Great primer. I'm thinking about switching my voltron general from Thrun to Sigarda because sacrifice effects have become popular in my meta and Thrun can't keep up.
In reviewing the deck and the thread I was wondering how you felt about some of the bigger draw effects I run in Thrun. Are the enchantresses able to keep you going so you don't need them? For example: Hunter's Insight, Hunter's Prowess, Soul's Majesty, and Garruk, Primal Hunter.
Also do you feel playing the artifact hate is better than some of the great equipment you could run?
After some playtesting I have a few questions and notifications.
First one is validity of aura shards? With the low creature count you are running, added to the fact that you run both torpor orb and hushwing gryff now, which both cancel out that card it should be removed for something less threatening and more manageable. I have begun playtesting aura fracture.
for the same reason as above, I considered cutting eternal witness for something like recollect.
I removed academy rector as it had no sac outlet to interact with, and served as a mere board wipe deterrents.
I removed more cards that could not circumvent the gaddock teeg tax such as mirari's wake and privileged position. The latter was redundant with sigarda and non interactive, drawing more hate than warranted. I found if it is to protect auras over lands, sterling grove was far better.
I was questioning the worth of auratog/rancor over a simple flickering ward. One less card is required to get the draw power or angel tokens, but it does cost all white.
Since considering removing auratog I questioned the worth and validity of femeref enchantress. It serves as a deterrant without any sac outlet.
Last but not least, I suggest the complete removal of battle mastery. By itself it is a 3 turn clock just like any other aura in the deck with power boost. Therefore it needs to be combined to get more mileage. There are no 2 aura combo that are far better with it than ancestral mask. Rancor/ancestral mask is a 2 turn clock just like rancorbattle mastery. I ended up never tutoring for it more than other auras, and ended up removing it. Battle mastery is a win more card wich does not bring more invasiveness keywords, so is shut down by flying tokens or chump blockers.
I really enjoyed reading this primer, and subsequent feedback from everyone. I really love Sigarda as my commander due to sac effects being prevalent in my meta. I'm looking for feedback as well as options to combat combo.
I'll try to explain some of my differences, Saffi Eriksdotter in for Gaddock Teeg . Teeg is a great card but it shuts off a few more thing I'd like to be doing with this deck.
I prefer Wild Growth to Utopia Sprawl (less restrictive to cast giving up any color)
Reveillark and Sun Titan have added utility in my deck.
Staff of Nin could probably be changed, but unanswered it is great. I like Divine Reckoning in this deck, flashback, Keep your Sigarda, as good as Winds of wrath IMO.
Sorry I haven't been active lately. Currently on contract in France and the only time I can get internet is if I sit in a stair well and not mind all the looks I get while people walk by. That being said , I'll do a more comprehensive talk later but for now here are my thoughts as follows
@patryn most of the cards that you list are card draw which not only is expensive in cost but is also a one shot effect. Compared to the enchantresses these abilities I feel aren't ad good.
@uthanak8 most of the reasons that you wanna cut those cards are the reason why I want to keep those cards in the deck. With aura shards you don't cast it when torpor orb is on the field as is with the priviledged position. Not every game will you be able to get reef or the orb to stick. Thus these cards become insurance that you can continue to keep an edge. As for mirari's wake I have been considering removing it for something like another board wipe or another walker.
You forgot to address the low creature count for aura shard, You are never guaranteed to get a good mileage out of it. Also, overextending enchantresses in a inevitable board wipe for the sake of triggering Aura shard is bad proposition in the long run. I think aura shard is more powerful with a more heavily aggro strategy or a token based Selesnya deck. Cards like seal of primordium, seal of cleansing and aura fracture should be given a closer look.
You forgot to address the low creature count for aura shard, You are never guaranteed to get a good mileage out of it. Also, overextending enchantresses in a inevitable board wipe for the sake of triggering Aura shard is bad proposition in the long run. I think aura shard is more powerful with a more heavily aggro strategy or a token based Selesnya deck. Cards like seal of primordium, seal of cleansing and aura fracture should be given a closer look.
How much more often are you going to use one of the seals? You can recover it, twice-ish? Good food for thought though, it's definitely a decision point given hushwing torpor etc.
But to get a seal of primordium out of Aura shard, you need aura shard AND a creature. then every subsequent creature nets you increasing card advantage, but all this deck hopes to achieve, is play an early enchantress, play the general and enchant it. Then start taking out players and controlling the game. Of course with sigil of the empty throne out and awakening zone it gets better, but I already feel this is a win more situation. If you are pumping out angels in drove's victory should be soon.
