x)

Catch you on Arena sometime

wallisface on Don't

1 year ago

goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!

For specifically getting down to 60 cards, i’d suggest ditching the following 7:

  • remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.

  • remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.

  • remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.

After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.

  • Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.

  • Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.

  • Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.

  • Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).

  • if you want stronger card draw, Preordain will probably offer more overall value than Opt.

Good luck with the brew! :)

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