3.9k
3/23/2025
PRIMER Sigarda Voltron Enchantress
Deck Size: 100
Commander
Legal
Est deck cost: $4294.08
Salt sum: 49.49
3.9k
3/23/2025
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Commander

Qty: 1 Price: $19.99
Sigarda, Host of Herons

Flying, hexproof Spells and abilities your opponents control can't cause you to sacrifice permanents.

Creature
Sigarda, Host of Herons (avr) 210

Commander

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Protection

Qty: 8 Price: $317.42
Archetype of Endurance

Creatures you control have hexproof. Creatures your opponents control lose hexproof and can't have or gain hexproof.

Creature Enchantment
Archetype of Endurance (bng) 116
Avacyn, Angel of Hope

Flying, vigilance, indestructible Other permanents you control have indestructible.

Creature
Avacyn, Angel of Hope (j17) 1
Destiny Spinner

Creature and enchantment spells you control can't be countered. {3}{G}: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

Creature Enchantment
Destiny Spinner (thb) 168
Grand Abolisher

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

Creature
Grand Abolisher (m12) 19
Kutzil, Malamet Exemplar

Your opponents can't cast spells during your turn. Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.

Creature
Kutzil, Malamet Exemplar (lci) 232
Myrel, Shield of Argive

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments. Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.

Creature
Myrel, Shield of Argive (pbro) 18s
Privileged Position

({G/W} can be paid with either {G} or {W}.) Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)

Enchantment
Privileged Position (rav) 251
Sterling Grove

Other enchantments you control have shroud. (They can't be the targets of spells or abilities.) {1}, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.

Enchantment
Sterling Grove (j20) 9

Protection

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Tutor

Qty: 5 Price: $1627.95
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (ddr) 7
Defense of the Heart

At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.

Enchantment
Defense of the Heart (j16) 7
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (ema) 9
Idyllic Tutor

Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.

Sorcery
Idyllic Tutor (mor) 12
Survival of the Fittest

{G}, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Enchantment
Survival of the Fittest (g09) 4

Tutor

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Buffs

Qty: 17 Price: $139.99
Ancestral Mask

Enchant creature Enchanted creature gets +2/+2 for each other enchantment on the battlefield.

Enchantment
Ancestral Mask (ema) 157
Armadillo Cloak

Enchant creature Enchanted creature gets +2/+2 and has trample. Whenever enchanted creature deals damage, you gain that much life.

Enchantment
Armadillo Cloak (ema) 195
Bastion Protector

Commander creatures you control get +2/+2 and have indestructible.

Creature
Bastion Protector (c15) 1
Bear Umbra

Enchant creature Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Enchantment
Bear Umbra (roe) 177
Daybreak Coronet

Enchant creature with another Aura attached to it Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

Enchantment
Daybreak Coronet (mm2) 14
Duelist's Heritage

Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.

Enchantment
Duelist's Heritage (c16) 1
Ethereal Armor

Enchant creature Enchanted creature gets +1/+1 for each enchantment you control and has first strike.

Enchantment
Ethereal Armor (rtr) 9
Flaming Fist

Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."

Enchantment
Flaming Fist (clb) 18
Holy Mantle

Enchant creature Enchanted creature gets +2/+2 and has protection from creatures.

Enchantment
Holy Mantle (gtc) 17
Shield of the Oversoul

Enchant creature As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.) As long as enchanted creature is white, it gets +1/+1 and has flying.

Enchantment
Shield of the Oversoul (shm) 242
Shielded by Faith

Enchant creature Enchanted creature has indestructible. Whenever a creature enters, you may attach this Aura to that creature.

Enchantment
Shielded by Faith (c15) 8
Silverblade Paladin

Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.) As long as this creature is paired with another creature, both creatures have double strike.

Creature
Silverblade Paladin (avr) 36
Spirit Mantle

Enchant creature Enchanted creature gets +1/+1 and has protection from creatures.

Enchantment
Spirit Mantle (pc2) 12
Strength of the Harvest

Enchantment
Strength of the Harvest // Haven of the Harvest (mh3) 258Strength of the Harvest // Haven of the Harvest (mh3) 258
Timely Ward

You may cast this spell as though it had flash if it targets a commander. Enchant creature Enchanted creature has indestructible.

Enchantment
Timely Ward (cmr) 363
Unflinching Courage

Enchant creature Enchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)

Enchantment
Unflinching Courage (dgm) 111
Unquestioned Authority

Enchant creature When this Aura enters, draw a card. Enchanted creature has protection from creatures.

Enchantment
Unquestioned Authority (cns) 85

Buffs

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Ramp

Qty: 12 Price: $237.48
Burgeoning

Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.

Enchantment
Burgeoning (cn2) 178
Case of the Locked Hothouse

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Enchantment
Case of the Locked Hothouse (pmkm) 155s
Composer of Spring

Constellation — Whenever an enchantment you control enters, you may put a land card from your hand onto the battlefield tapped. If you control six or more enchantments, instead you may put a creature or land card from your hand onto the battlefield tapped.

Creature
Composer of Spring (cmm) 739
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (m11) 168
Exploration

You may play an additional land on each of your turns.

Enchantment
Exploration (cns) 164
Herald of the Pantheon

Enchantment spells you cast cost {1} less to cast. Whenever you cast an enchantment spell, you gain 1 life.

Creature
Herald of the Pantheon (ori) 180
Jukai Naturalist

Lifelink Enchantment spells you cast cost {1} less to cast.

Creature Enchantment
Jukai Naturalist (neo) 225
Kodama's Reach

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Kodama's Reach (chk) 225
Land Tax

At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.