Go through the process and ask yourself: If I am behind does aura shard help me? I don't think so, it is an horrible top deck as you need a creature in hand, too. Would seal of primordium be a better top deck if I was behind? Probably... Also if you need removal now, but playing torpor/ hushwing gryff earlier, now your top deck aura shard is completely cancelled. Aura shard is a great card, but I think for this deck, we have better alternatives, because basically the upside of aura shards are hard to pull off in this deck which has low creature count and ETB effects hate, also.
As for heliod's pilgrim, he is like eternal witness, a non-bo with ETB hate. Otherwise, perhaps worth a slot.
Pretty similar to the main deck. Some key cards I'm missing are the expensive Enchantresses, I'll probably get them eventually. I feel like Damping Matrix might not fit in my version of the deck, too many conflicts.
It is very fun to play and pretty different from most of my decks, I've wanted to try Sigarda for awhile now.
Any thoughts or suggestions?
EDIT: Updating this list to the most recent version.
Pretty similar to the main deck. Some key cards I'm missing are the expensive Enchantresses, I'll probably get them eventually. I feel like Damping Matrix might not fit in my version of the deck, too many conflicts.
It is very fun to play and pretty different from most of my decks, I've wanted to try Sigarda for awhile now.
Any thoughts or suggestions?
Not sure how budget you are going, but I'd say a replacement for Sylvan Library would be Mirri's Guile. Top deck manipulation works great (could add a few cheap slow fetches as in Grasslands and Krosan Verge)
Personally Ive been using aura shards as more of a deterrent similar to aura of silence. Since its reusable, it keeps people from wanting to drop multiple threats if they know I have cards in hand. That being said, as we get more torpor orb abilities, I probably will remove it and use a seal because its more convenient.
With the increase of general centric strategies in my meta, I have been considering using nevermore. I feel bad about using it though.
In one of the other sigarda posts, I noticed a conversation about karmic justice. Since my meta hasn't shifted to looking at enchantment as dangerous, I have yet to have a need of karmic justice. However, if your meta is full of enchantment removal and enchantment wipes, feel free to substitute in karmic justice.
Never feel bad about hosing generals. Voltron players are a ruthless breed Runed Halo is less rude than Nevermore though.
Aura Shards is the most oppressive spell in the format. It doesn't need to be abused. Just cast it and watch everyone at the table squirm.
Dueling Grounds and Moat seems redundant to me. How often do you get swarmed in the air? Moat also prevents you from voltron'n most your utility creatures should Sigarda get tucked. It feels weird suggesting Dueling Grounds over Moat, but yeah, I am. Maybe I'm just trying to open a slot for Banishing Light.
I use both dueling grounds and moat because of redundancy. Although there are deck which focus on a mass air approach, most armies that I face are green meaning that they generally focus on large creatures with trample. Moat stops them from getting through.
If sigarda does get tucked some how, I can always blow up most to start the alternate wincons
Although the set is very interesting, nothing from the set is able to make it onto the testing list. The green and white colours this set focus more on creatures which help themselves before others or they require +1/+1 counters to help each other. I am happy about the fetchland reprints as windswept heath will make its way into this deck.
Legends in the set: Surrak Dragonclaw has a chance of being the leader of a few RUG decks however I feel that hes better as part of the 99 in Animar and Wanderer decks. There isn’t much to worry about him except for the card in the deck. Anafenza, the Foremost is a beast, shutting down opposing reanimator decks is crazy. The fact that she is only cmc 3 is also a boon not to mention the extra counters that she can hand out and also her big body. Again her abilities don’t worry Sigarda too much as much as how the deck she’s part of is played. Narset, Enlightened Master is also pretty good. Decks that want to abuse Narset will load up on time magic and try to voltron her up and try to kill everyone on the turn that she can attack. If a Narset deck does show up in your area with lots of time magic I recommend using Ugin’s Nexus as well as Eidolon of Rhetoric and/or Rule of Law. Zurgo Helmsmasher is a fun general to build around but can be super deadly. Just stacking the deck with multiple wrath spells will be enough to make sure that he can get through. Try to make sure you have a way of protecting Sigarda before you try to land her onto the field. Sidisi, Brood Tyrant, will probably play similar to The Mimeoplasm. If the deck actually focuses more on the zombie token swarm then a simple dueling grounds or moat will suffice. If the grave reanimator route is taken, ground seal or grafdigger’s cage should be added in to stop those shenanigans.