Enchantment
Land Tax (g10) 5
Mirri's Guile

At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.

Enchantment
Mirri's Guile (j19) 1
Sanctum Weaver

{T}: Add X mana of any one color, where X is the number of enchantments you control.

Creature Enchantment
Sanctum Weaver (pmh2) 171s
Starfield Mystic

Enchantment spells you cast cost {1} less to cast. Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.

Creature
Starfield Mystic (m20) 39

Ramp

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Draw

Qty: 10 Price: $125.40
Argothian Enchantress

Shroud (This creature can't be the target of spells or abilities.) Whenever you cast an enchantment spell, draw a card.

Creature
Argothian Enchantress (ema) 158
Eidolon of Blossoms

Constellation — Whenever this creature or another enchantment you control enters, draw a card.

Creature Enchantment
Eidolon of Blossoms (pjou) 122★
Elvish Archivist

Whenever one or more artifacts you control enter, put two +1/+1 counters on this creature. This ability triggers only once each turn. Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.

Creature
Elvish Archivist (pwoe) 168s
Enchantress's Presence

Whenever you cast an enchantment spell, draw a card.

Enchantment
Enchantress's Presence (mh2) 283
Mesa Enchantress

Whenever you cast an enchantment spell, you may draw a card.

Creature
Mesa Enchantress (plc) 26
Satyr Enchanter

Whenever you cast an enchantment spell, draw a card.

Creature
Satyr Enchanter (m19) 223
Setessan Champion

Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.

Creature
Setessan Champion (thb) 198
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (ema) 187
Sythis, Harvest's Hand

Whenever you cast an enchantment spell, you gain 1 life and draw a card.

Creature Enchantment
Sythis, Harvest's Hand (pmh2) 214s
Verduran Enchantress

Whenever you cast an enchantment spell, you may draw a card.

Creature
Verduran Enchantress (sld) 1004

Draw

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Recursion

Qty: 2 Price: $121.48
Redress Fate

Return all artifact and enchantment cards from your graveyard to the battlefield. Miracle {3}{W} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Sorcery
Redress Fate (dsc) 9
Replenish

Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)

Sorcery
Replenish (uds) 15

Recursion

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Land

Qty: 35 (36 w/ MDFC)Price: $1649.65
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (zen) 211
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (pneo) 266s
Bountiful Promenade

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {W}.

Land
Bountiful Promenade (bbd) 81
Brushland

{T}: Add {C}. {T}: Add {G} or {W}. This land deals 1 damage to you.

Land
Brushland (10e) 349
Canopy Vista

({T}: Add {G} or {W}.) This land enters tapped unless you control two or more basic lands.

Land
Canopy Vista (pbfz) 234s
Cavern of Souls

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.

Land
Cavern of Souls (avr) 226
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (j12) 8
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
Forest

({T}: Add {G}.)

Land
Forest (thb) 254
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (sld) 468
Hall of Heliod's Generosity

{T}: Add {C}. {1}{W}, {T}: Put target enchantment card from your graveyard on top of your library.

Land
Hall of Heliod's Generosity (mh1) 241
Homeward Path

{T}: Add {C}. {T}: Each player gains control of all creatures they own.

Land
Homeward Path (j17) 4
Horizon Canopy

{T}, Pay 1 life: Add {G} or {W}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Horizon Canopy (ima) 240
Hushwood Verge

{T}: Add {G}. {T}: Add {W}. Activate only if you control a Forest or a Plains.

Land
Hushwood Verge (pdsk) 261s
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (jou) 163
Marsh Flats

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (mm3) 239
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (zen) 220
Plains

({T}: Add {W}.)

Land
Plains (thb) 250
Savannah

({T}: Add {G} or {W}.)

Land
Savannah (3ed) 285
Serra's Sanctum

{T}: Add {W} for each enchantment you control.

Land
Serra's Sanctum (usg) 325
Strip Mine

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land.

Land
Strip Mine (v09) 13
Sunpetal Grove

This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.

Land
Sunpetal Grove (xln) 257
Temple Garden

({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Temple Garden (grn) 258
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (zen) 229
Wasteland

{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Land
Wasteland (j15) 8
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (ktk) 248
Wooded Bastion

{T}: Add {C}. {G/W}, {T}: Add {G}{G}, {G}{W}, or {W}{W}.

Land
Wooded Bastion (shm) 281
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ktk) 249
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (pmh2) 261s

Land

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Removal

Qty: 10 Price: $54.72
Aura of Silence

Artifact and enchantment spells your opponents cast cost {2} more to cast. Sacrifice this enchantment: Destroy target artifact or enchantment.

Enchantment
Aura of Silence (10e) 6
Banishing Light

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Enchantment
Banishing Light (c15) 61
Darksteel Mutation

Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Enchantment
Darksteel Mutation (c13) 9
Grasp of Fate

When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

Enchantment
Grasp of Fate (c15) 3
Oblivion Ring

When this enchantment enters, exile another target nonland permanent. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

Enchantment
Oblivion Ring (ala) 20
Overwhelming Splendor

Enchant player Creatures enchanted player controls lose all abilities and have base power and toughness 1/1. Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.

Enchantment
Overwhelming Splendor (phou) 19s
Seal from Existence

Ward {3} (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.) When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

Enchantment
Seal from Existence (mom) 35
Song of the Dryads

Enchant permanent Enchanted permanent is a colorless Forest land.

Enchantment
Song of the Dryads (c14) 47
Spark Rupture

When this enchantment enters, draw a card. Each planeswalker with one or more loyalty counters on it loses all abilities and is a creature with power and toughness each equal to the number of loyalty counters on it.