Other cards to watch in the set are: End hostilities – Wizard’s way of stopping voltron style builds. If this card see play in your area consider adding Karmic Justice and/or Elspeth, Knight-Errant Clever Impersonator – a clone for any nonland thing, including planeswalkers. This card will definitely see play in decks which like to run clones. Bloodsoaked Champion – gravecrawler/reassembling skeleton with more restriction. This card has its uses. Grim Haruspex – This card is a beast. Will see play in Karador decks, and any other decks which loves to sac of its creatures. Note that it has two downsides. Firstly that the creature must be a nontoken (ghave might not play it) and secondly the draw is a must meaning that there is a possibility of decking yourself out. Howl of the Horde – will see play in decks which have a high enough concentration of instant and sorceries. Another bone for Riku decks to use. Sarkhan, the DragonSpeaker – A decent beat stick and removal. However I feel he probably will not be played. Hardened Scale – Doubling Season super lite. It has its uses in a +1/+1 counter based deck and is super low in its cost. Rattleclaw Mystic – definitely a decent card in RUG. Able to mana ramp as well as a one-time burst of mana. See the Unwritten – Green decks new toy, even if it isn’t as strong as G-wave or T&N. It does help in reanimation strategies.
Ascendencies – all the ascendencies have decks which they will be played in as they all have their uses. Azban in decks like Karador for more bodies to pitch, Jeskai in Narset or Zedruu for the untap and the draw, Mardu in Zurgo to provide fodder, Sultai in any bug deck to filter your draws and fill your yard, Temur in RUG decks to add more draw power and the haste (not really needed for wanderer though).
Charms – modes are always nice Deflecting Palm – becareful of this card as it is possible to kill yourself with the reflected damage. Fortunately the damage is from deflecting palm and not the creature.
Sorin – a good final ability but his + ability is slightly lackluster Utter End – will probably see play as it exiles and is instant. I would say that it is weaker than vindicate since it doesn’t hit lands. Villainous Wealth – whoever designed this card is a professional troll. This is a great way for a BUG deck to use its infinite mana. A reverse G-wave ... a great way of killing of people. Altar of the Brood – a great combo piece and is a mini hedron crab. Can’t wait to see it abused in Patron of the moon decks or decks which spam tokens Dragon Throne of Tarkir – An overrun ability. Could be great in certain decks but I feel it gets out classed by cards like Craterhoof. Ugin’s Nexus – Great way of stopping time magic and can be used as time magic in a pinch. Very interesting and is worth picking up a copy or two.
Sorry if you have already answered this, but why no Lignify or Darksteel Mutation? Enchantment based ways to deal with creatures seems right up your alley. Also, you should probably make room for Banishing Light, which is only marginally/situationally worse than Oblivion Ring.
lignify and darksteel mutation were in the deck in previous iterations. they were removed because there were times where I drew them and there were no creatures on the board to use them on. the reason that the vow of wildness is in the deck is because it also doubles as a pump as well
I'm working on the c14 update currently (working on my thesis too so it might take some time) but it will be up by the time that the set comes out. Over all it is a fun set but I don't think that sigarda will be looking at much other than containment priest and the song
Overall the Commander 2014 set is pretty fun. New commanders and new cards for both commander and for other formats as well. Cards that Sigarda will be interested in are song of the dryad and containment priest. If walkers are taking over your meta consider using pithing needle and nevermore
New legends in the set: Nahiri, the Lithomancer – overall this commander is pretty solid. The abilities lend itself to a token swarm however most equipment decks are about the voltron. I guess that the equipment is more along the lines for Kemba with lots of random equipment and then throwing tokens at people. The ulti on her isn’t that special since the stoneforged blade can be exiled.
Jazal Goldmane – Kind of like a white overrun however he doesn’t give trample meaning that your tokens can get chumped all day long. Good as part of the 99 but I wouldn’t play him as the commander.
Teferi, Temporal Archmage – a really walker card which reflects the character from the story. Although Teferi is unlikely to get to the magical 10 outside of a deck which is dedicated to getting him out there, his other abilities are ok. Since blue doesn’t have much in the way of ramp, I wouldn’t worry too much about him.
Stitcher Geralf – I personally don’t really like geralf that much even though he really fits into the Innistrad theme. He is useful for exiling eldrazi or dangerous creatures but the fact that he fills up your enemies’ yard is something that you should be wary of.
Ob Nixilis of the Black Oath – overall a solid black walker even if his first ability is a bit lacking. Decent in a black good stuff deck but is overshadowed by other commanders which do his job better. Good as part of the 99.
Ghoulcaller Gisa – Overall I find her more appealing than that of her brother. Having a sack outlet is always important especially in black.
Daretti, Scrap Savant – A very solid walker for artifacts even though everyone wished his name started with a “S” and ended with “lobad”. Although I wouldn’t have him as the commander over someone like Kurkesh, Daretti still can hold his own. All his abilities synergize really well and his ultimate is pretty crazy with someone like bosh krark-clan iron works.