Enchantment
Spark Rupture (mat) 5
Stony Silence

Activated abilities of artifacts can't be activated.

Enchantment
Stony Silence (isd) 36

Removal

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Maybeboard

Qty: 1 Price: $1.99
Tempest Technique

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature you control Enchanted creature gets +1/+1 for each enchantment you control.

Enchantment
Tempest Technique (tdc) 16

Maybeboard

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Deck Info

Deck stats

57 pips - 41 cards
21 mana - 19 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
41 pips - 35 cards
21 mana - 19 cards
0 pips - 0 cards
8 mana - 8 cards
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Description

{"ops":[{"insert":"It's time to smack around your opponents and beat in some face! This is a Voltron deck centered around enchantments with "},{"insert":{"card-link":"Sigarda, Host of Herons"}},{"insert":" as the commander. The general strategy is to cast Sigarda, make her Indestructible, then add other buffs to deal 21+ commander damage to each opponent for the win. If you want to play Sigarda as the commander and have a solid chance at winning this is the primer for you. \n "},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Why is this deck Bracket 3 - Upgraded?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Other Sigarda decklists online tout themselves as \"Bracket 4 - Optimized\" or even a few \"Bracket 5 - CEDH\". \n\nWhy care about this decklist and primer? Simple! This decklist might actually win!\n\n"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"Instead of building for Bracket 4 & 5 and winning 1/300 games, most players want to build a Bracket 3 deck that wins 1/4 games give or take. "},{"insert":"\n\nBracket 5 Sigarda decks don't actually exist. Bracket 4 is the highest a Sigarda deck can be labeled. Both the Enchantress and Voltron archetype are not viable strategies to winning in CEDH (not even "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" as the commander). \nBracket 4 Sigarda decks typically include more mana dorks, instant speed interaction, mass land denial, tutors, game changers, and 2-card infinite combos. Bracket 4 Sigarda decks try to play faster, but decrease their resilience and synergy compared to this decklist. \n\nTo be clear, you can build decks however you want: \"CEDH\", \"Optimized\", \"Upgraded\", \"Core\", Exhibition\", Angel typal, Green-White Value, Artifacts/Equipment focused, etc, that's the beauty of the format. This primer is designed for players who both want to play Sigarda as the commander and have a solid chance at winning.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've played this deck in paper every other weekend at LGSs since 2015 (besides during COVID). \nSo, let's learn how it works...\n\n"},{"attributes":{"underline":true},"insert":"Is Sigarda Right for You?"},{"insert":" "},{"attributes":{"header":1},"insert":"\n"},{"insert":"Yes:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You love enchantments "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love playing at a 'mid-tier' power level "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love Voltron "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love not having to sacrifice permanents "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love a commander that's untargetable by opponents "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love Sigarda as a card "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You love removal that maintains card advantage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No: "},{"attributes":{"header":2},"insert":"\n"},{"insert":"You want to play something faster or slower "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want multiple important creatures "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to win, but not with an All-in strategy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want infinite combos"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want a small board presence "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You want to play heavy Instants, Sorceries, Artifacts and/or Planeswalkers "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Opening Hand"},{"insert":" "},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true},"insert":"Your opening hand should ideally have 3 lands, ramp, an enchantress, removal, and anything for the 7th card:"},{"insert":"\n(3) "},{"attributes":{"bold":true},"insert":"LAND"},{"insert":": Most important are the 3 lands as the average MV is about 3.0 in the deck. With 36 lands you should have no problem. (As with any deck, there’s always a chance to get mana screwed but that’s just the natural variance of Magic)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(1) "},{"attributes":{"bold":true},"insert":"RAMP"},{"insert":": Next you'll want a ramp effect since you want to cast our commander Turn 5 guaranteed. You should naturally draw about 2 lands over the first 5 turns though (so not too much pressure) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(1) "},{"attributes":{"bold":true},"insert":"DRAW"},{"insert":": After that you want 1 of your 7 enchantresses in the deck to start your draw engine. "},{"insert":{"card-link":"Sylvan Library"}},{"insert":" is acceptable since both filtering the top 3 and possibly drawing extra is worth it. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(1) "},{"attributes":{"bold":true},"insert":"REMOVAL"},{"insert":": Hopefully there is a spot removal card since there is at least 1 card by Turn 3 worth removing usually "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"(1) "},{"attributes":{"bold":true},"insert":"FLEX"},{"insert":": The last slot is a flex slot that increases your odds to see one of the previous effects (Perhaps a Protection piece if another deck likely runs multiple Wraths or Counterspells)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Consider Mulliganing if:"},{"insert":" \n2 or less lands "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No draw, ramp, or removal "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A ≥6 MV spell "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A Recursion effect (as you want them late game)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"*Almost never mulligan below 6\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"How to Play"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Average Win Turn: Turn 10 \n\nTurn 1-4: Play out your opening hand and set up draw/ramp effects\nTurn 5: Cast Sigarda \nTurn 6-7: Start attacking Opponent 1 while casting buffs and removal the rest of the game\nTurn 8: Kill Opponent 1\nTurn 9: Kill Opponent 2 \nTurn 10: Kill Opponent 3 and win\n\nOne of the most difficult aspects to piloting this deck is deciding who to attack first. These are some of the key factors to considering while playing Sigarda: \n\n"},{"attributes":{"bold":true},"insert":"\"Who is playing the potentially strongest deck?