Feldon of the Third Path – This sad old man finally has a card which shows a bit of his story. At 3 cmc, he does wonderful things with looters, sac outlets and thornbite staff. He can work in an artifact shell as well since a lot of artifacts can be abused with the ETB and LTB trigger. Prepare to see him in decks.
Freyalise, Llanawar’s Fury – By far one of the most known walkers in the set next to Teferi. In a green deck where 5 mana isn’t that hard to achieve, Freyalise has a whole suite of abilities which tailor to a green decks needs. Inherent ramp, check. Removal for artifacts and enchantments, check. Card draw, check. Overall Freyalise is a very strong walker but get eclipsed by other green commanders such as Azusa, Omnath, and Ezuri. However I would like to see someone build a tribal druid deck around her.
Titania, Protector of Argoth – Another name from the lands of Dominaria, Titania is very strong in landfall decks. Although I could see her command in a lands deck, I feel that she would be better as part of the 99 in maybe a GW deck with the likes of Knight of the Reliquary or in GB with Darkheart of the Woods.
Honorable mentions
White:
Containment Priest – pick them up for cheap if you can as this is the money legacy card of this set. Able to shut down decks like “show and tell”, “reanimator”, and “dredge”, this card deserves atleast a sideboard slot in most decks that have W in it.
Blue:
Reef Worm – with doubling season this card is hilarious. Even on its own it get big quick if you have an outlet.
Black:
infernal offering – of all the offerings which include you and someone else (red offering wtf), this is the ones where symmetry can be avoided.
Necromatic Selection – a wrath combined with a grave betrayal is always nice. The cmc isn’t bad too if you are playing with a big black deck >_O
wake the dead - use this to abuse ETB and LTB triggers.
Red:
Dualcaster Mage – Snappy’s relative. Able to combo out with something like twinflame. Pretty good to have a reverb on a stick.
Scrap Mastery – PRAISE URZA!!! Seriously this card is good and anyone who tells you otherwise needs to play against any decent red artifact deck. Living death for artifacts is very abusable. Krark-clan Ironworks all your things before you scrap mastery to reset a lot of stuff or use it just to take out your opponents board state is too good of an offer to resist.
Volcanic Offering – this card doesn’t have the symmetry that the other offering have. It is completely one sided in your favour. However I feel that its mana cost is still high for what it does.
Green:
Gravesifter – watch out for this card in tribal decks as it can ruin your day.
Siege Behemoth – good for alpha striking through blockers, however it is a nonbo with deathtouch.
Song of the Dryads – in a meta where enchantment removal is light, this can be devastating if put on a commander.
Wave of vitriol – I dislike this card for since it says sac, meaning that it gets around karmic justice. The only way that you can combat it is to have a creeping renaissance or a replenish on hand.
Lands:
Arcane Lighthouse – wizards’ answer to voltron commanders such as uril, sigarda, GoST, and Narset. Prepare to see a lot of these in the first few weeks. Remember to pack land hate like stripmine, tec edge, and ghost quarter to deal with the light house
Artifacts:
Assault Suit – a funny equipment that can be easily abused. Will definitely see play in decks which lack the protection from edicts.
Masterwork of Ingenuity – OH LOOK I NOW HAVE TWO SWORDS OF X AND Y!!! since it’s an equipment, it makes it easier to tutor for.
Rogues passage is nice but when I have pro creatures I feel that it isnt really needed although it can be useful. Be careful ofof putting too many colourless sources and not having enough colour to fuel your spells
The 4 and tap to activate is also really taxing on the limited amount of resources that you have early and mid game as well
In reviewing the deck and the thread I was wondering how you felt about some of the bigger draw effects I run in Thrun. Are the enchantresses able to keep you going so you don't need them? For example: Hunter's Insight, Hunter's Prowess, Soul's Majesty, and Garruk, Primal Hunter.
Also do you feel playing the artifact hate is better than some of the great equipment you could run?
Retired Lists: Ghave - Hanna - Thrun - Zur
Pauper: Crypt Rats
First one is validity of aura shards? With the low creature count you are running, added to the fact that you run both torpor orb and hushwing gryff now, which both cancel out that card it should be removed for something less threatening and more manageable. I have begun playtesting aura fracture.
for the same reason as above, I considered cutting eternal witness for something like recollect.
I removed academy rector as it had no sac outlet to interact with, and served as a mere board wipe deterrents.
I removed more cards that could not circumvent the gaddock teeg tax such as mirari's wake and privileged position. The latter was redundant with sigarda and non interactive, drawing more hate than warranted. I found if it is to protect auras over lands, sterling grove was far better.
I was questioning the worth of auratog/rancor over a simple flickering ward. One less card is required to get the draw power or angel tokens, but it does cost all white.
Since considering removing auratog I questioned the worth and validity of femeref enchantress. It serves as a deterrant without any sac outlet.