\""},{"insert":" Unless you explicitly know your opponent has a more casual build of a powerful commander, then this is your primary target. These are often the combo decks. (You should get a feel within the first few turns based on the cards they play as to whether it’s a casual or tuned build. If you’re not confident in your deck assessment, don’t worry. It’s a skill that comes with time). Use removal too when necessary since it usually takes 2-3 swings of Sigarda attacking this 1st opponent to kill them"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Who is the farthest ahead?\""},{"insert":" One opponent is usually ahead of everyone else by Turn 5. You don't want them to run away with the game and win. They're often a good choice to attack first. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"\"Who is likely playing Counterspells, Wraths, and/or Mass Bounce?\""},{"insert":" As explained in the main section below, these effects completely screw over a Sigarda deck. This is usually the last thing you want to consider as letting someone run away with the game/combo-out early game is much more pressing. However, if the game goes "},{"attributes":{"italic":true},"insert":"normally "},{"insert":"then the control players will now be the biggest hindrance."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nLosing Sigarda is the hardest thing to recover from as her commander tax builds up quickly (i.e. 5 MV -> 7 MV -> 9 MV) Even with 36 lands and land-based ramp you will become too slow, and an opponent will win.\n\nOnce you have safely cast Sigarda, the next most important thing is to begin enchanting her. Usually this will entail dropping whatever auras you have in your hand the following turn. However, your primary focus should be on making Sigarda Indestructible. Use whatever tutors or draw in your hand to increase the likelihood of playing out an Indestructible granting effect. You want Sigarda to be borderline impossible to interact with. \n\nFrom here on out you should be swinging every turn you get the chance. After making Sigarda Indestructible she needs to get though any potential blockers, so use \"Protection from Creatures\" auras. There aren’t too many of those auras, so that means you use the next best thing: Trample auras. Sigarda has Flying, but it's wrong to think that will be enough evasion to win. Now that Sigarda is hitting opponents in the face for commander damage add effects like Double Strike and mass pump auras. The occasional Lifelink, First Strike, and Vigilance help pad your life total in the late game. \n\nFocus on casting multiple low MV enchantments, triggering enchantress draws to gain card advantage, and swinging every turn. You should attack Opponent 1 repeatedly Turns 6-8 until they die. At this point Sigarda should be strong enough to one-shot the remaining opponents. On Turn 9 you’ll one-shot opponent 2 and on Turn 10 you’ll finish off opponent 3. (Of course, not every game will play out this way, but this is how the deck typically operates).\n\n\n\n"},{"attributes":{"underline":true},"insert":"Strategies/Cards That Hurt You"},{"insert":" "},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Counterspells"},{"insert":" - T"},{"attributes":{"color":"#222222"},"insert":"he Commander Tax rule states that you must pay an additional 2 generic mana for each time you've previously cast your commander from the command zone. This is a huge tempo loss since instead of swinging and killing opponents you're wasting time recasting her. "},{"insert":"Getting her countered once and your chances of winning become slim"},{"attributes":{"color":"#222222"},"insert":". "},{"insert":"Getting her countered twice and your chances of winning dwindle low enough that you’ll hardly ever win from there"},{"attributes":{"color":"#222222"},"insert":". This is why you have protection pieces like "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"attributes":{"color":"#222222"},"insert":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Destiny Spinner"}},{"attributes":{"color":"#222222"},"insert":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Grand Abolisher"}},{"attributes":{"color":"#222222"},"insert":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Myrel, Shield of Argive"}},{"attributes":{"color":"#222222"},"insert":" as well as "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" (choose Angel of course) to make Sigarda uncounterable. If you don't have a protection piece out yet while the control player has untapped mana and cards in hand, then wait. Better to wait a turn for them to tap out and bait out a counterspell. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Wraths"},{"insert":" - If Sigarda gets destroyed by a wrath effect you again must pay the Commander Tax and lose out on tempo in addition to any auras attached to her. As with counterspells, wraths forcing you to recast her drastically reduce your chances of winning. Luckily you run tons of Indestructibility granting effects: "},{"insert":{"card-link":"Shield of the Oversoul"}},{"insert":", "},{"insert":{"card-link":"Timely Ward"}},{"insert":", "},{"insert":{"card-link":"Shielded by Faith"}},{"insert":", "},{"insert":{"card-link":"Bastion Protector"}},{"insert":", "},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":", and "},{"insert":{"card-link":"Bear Umbra"}},{"insert":" (the only good Totem Armor aura). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mass Bounce"},{"insert":" - Cards like "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Evacuation"}},{"insert":" are frequently played and slow you down tremendously. Every deck has weaknesses, and sadly this is one of Sigarda’s, so try to focus down blue removal-heavy decks. (Cards that can answer this are not synergistic enough for the deck and will lose you more games than win on average. Yes, even "},{"insert":{"card-link":"Flickerform"}},{"insert":"). Try to get out "},{"attributes":{"color":"#222222"},"insert":" "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"attributes":{"color":"#222222"},"insert":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Grand Abolisher"}},{"attributes":{"color":"#222222"},"insert":", and "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Myrel, Shield of Argive"}},{"attributes":{"color":"#222222"},"insert":" so they can't Bounce on your turn at least."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Combo"},{"insert":" - Combo decks can win suddenly and before you can kill them if not focused down. Use your removal and threat assessment skills to eliminate key permanents on their board. 2 card combo pieces are easiest to identify. This is primarily a sorcery-speed deck, so act preemptively and constantly ask yourself \"Are they going to use that to combo out on their next turn?\" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" \n"},{"attributes":{"bold":true},"insert":"Go-Wide Creatures"},{"insert":"- As a Voltron strategy you tend to only have a few creatures on the board. Most of your creatures are small and you don't want to chump block with them if you don't have to. The general way to deal with a Go-Wide Creature deck is to kill them before they kill you, honestly. Kill them and you won't have to worry about a crackback! If you need a turn or two, tutor and enchant them with "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":". "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" can punish these decks, and a majority of EDH decks, by cheating into play "},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":" and any other creature you need at the beginning of Turn 5. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Pillowfort/"},{"attributes":{"bold":true},"insert":{"card-link":"Fog"}},{"attributes":{"bold":true},"insert":" "},{"insert":"- Commander damage can only be done as combat damage, so if Sigarda can't connect because of a "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" or constant Fog effects you basically lose. Therefore, you run "},{"insert":{"card-link":"Song of the Dryads"}},{"insert":", "},{"insert":{"card-link":"Wasteland"}},{"insert":", "},{"insert":{"card-link":"Strip Mine"}},{"insert":", and "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (they can also be useful removing scary lands like "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":" or "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" if needed). "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" helps stop Instant combat tricks like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" and "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" stops "},{"insert":{"card-link":"Spore Frog"}},{"insert":" or "},{"insert":{"card-link":"Spike Weaver"}},{"insert":" infinite Fog loops. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Hexproof Removers"},{"insert":" - "},{"insert":{"card-link":"Detection Tower"}},{"insert":", "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":", "},{"insert":{"card-link":"Shadowspear"}},{"insert":", "},{"insert":{"card-link":"Bonds of Mortality"}},{"insert":", "},{"insert":{"card-link":"Glaring Spotlight"}},{"insert":", "},{"insert":{"card-link":"Archetype of Endurance"}},{"insert":", and "},{"insert":{"card-link":"Nowhere to Run"}},{"insert":". Luckily these cards are not as often seen in EDH decks but will show up every once in a blue moon. "},{"insert":{"card-link":"Strip Mine"}},{"insert":", "},{"insert":{"card-link":"Wasteland"}},{"insert":", "},{"insert":{"card-link":"Boseiju, Who Shelters All"}},{"insert":", and "},{"insert":{"card-link":"Song of the Dryads"}},{"insert":" are used for those pesky lands while your removal package deals with most of the rest. Opponent's "},{"insert":{"card-link":"Archetype of Endurance"}},{"insert":" must be dealt with by using our "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Faster Decks"},{"insert":" - You should hopefully be having pregame discussions, so all decks are of similar brackets (avoid pubstomping and leaving players in the dust). Even when you do this, an opponent's deck might still be faster, so make sure to lose with grace."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Notable Exclusions & Budget Alternatives"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"LAND"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", "},{"insert":{"card-link":"Deserted Temple"}},{"insert":", "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":", "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":", "},{"insert":{"card-link":"Hall of the Bandit Lord"}},{"insert":", "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":", "},{"insert":{"card-link":"Yavimaya Hollow"}},{"insert":", and "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" \n\nYou are a land-based ramp deck that wants perfect mana all the time. Most lands you play should come in untapped and tap for either color. If they don't, they should have a super strong effect. "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" and "},{"insert":{"card-link":"Deserted Temple"}},{"insert":" are better in more casual metas and only good late game. "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" is okay but this deck is well balanced where you draw cards and almost immediately play them. If you have too many cards and discarding at End Step, you're probably winning the game already. "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" is too much mana when you have plenty of \"Protection from creatures\" and Trample auras. "},{"insert":{"card-link":"Hall of the Bandit Lord"}},{"insert":" and "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" tap for multiple generic mana and the life loss is not worth the tempo. "},{"insert":{"card-link":"Yavimaya Hollow"}},{"insert":" taps for colorless and this pseudo-indestructible doesn't make the cut. "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" rarely reached Delirium because most of the deck is only 3 card types, not 4 (lands, enchantments, and creatures).