I removed utopia sprawl for wild growth, due to enchant forest restriction.
Last but not least, I suggest the complete removal of battle mastery. By itself it is a 3 turn clock just like any other aura in the deck with power boost. Therefore it needs to be combined to get more mileage. There are no 2 aura combo that are far better with it than ancestral mask. Rancor/ancestral mask is a 2 turn clock just like rancor battle mastery. I ended up never tutoring for it more than other auras, and ended up removing it. Battle mastery is a win more card wich does not bring more invasiveness keywords, so is shut down by flying tokens or chump blockers.
Let me know what you think.
I really enjoyed reading this primer, and subsequent feedback from everyone. I really love Sigarda as my commander due to sac effects being prevalent in my meta. I'm looking for feedback as well as options to combat combo.
I'll try to explain some of my differences,
Saffi Eriksdotter in for Gaddock Teeg . Teeg is a great card but it shuts off a few more thing I'd like to be doing with this deck.
I prefer Wild Growth to Utopia Sprawl (less restrictive to cast giving up any color)
Reveillark and Sun Titan have added utility in my deck.
I've never been unhappy to see the additional planeswalkers, Primeval Bounty , Savage Summoning , or True Conviction .
Staff of Nin could probably be changed, but unanswered it is great. I like Divine Reckoning in this deck, flashback, Keep your Sigarda, as good as Winds of wrath IMO.
1 Sigarda, Host of Herons
Creature
1 Sun Titan
1 Argothian Enchantress
1 Silverblade Paladin
1 Eidolon of Blossoms
1 Wolfir Silverheart
1 Ulvenwald Tracker
1 Saffi Eriksdotter
1 Mesa Enchantress
1 Qasali Pridemage
1 Yavimaya Elder
1 Verduran Enchantress
1 Sublime Archangel
1 Acidic Slime
1 Reveillark
Planeswalker
1 Ajani, Mentor of Heroes
1 Ajani, Caller of the Pride
1 Elspeth, Knight-Errant
Enchantment (non-aura)
1 Abundance
1 Aura of Silence
1 Ghostly Prison
1 Blind Obedience
1 Dueling Grounds
1 Enchantress's Presence
1 Heliod, God of the Sun
1 Nylea, God of the Hunt
1 Sigil of the Empty Throne
1 Sterling Grove
1 Sylvan Library
1 Bow of Nylea
1 True Conviction
1 Primeval Bounty
1 Ancestral Mask
1 Armadillo Cloak
1 Ethereal Armor
1 Flickerform
1 Rancor
1 Shield of the Oversoul
1 Spirit Mantle
1 Unflinching Courage
1 Unquestioned Authority
1 Wild Growth
1 Holy Mantle
1 Angelic Destiny
Artifact
1 Staff of Nin
Instant
1 Beast Within
1 Eladamri's Call
1 Savage Summoning
1 Krosan Grip
1 Oblation
1 Swords to Plowshares
1 Worldly Tutor
Sorcery
1 Farseek
1 Recollect
1 Divine Reckoning
1 Creeping Renaissance
1 Cultivate
1 Idyllic Tutor
1 Kodama's Reach
1 Replenish
1 Retether
1 Three Dreams
1 Winds of Rath
37 Lands
@patryn most of the cards that you list are card draw which not only is expensive in cost but is also a one shot effect. Compared to the enchantresses these abilities I feel aren't ad good.
@uthanak8 most of the reasons that you wanna cut those cards are the reason why I want to keep those cards in the deck. With aura shards you don't cast it when torpor orb is on the field as is with the priviledged position. Not every game will you be able to get reef or the orb to stick. Thus these cards become insurance that you can continue to keep an edge. As for mirari's wake I have been considering removing it for something like another board wipe or another walker.
EDH
GWSigarda, Host of EnchantressGW[Primer]
How much more often are you going to use one of the seals? You can recover it, twice-ish? Good food for thought though, it's definitely a decision point given hushwing torpor etc.
Also I didn't see any discussion on Heliod's Pilgrim too narrow?
Go through the process and ask yourself: If I am behind does aura shard help me? I don't think so, it is an horrible top deck as you need a creature in hand, too. Would seal of primordium be a better top deck if I was behind? Probably... Also if you need removal now, but playing torpor/ hushwing gryff earlier, now your top deck aura shard is completely cancelled. Aura shard is a great card, but I think for this deck, we have better alternatives, because basically the upside of aura shards are hard to pull off in this deck which has low creature count and ETB effects hate, also.
As for heliod's pilgrim, he is like eternal witness, a non-bo with ETB hate. Otherwise, perhaps worth a slot.