\n\n\n"},{"attributes":{"underline":true},"insert":"RAMP"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Dorks: "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":", "},{"insert":{"card-link":"Arbor Elf"}},{"insert":", "},{"insert":{"card-link":"Avacyn's Pilgrim"}},{"insert":", "},{"insert":{"card-link":"Boreal Druid"}},{"insert":", "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":", "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":", "},{"insert":{"card-link":"Fyndhorn Elves"}},{"insert":", and "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" \nEnchant-land Auras: "},{"insert":{"card-link":"Wild Growth"}},{"insert":", "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":", "},{"insert":{"card-link":"Dawn's Reflection"}},{"insert":", "},{"insert":{"card-link":"Fertile Ground"}},{"insert":", "},{"insert":{"card-link":"Wolfwillow Haven"}},{"insert":", "},{"insert":{"card-link":"Market Festival"}},{"insert":", etc. \nAura Cost Reducers: "},{"insert":{"card-link":"Danitha Capashen, Paragon"}},{"insert":", "},{"insert":{"card-link":"Hero of Iroas"}},{"insert":", "},{"insert":{"card-link":"Transcendent Envoy"}},{"insert":", "},{"insert":{"card-link":"Starnheim Courser"}},{"insert":", and "},{"insert":{"card-link":"Golden-Tail Trainer"}},{"insert":" \nMana Rocks: "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Selesnya Signet"}},{"insert":", "},{"insert":{"card-link":"Talisman of Unity"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", etc.\nMana Multipliers: "},{"insert":{"card-link":"Mirari's Wake"}},{"insert":", "},{"insert":{"card-link":"Mana Reflection"}},{"insert":", "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":", and "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" \nExtra Lands Per Turn: "},{"insert":{"card-link":"Wayward Swordtooth"}},{"insert":", "},{"insert":{"card-link":"Loot, Exuberant Explorer"}},{"insert":", "},{"insert":{"card-link":"Dryad of the Ilysian Grove"}},{"insert":", "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":", and "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":", "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", and "},{"insert":{"card-link":"Courser of Kruphix"}},{"insert":"\n\nMana Dorks are better in Bracket 4 builds that use "},{"insert":{"card-link":"Armageddon"}},{"insert":" effects. Enchant-land Auras are better utilized by commanders such as "},{"insert":{"card-link":"Estrid, the Masked"}},{"insert":" and are more vulnerable to mass land denial than our land-based ramp. You don't need bad mana fixing, and when your enchantments get blown up you lose half your mana sources too. Aura Cost Reducers are worse than "},{"insert":{"card-link":"Herald of the Pantheon"}},{"insert":" and "},{"insert":{"card-link":"Starfield Mystic"}},{"insert":" because reducing only auras is too restrictive. Mana Rocks are not needed since you are a land-based ramp deck. Also "},{"insert":{"card-link":"Stony Silence"}},{"insert":" is one of the best cards in the deck, asymmetrically screwing over about 60% of all EDH decks' ramp. \n\nMana Multipliers are nice, but all of them starting at at least 5 mana means they're a little slow. \"Extra Lands Per Turn\" effects are okay in a land-based ramp deck, however you only need the best few. "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":" is better in CEDH and pretty hit-or-miss in all other brackets. It can easily be a dead card. When building this deck you have to choose between "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" and "},{"insert":{"card-link":"Stony Silence"}},{"insert":", and honestly....in this deck.... Stony is better. \n\n\n"},{"attributes":{"underline":true},"insert":"DRAW"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aura Enchantresses: "},{"insert":{"card-link":"Kor Spiritdancer"}},{"insert":", "},{"insert":{"card-link":"Sram, Senior Edificer"}},{"insert":", "},{"insert":{"card-link":"Tanglespan Lookout"}},{"insert":", "},{"insert":{"card-link":"Pearl-Ear, Imperial Advisor"}},{"insert":", and "},{"insert":{"card-link":"Season of Growth"}},{"insert":" \nMass Draws: "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":", "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":", "},{"insert":{"card-link":"Soul's Majesty"}},{"insert":", "},{"insert":{"card-link":"Garruk, Primal Hunter"}},{"insert":", "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":", "},{"insert":{"card-link":"Hunter's Prowess"}},{"insert":", and "},{"insert":{"card-link":"Season of Gathering"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Femeref Enchantress"}},{"insert":", "},{"insert":{"card-link":"Rite of Harmony"}},{"insert":", "},{"insert":{"card-link":"Guardian Project"}},{"insert":", and "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" \n\nAura Enchantresses are just worse Enchantresses. More Auras in the deck would be needed to make them worth running, but that would lose you more games than win on average. Mass Draw spells are only good late game after Sigarda is on board. "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":" and "},{"insert":{"card-link":"Hunter's Prowess"}},{"insert":" are conditional draw that you deal combat damage to a player, if you get blocked or fogged you are dead in the water.\n \nI will not consider "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" as long as the plagarized artwork from artist Fay Dalton is the only available printing of the card.