1x Sigarda, Host of Herons
Enchantment (30)
1x Abundance
1x Ancestral Mask
1x Armadillo Cloak
1x Aura of Silence
1x Awakening Zone
1x Battle Mastery
1x Bear Umbra
1x Blind Obedience
1x City of Solitude
1x Dueling Grounds
1x Enchantress's Presence
1x Ethereal Armor
1x Fertile Ground
1x Flickerform
1x Mirri's Guile
1x Nevermore
1x Oblivion Ring
1x Rancor
1x Shield of the Oversoul
1x Sigil of the Empty Throne
1x Song of the Dryads
1x Sphere of Safety
1x Spirit Mantle
1x Stony Silence
1x Story Circle
1x Suspension Field
1x Unflinching Courage
1x Unquestioned Authority
1x Utopia Sprawl
1x Wild Growth
1x Courser of Kruphix
1x Eidolon of Blossoms
1x Heliod, God of the Sun
1x Karametra, God of Harvests
1x Nylea, God of the Hunt
Creature (13)
1x Containment Priest
1x Eternal Witness
1x Femeref Enchantress
1x Gaddock Teeg
1x Hushwing Gryff
1x Magus of the Moat
1x Mesa Enchantress
1x Oversoul of Dusk
1x Qasali Pridemage
1x Reclamation Sage
1x Silent Arbiter
1x Sun Titan
1x Verduran Enchantress
Sorcery (9)
1x Creeping Renaissance
1x Cultivate
1x Harmonize
1x Kodama's Reach
1x Rampant Growth
1x Retether
1x Three Dreams
1x Winds of Rath
1x Wrath of God
1x Command Tower
15x Forest
1x Ghost Quarter
1x Krosan Verge
1x Mistveil Plains
14x Plains
1x Reliquary Tower
1x Riftstone Portal
1x Sunpetal Grove
1x Wooded Bastion
Instant (3)
1x Beast Within
1x Krosan Grip
1x Swords to Plowshares
Artifact (2)
1x Damping Matrix
1x Torpor Orb
Pretty similar to the main deck. Some key cards I'm missing are the expensive Enchantresses, I'll probably get them eventually. I feel like Damping Matrix might not fit in my version of the deck, too many conflicts.
It is very fun to play and pretty different from most of my decks, I've wanted to try Sigarda for awhile now.
Any thoughts or suggestions?
EDIT: Updating this list to the most recent version.
Not sure how budget you are going, but I'd say a replacement for Sylvan Library would be Mirri's Guile. Top deck manipulation works great (could add a few cheap slow fetches as in Grasslands and Krosan Verge)
Not a fan of Story Circle.
Finally someone who uses Hymn of Rebirth. Niche card though.
Open the Vaults - double edged sword.
I have to suggest this, but I do not know your playstyle: In decks were 1 creature can make a huge difference, I like to use Cataclysm to end games.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
Drum Hunter/karametra seem like easy cuts for something.
Nevermore is something I always like for problematic/combo generals and throw in every once in awhile.
With the increase of general centric strategies in my meta, I have been considering using nevermore. I feel bad about using it though.
In one of the other sigarda posts, I noticed a conversation about karmic justice. Since my meta hasn't shifted to looking at enchantment as dangerous, I have yet to have a need of karmic justice. However, if your meta is full of enchantment removal and enchantment wipes, feel free to substitute in karmic justice.
EDH
GWSigarda, Host of EnchantressGW[Primer]
Runed Halo is less rude than Nevermore though.
Aura Shards is the most oppressive spell in the format. It doesn't need to be abused. Just cast it and watch everyone at the table squirm.
Dueling Grounds and Moat seems redundant to me. How often do you get swarmed in the air? Moat also prevents you from voltron'n most your utility creatures should Sigarda get tucked. It feels weird suggesting Dueling Grounds over Moat, but yeah, I am. Maybe I'm just trying to open a slot for Banishing Light.
Karmic Justice is a cool spell.
Modern
RBig RedR
GMean GreenG
WWW AlliesW
BGScavengeBG
WUVenser SilenceWU
EDH
RWAurelia 1 vs 1RW
GWURoonGWU
GWSaffiGW
If sigarda does get tucked some how, I can always blow up most to start the alternate wincons
EDH
GWSigarda, Host of EnchantressGW[Primer]
Legends in the set:
Surrak Dragonclaw has a chance of being the leader of a few RUG decks however I feel that hes better as part of the 99 in Animar and Wanderer decks. There isn’t much to worry about him except for the card in the deck.
Anafenza, the Foremost is a beast, shutting down opposing reanimator decks is crazy. The fact that she is only cmc 3 is also a boon not to mention the extra counters that she can hand out and also her big body. Again her abilities don’t worry Sigarda too much as much as how the deck she’s part of is played.