\n\n"},{"attributes":{"underline":true},"insert":"BUFFS"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\"Win-more/Overkill\": "},{"insert":{"card-link":"Eldrazi Conscription"}},{"insert":", "},{"insert":{"card-link":"Nylea's Colossus"}},{"insert":", "},{"insert":{"card-link":"Colossification"}},{"insert":" and "},{"insert":{"card-link":"Celestial Mantle"}},{"insert":" \nCopy Enchantment Effects: "},{"insert":{"card-link":"Ondu Spiritdancer"}},{"insert":", "},{"insert":{"card-link":"Calix, Guided by Fate"}},{"insert":", and "},{"insert":{"card-link":"Yenna, Redtooth Regent"}},{"insert":" \nTotem Armor Auras: "},{"insert":{"card-link":"Boar Umbra"}},{"insert":", "},{"insert":{"card-link":"Felidar Umbra"}},{"insert":", "},{"insert":{"card-link":"Hyena Umbra"}},{"insert":", "},{"insert":{"card-link":"Snake Umbra"}},{"insert":", "},{"insert":{"card-link":"Lion Umbra"}},{"insert":", etc \nNot actually good: "},{"insert":{"card-link":"Eidolon of Countless Battles"}},{"insert":", "},{"insert":{"card-link":"Gift of Immortality"}},{"insert":", "},{"insert":{"card-link":"Spectra Ward"}},{"insert":", "},{"insert":{"card-link":"Rancor"}},{"insert":", and "},{"insert":{"card-link":"Flickerform"}},{"insert":"\nDidn't Make the Cut: "},{"insert":{"card-link":"All That Glitters"}},{"insert":", "},{"insert":{"card-link":"Battle Mastery"}},{"insert":", "},{"insert":{"card-link":"Twinblade Blessing"}},{"insert":", and "},{"insert":{"card-link":"Sage's Reverie"}},{"insert":" \n\nWith \"Win-more/Overkill\" cards you can spend the same amount of mana, cast 2-4 spells instead, get more value, and minimize getting blown out if removed. Totem Armor Auras are pseudo-Indestructible, but there are plenty of actual Indestructible granting effects that are preferable. The only exception is "},{"insert":{"card-link":"Bear Umbra"}},{"insert":" since it untaps all your lands. \n\n "},{"insert":{"card-link":"Eidolon of Countless Battles"}},{"insert":" is a terrible mass pump effect. "},{"insert":{"card-link":"Gift of Immortality"}},{"insert":" is a terrible \"Indestructible\" granting effect. "},{"insert":{"card-link":"Spectra Ward"}},{"insert":" is THE WORST because you can't put any more auras on Sigarda!!! "},{"insert":{"card-link":"Rancor"}},{"insert":" needs to have an additional relevant keyword ability, then it's worth running. "},{"insert":{"card-link":"Flickerform"}},{"insert":" does solve mass bounce which our deck is weak to, but is hard to hold up 2WW and is does nothing the rest of the time.\n\n\n"},{"attributes":{"underline":true},"insert":"REMOVAL"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Boardwipes: "},{"insert":{"card-link":"Single Combat"}},{"insert":", "},{"insert":{"card-link":"Divine Reckoning"}},{"insert":", "},{"insert":{"card-link":"Slash the Ranks"}},{"insert":", and "},{"insert":{"card-link":"Winds of Rath"}},{"insert":" \nInstant-Speed Removal: "},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Generous Gift"}},{"insert":", "},{"insert":{"card-link":"Stroke of Midnight"}},{"insert":", "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Path to Exile"}},{"insert":", "},{"insert":{"card-link":"Krosan Grip"}},{"insert":", "},{"insert":{"card-link":"Force of Vigor"}},{"insert":", "},{"insert":{"card-link":"Qasali Pridemage"}},{"insert":", and "},{"insert":{"card-link":"Nature's Claim"}},{"insert":" \nArtifact Disruption: "},{"insert":{"card-link":"Collector Ouphe"}},{"insert":", "},{"insert":{"card-link":"Null Rod"}},{"insert":", and "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Kenrith's Transformation"}},{"insert":"\n\nOpponents can win with Instants and/or Sorceries, a card type Green/White can't reasonably interact with given color pie restrictions. Or the win uses a permanent type that most Green/White instant-speed removal doesn't hit: Swords when there is an Artifact, Krosan Grip when there is a Creature, or Path when there is a Planeswalker (curse you "},{"insert":{"card-link":"Narset, Parter of Veils"}},{"insert":" for being a good card!). Hot Take: Against conventional wisdom that \"Instant-speed interaction is best\" "},{"attributes":{"underline":true},"insert":"this specific deck"},{"insert":" is an exception. Across hundreds of games you will win more if you play sorcery-speed O-Ring effects as your removal package. This is because they hit more types of cards and synergize better with the enchantment-focused deck. \n\nBoardwipes are better in more casual metas and often O-Ringing 1 or 2 key permanents will do the trick until you kill that player. \n"},{"insert":{"card-link":"Collector Ouphe"}},{"insert":", "},{"insert":{"card-link":"Null Rod"}},{"insert":", and "},{"insert":{"card-link":"Karn, the Great Creator"}},{"insert":" are amazing in this deck, but you only run "},{"insert":{"card-link":"Stony Silence"}},{"insert":" because of the hardcore synergy as an enchantment. Most notably, this effect stops mana rocks, equipment, and altars ("},{"insert":{"card-link":"Altar of Dementia"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":"). \n\n\n"},{"attributes":{"underline":true},"insert":"PROTECTION"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Worse Protection: "},{"insert":{"card-link":"City of Solitude"}},{"insert":", "},{"insert":{"card-link":"Sigarda's Aid"}},{"insert":", "},{"insert":{"card-link":"Umbra Mystic"}},{"insert":", "},{"insert":{"card-link":"Sigarda, Font of Blessings"}},{"insert":" ,and "},{"insert":{"card-link":"Shalai, Voice of Plenty"}},{"insert":" \nPropaganda effects: "},{"insert":{"card-link":"Dueling Grounds"}},{"insert":", "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":", and "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" \nToken blocker generators: "},{"insert":{"card-link":"Hallowed Haunting"}},{"insert":", "},{"insert":{"card-link":"Sigil of the Empty Throne"}},{"insert":", "},{"insert":{"card-link":"Archon of Sun's Grace"}},{"insert":", and "},{"insert":{"card-link":"Ajani's Chosen"}},{"insert":" \n\"Uncounterable\": "},{"insert":{"card-link":"Veil of Summer"}},{"insert":", "},{"insert":{"card-link":"Autumn's Veil"}},{"insert":", "},{"insert":{"card-link":"Savage Summoning"}},{"insert":", "},{"insert":{"card-link":"Prowling Serpopard"}},{"insert":", and "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":", "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":", and "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":"\n\n\"The best defense is a great offense.\" This is a Voltron strategy: an aggro strategy. Token generators like "},{"insert":{"card-link":"Sigil of the Empty Throne"}},{"insert":", "},{"insert":{"card-link":"Archon of Sun's Grace"}},{"insert":", and "},{"insert":{"card-link":"Ajani's Chosen"}},{"insert":" are not going to be used to kill people, so they'd be blockers to protect your life total. However, half the time an opponent wins in a way where your life total didn't really matter. And if your life total does matter you'll just gain the life back late game from a Sigarda with Lifelink. If an opponent is threatening you with a big beatstick creature army you're likely going to kill that opponent with 21+ commander damage and not have to worry about the crackback. \"Player removal is the best removal.\" So Propaganda effects are not needed either. \n\n"},{"insert":{"card-link":"City of Solitude"}},{"insert":" often protects combo players more than it helps you. As flavorful as "},{"insert":{"card-link":"Sigarda's Aid"}},{"insert":" may be it is restricted to auras. "},{"insert":{"card-link":"Umbra Mystic"}},{"insert":" is a worse Indestructible granting effect than what you already run. "},{"insert":{"card-link":"Shalai, Voice of Plenty"}},{"insert":" is better in decks that don't have a commander with Hexproof already. \n\nCards that make our spells uncounterable like "},{"insert":{"card-link":"Veil of Summer"}},{"insert":", "},{"insert":{"card-link":"Autumn's Veil"}},{"insert":", and "},{"insert":{"card-link":"Savage Summoning"}},{"insert":" are cool, but we want that for more than just a turn. So the next best cards would be "},{"insert":{"card-link":"Prowling Serpopard"}},{"insert":" and "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":", but they're restricted to either creatures or Green spells. Nothing comes close to "},{"insert":{"card-link":"Destiny Spinner"}},{"insert":", "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":", and "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" which continuously protect almost every card we cast.\n\n\n"},{"attributes":{"underline":true},"insert":"TUTOR"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Academy Rector"}},{"insert":", "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":", "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":", "},{"insert":{"card-link":"Sylvan Tutor"}},{"insert":", "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":", "},{"insert":{"card-link":"Open the Armory"}},{"insert":", "},{"insert":{"card-link":"Moon-Blessed Cleric"}},{"insert":", "},{"insert":{"card-link":"Heliod's Pilgrim"}},{"insert":","},{"insert":{"card-link":"Three Dreams"}},{"insert":", "},{"insert":{"card-link":"Plea for Guidance"}},{"insert":", "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":", "},{"insert":{"card-link":"Eladamri's Call"}},{"insert":", and "},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":" \n\nThis is the most flexible category. Almost any effect you need is on an enchantment, so the tutor package mostly finds enchantments. Tutors that only find Auras or creatures tend to be a little restrictive and are not worth the lower MV. Getting the "},{"insert":{"card-link":"Academy Rector"}},{"insert":" die trigger is too restrictive and the boardwipes you'd need to run for you to control the trigger consistently are not worth it.\n\n\n"},{"attributes":{"underline":true},"insert":"RECURSION"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Repeatable Recursion: "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Nomad Mythmaker"}},{"insert":"\nOne Time Recursion: "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":", "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":", "},{"insert":{"card-link":"Eternal Witness"}},{"insert":", "},{"insert":{"card-link":"Monk Idealist"}},{"insert":", "},{"insert":{"card-link":"Auramancer"}},{"insert":", "},{"insert":{"card-link":"Open the Vaults"}},{"insert":", and "},{"insert":{"card-link":"Creeping Renaissance"}},{"insert":"\nDidn't Make the Cut: "},{"insert":{"card-link":"Retether"}},{"insert":", "},{"insert":{"card-link":"Cosmic Rebirth"}},{"insert":", and "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":" \n\nEnchantments are a resilient permanent type, but your opponents will undoubtedly get rid of them. Numerous games are won because your opponents spend so many resources getting rid of your enchantments. Returning all your enchantments back to the field is a huge shift in value and tempo, winning you games. You want your recursion to return all enchantments (not just auras). "},{"insert":{"card-link":"Replenish"}},{"insert":" is the best at only 4 mana. Our next best recursion spell is "},{"insert":{"card-link":"Redress Fate"}},{"insert":". We're willing to spend the 8 mana since it means we get all our enchantments back and maybe we'll get lucky to cast it for only 4 mana for the miracle cost.\n\nNote: "},{"insert":{"card-link":"Replenish"}},{"insert":" is on the Reserve List, so it's expensive. You may choose a less powerful, but more financially affordable card like "},{"insert":{"card-link":"Resurgent Belief"}},{"insert":", "},{"insert":{"card-link":"Retether"}},{"insert":", or "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":". \n\n\n"},{"attributes":{"underline":true},"insert":"GRAVE HATE"},{"insert":": "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":", "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", "},{"insert":{"card-link":"Ashes of the Abhorrent"}},{"insert":", "},{"insert":{"card-link":"Ground Seal"}},{"insert":", "},{"insert":{"card-link":"Wheel of Sun and Moon"}},{"insert":", "},{"insert":{"card-link":"Scavenging Ooze"}},{"insert":", and "},{"insert":{"card-link":"Dryad Militant"}},{"insert":" \n\nAs popular as graveyard hate pieces are, they are almost always dead cards. Across 100 games they will lose you more games than save you, but may be included if your meta heavily revolves around the graveyard. \n\n\n"},{"attributes":{"underline":true},"insert":"Budget"},{"attributes":{"header":1},"insert":"\n"},{"insert":"So you want to make this deck in paper, but that price tag is hefty. How do you cut back cost while holding as much deck consistency and resiliency? \n\n1) Start by replacing all the lands with non-foil basic lands. Over half the cost of the deck is in an optimal land-base. Run about 19 Plains and 17 Forests.\nThe deck is now about $660.\n\n2a) Cut the 10 most expensive cards after that for more budget friendly alternatives. \nThe deck is now about $270. \n\n2b) Cut the 15 most expensive cards after that for more budget friendly alternatives. \nThe deck is now about $175. \n\n3) If needed continue to cut the next most expensive cards until you reach your budget. "},{"attributes":{"underline":true},"insert":"But be warned!!"},{"insert":" You are starting to scrape away from the foundation of the deck at this point. \n\nThank you for reading this primer!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Now go forth and beat in some faces with a near unstoppable angelic goddess!"},{"attributes":{"header":1},"insert":"\n"}]}
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