Narset, Enlightened Master is also pretty good. Decks that want to abuse Narset will load up on time magic and try to voltron her up and try to kill everyone on the turn that she can attack. If a Narset deck does show up in your area with lots of time magic I recommend using Ugin’s Nexus as well as Eidolon of Rhetoric and/or Rule of Law.
Zurgo Helmsmasher is a fun general to build around but can be super deadly. Just stacking the deck with multiple wrath spells will be enough to make sure that he can get through. Try to make sure you have a way of protecting Sigarda before you try to land her onto the field.
Sidisi, Brood Tyrant, will probably play similar to The Mimeoplasm. If the deck actually focuses more on the zombie token swarm then a simple dueling grounds or moat will suffice. If the grave reanimator route is taken, ground seal or grafdigger’s cage should be added in to stop those shenanigans.
Other cards to watch in the set are:
End hostilities – Wizard’s way of stopping voltron style builds. If this card see play in your area consider adding Karmic Justice and/or Elspeth, Knight-Errant
Clever Impersonator – a clone for any nonland thing, including planeswalkers. This card will definitely see play in decks which like to run clones.
Bloodsoaked Champion – gravecrawler/reassembling skeleton with more restriction. This card has its uses.
Grim Haruspex – This card is a beast. Will see play in Karador decks, and any other decks which loves to sac of its creatures. Note that it has two downsides. Firstly that the creature must be a nontoken (ghave might not play it) and secondly the draw is a must meaning that there is a possibility of decking yourself out.
Howl of the Horde – will see play in decks which have a high enough concentration of instant and sorceries. Another bone for Riku decks to use.
Sarkhan, the DragonSpeaker – A decent beat stick and removal. However I feel he probably will not be played.
Hardened Scale – Doubling Season super lite. It has its uses in a +1/+1 counter based deck and is super low in its cost.
Rattleclaw Mystic – definitely a decent card in RUG. Able to mana ramp as well as a one-time burst of mana.
See the Unwritten – Green decks new toy, even if it isn’t as strong as G-wave or T&N. It does help in reanimation strategies.
Ascendencies – all the ascendencies have decks which they will be played in as they all have their uses. Azban in decks like Karador for more bodies to pitch, Jeskai in Narset or Zedruu for the untap and the draw, Mardu in Zurgo to provide fodder, Sultai in any bug deck to filter your draws and fill your yard, Temur in RUG decks to add more draw power and the haste (not really needed for wanderer though).
Charms – modes are always nice
Deflecting Palm – becareful of this card as it is possible to kill yourself with the reflected damage. Fortunately the damage is from deflecting palm and not the creature.
Sorin – a good final ability but his + ability is slightly lackluster
Utter End – will probably see play as it exiles and is instant. I would say that it is weaker than vindicate since it doesn’t hit lands.
Villainous Wealth – whoever designed this card is a professional troll. This is a great way for a BUG deck to use its infinite mana. A reverse G-wave ... a great way of killing of people.
Altar of the Brood – a great combo piece and is a mini hedron crab. Can’t wait to see it abused in Patron of the moon decks or decks which spam tokens
Dragon Throne of Tarkir – An overrun ability. Could be great in certain decks but I feel it gets out classed by cards like Craterhoof.
Ugin’s Nexus – Great way of stopping time magic and can be used as time magic in a pinch. Very interesting and is worth picking up a copy or two.
EDH
GWSigarda, Host of EnchantressGW[Primer]
Losing the ability to hit lands is overshadowed by instant speed and exile.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
EDH
GWSigarda, Host of EnchantressGW[Primer]
BRRakdos, Lord of RiotsBR
EDH
GWSigarda, Host of EnchantressGW[Primer]
WB Ayli, Eternal Recursion WB - GUPir and Toothy GU - WBR Mathas, Fiend SeekerWBR
+ strip mine = destroy anything.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
EDH
GWSigarda, Host of EnchantressGW[Primer]
WB Ayli, Eternal Recursion WB - GUPir and Toothy GU - WBR Mathas, Fiend SeekerWBR
New legends in the set:
Nahiri, the Lithomancer – overall this commander is pretty solid. The abilities lend itself to a token swarm however most equipment decks are about the voltron. I guess that the equipment is more along the lines for Kemba with lots of random equipment and then throwing tokens at people. The ulti on her isn’t that special since the stoneforged blade can be exiled.
Jazal Goldmane – Kind of like a white overrun however he doesn’t give trample meaning that your tokens can get chumped all day long. Good as part of the 99 but I wouldn’t play him as the commander.
Teferi, Temporal Archmage – a really walker card which reflects the character from the story. Although Teferi is unlikely to get to the magical 10 outside of a deck which is dedicated to getting him out there, his other abilities are ok. Since blue doesn’t have much in the way of ramp, I wouldn’t worry too much about him.
Stitcher Geralf – I personally don’t really like geralf that much even though he really fits into the Innistrad theme. He is useful for exiling eldrazi or dangerous creatures but the fact that he fills up your enemies’ yard is something that you should be wary of.
Ob Nixilis of the Black Oath – overall a solid black walker even if his first ability is a bit lacking. Decent in a black good stuff deck but is overshadowed by other commanders which do his job better. Good as part of the 99.
Ghoulcaller Gisa – Overall I find her more appealing than that of her brother. Having a sack outlet is always important especially in black.
Daretti, Scrap Savant – A very solid walker for artifacts even though everyone wished his name started with a “S” and ended with “lobad”. Although I wouldn’t have him as the commander over someone like Kurkesh, Daretti still can hold his own. All his abilities synergize really well and his ultimate is pretty crazy with someone like bosh krark-clan iron works.
Feldon of the Third Path – This sad old man finally has a card which shows a bit of his story. At 3 cmc, he does wonderful things with looters, sac outlets and thornbite staff. He can work in an artifact shell as well since a lot of artifacts can be abused with the ETB and LTB trigger. Prepare to see him in decks.
Freyalise, Llanawar’s Fury – By far one of the most known walkers in the set next to Teferi. In a green deck where 5 mana isn’t that hard to achieve, Freyalise has a whole suite of abilities which tailor to a green decks needs. Inherent ramp, check. Removal for artifacts and enchantments, check. Card draw, check. Overall Freyalise is a very strong walker but get eclipsed by other green commanders such as Azusa, Omnath, and Ezuri. However I would like to see someone build a tribal druid deck around her.
Titania, Protector of Argoth – Another name from the lands of Dominaria, Titania is very strong in landfall decks. Although I could see her command in a lands deck, I feel that she would be better as part of the 99 in maybe a GW deck with the likes of Knight of the Reliquary or in GB with Darkheart of the Woods.
Honorable mentions
White:
Containment Priest – pick them up for cheap if you can as this is the money legacy card of this set. Able to shut down decks like “show and tell”, “reanimator”, and “dredge”, this card deserves atleast a sideboard slot in most decks that have W in it.
Blue:
Reef Worm – with doubling season this card is hilarious. Even on its own it get big quick if you have an outlet.
Black:
infernal offering – of all the offerings which include you and someone else (red offering wtf), this is the ones where symmetry can be avoided.
Necromatic Selection – a wrath combined with a grave betrayal is always nice. The cmc isn’t bad too if you are playing with a big black deck >_O
Overseer of the Damned – anther good card for kalia. Not much else to say about it.
wake the dead - use this to abuse ETB and LTB triggers.
Red:
Dualcaster Mage – Snappy’s relative. Able to combo out with something like twinflame. Pretty good to have a reverb on a stick.
Scrap Mastery – PRAISE URZA!!! Seriously this card is good and anyone who tells you otherwise needs to play against any decent red artifact deck. Living death for artifacts is very abusable. Krark-clan Ironworks all your things before you scrap mastery to reset a lot of stuff or use it just to take out your opponents board state is too good of an offer to resist.
Volcanic Offering – this card doesn’t have the symmetry that the other offering have. It is completely one sided in your favour. However I feel that its mana cost is still high for what it does.
Green:
Gravesifter – watch out for this card in tribal decks as it can ruin your day.
Siege Behemoth – good for alpha striking through blockers, however it is a nonbo with deathtouch.
Song of the Dryads – in a meta where enchantment removal is light, this can be devastating if put on a commander.
Thunderfoot baloth – best of the 5 lietenants. Overrun is always good.
Wave of vitriol – I dislike this card for since it says sac, meaning that it gets around karmic justice. The only way that you can combat it is to have a creeping renaissance or a replenish on hand.
Lands:
Arcane Lighthouse – wizards’ answer to voltron commanders such as uril, sigarda, GoST, and Narset. Prepare to see a lot of these in the first few weeks. Remember to pack land hate like stripmine, tec edge, and ghost quarter to deal with the light house
Artifacts:
Assault Suit – a funny equipment that can be easily abused. Will definitely see play in decks which lack the protection from edicts.
Masterwork of Ingenuity – OH LOOK I NOW HAVE TWO SWORDS OF X AND Y!!! since it’s an equipment, it makes it easier to tutor for.
EDH
GWSigarda, Host of EnchantressGW[Primer]
The 4 and tap to activate is also really taxing on the limited amount of resources that you have early and mid game as well
EDH
GWSigarda, Host of EnchantressGW[Primer]