__________________________________________________________________________
This is a deck for folks who like enchanted/equipped generals flying into the Red Zone.
Commander
Strategy
Enchant/equip Krond to grant him trample/protection from creatures (in order to draw cards with One with Nature and Snake Umbra).
Responding to your comment over on my list, I would easily drop Beacon of Immortality and Daybreak Coronet.
I get it, Daybreak is a hell of an aura for two mana. But, it requires too much setup and makes any Disenchant a 2-for-1, to really be worth hooking up to Krond. Beacon of Immortality falls prey to one of the format's immutable laws; straight lifegain almost always sucks.
I would also make room for the new Auras, which will be added to the list shortly. Felidar Umbra keeps the lifegain of Coronet while still granting Totem Armor and tricks with certain cards (like Fugitive Druid in my list,) and Indrik Umbra is powerful tech for Krond himself.
The idea that seperates your deck from mine is that mine is more general reliant. Getting tucked really hurts the deck, but the enchantress suite and Druid wincon allow the deck to cushion the blow, hopefully drawing back into Krond. Your deck emphasizes a more generalized green-white aggro strategy while emphasizing lifegain with Well of Lost Dreams. You should play Pristine Talisman, with the Well out, it reads, "T: Draw a card, gain 1 life." Also, I'm quite curious as to why you chose to leave out Sterling Grove from your build. It creates an untargetable permanent-based forcefield with Privileged Position and it in play, not to mention it's a sweet enchantment tutor as well.
In terms of the stuff above, a lot of that is a great idea...except for Three Dreams. You just don't run enough to really support having it. I'd replace Keen Sense with Snake Umbra though. For two more mana, you get a pump and TOTEM ARMOR. Totem Armor is hella good when you want the head honcho of your deck to be hitting the red zone and living to see tomorrow.
Also, cut Saltcrusted Steppe and Shimmering Grotto. You do need plenty of mana symbol support, but these cards just suck out loud. Elfhame Palace, Brushland, Arctic Flats, Razorverge Thicket (once it rotates this fall) and Sungrass Prairie are all superior choices and are affordable.
"When does a man die? When he is hit by a bullet? No! When he suffers a disease? No! When he ate a soup made out of a poisonous mushroom? No! A man dies when he is forgotten!" Currently Piloting: EDH BGGlissa, The Traitor - Recursion (Primer) WBRKaalia of The Vast URGRiku of Two Reflections WUBSydri, Galvanic Genius UBRamirez DePietro GWKrond, The Dawn-Clad GWUDerevi, Empyrial Tactician RGOmnath, Locus of Rage
Responding to your comment over on my list, I would easily drop Beacon of Immortality and Daybreak Coronet.
I get it, Daybreak is a hell of an aura for two mana. But, it requires too much setup and makes any Disenchant a 2-for-1, to really be worth hooking up to Krond. Beacon of Immortality falls prey to one of the format's immutable laws; straight lifegain almost always sucks.
I would also make room for the new Auras, which will be added to the list shortly. Felidar Umbra keeps the lifegain of Coronet while still granting Totem Armor and tricks with certain cards (like Fugitive Druid in my list,) and Indrik Umbra is powerful tech for Krond himself.
For the most part, I chose auras that would either recur with Sun Titan or recur on their own. Indrik does neither and I think Spirit Loop is more efficient than Felidar. Also, I want Krond to get through for general damage, so I wouldn't want to enchant him with Indrik Umbra. As for Felidar Umbra, I want something more than life gain and totem protection. I went ahead and included Privileged Position to protect the Coronet and my other permanents as well.
The idea that seperates your deck from mine is that mine is more general reliant. Getting tucked really hurts the deck, but the enchantress suite and Druid wincon allow the deck to cushion the blow, hopefully drawing back into Krond. Your deck emphasizes a more generalized green-white aggro strategy while emphasizing lifegain with Well of Lost Dreams. You should play Pristine Talisman, with the Well out, it reads, "T: Draw a card, gain 1 life." Also, I'm quite curious as to why you chose to leave out Sterling Grove from your build. It creates an untargetable permanent-based forcefield with Privileged Position and it in play, not to mention it's a sweet enchantment tutor as well.
Pristine Talisman? Now, that is some TECH! I wasn't aware of the Grove, but it's going in for sure.
In terms of the stuff above, a lot of that is a great idea...except for Three Dreams. You just don't run enough to really support having it. I'd replace Keen Sense with Snake Umbra though. For two more mana, you get a pump and TOTEM ARMOR. Totem Armor is hella good when you want the head honcho of your deck to be hitting the red zone and living to see tomorrow.
I added Snake Umbra alongside Keen Sense. Also, with the changes I'd been considering, I'll have plenty of targets for Three Dreams.
Also, cut Saltcrusted Steppe and Shimmering Grotto. You do need plenty of mana symbol support, but these cards just suck out loud. Elfhame Palace, Brushland, Arctic Flats, Razorverge Thicket (once it rotates this fall) and Sungrass Prairie are all superior choices and are affordable.
Done! I also dropped a Forest to make room for Krosan Verge.
Based on your advice and that of some other folks, I've made the following changes:
Added
Exalted Angel
Battlegrace Angel
Bear Umbra
Snake Umbra
Selesnya Signet
Darksteel Ingot
Pristine Talisman
Mirari's Wake
Mana Reflection
Privileged Position
Sterling Grove
Three Dreams
Regrowth
Defy Death
Arctic Flats
Razorverge Thicket
Krosan Verge
Removed
Stonehewer Giant
Akroma, Angel of Wrath
Basilisk Collar
Sword of War and Peace
Umezawa's Jitte
Darksteel Plate
Everflowing Chalice
Mana Vault
Sol Ring
Beacon of Immortality
Banishing Stroke
Return to Dust
Swords to Plowshares
Condemn
Forest
Shimmering Grotto
Saltcrusted Steppe
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
We both run enchantress, but his wincons are a little different. While Krond is his go too guy, mine uses Krond as a late game finisher where he's much harder to take care of. Also, Upgrade from Deathless Angel to Avacyn, Angel of Hope
I'm not sure why you need True Conviction. I know its big and flashy, and can be completely insane, but I've found it provides a huge tempo swing if it gets destroyed because the opponent basically timewalked you.
Same thing goes for Entreat the Angels.
Keen Sense I've found to not be so good either because I've found, that while it can provide alot of extra gas, it just gets itself killed before you can even draw. Same thing for Snake Umbra. These in my experience don't draw me lots of cards, because Krond is often such a big target. They basically cycle. Instead you could run things like Ground Seal. This might be perfect because it seems you don't have a very big recursion theme.
I'm not sure why you need True Conviction. I know its big and flashy, and can be completely insane, but I've found it provides a huge tempo swing if it gets destroyed because the opponent basically timewalked you.
Same thing goes for Entreat the Angels.
Keen Sense I've found to not be so good either because I've found, that while it can provide alot of extra gas, it just gets itself killed before you can even draw. Same thing for Snake Umbra. These in my experience don't draw me lots of cards, because Krond is often such a big target. They basically cycle. Instead you could run things like Ground Seal. This might be perfect because it seems you don't have a very big recursion theme.
Everything dies to removal, love.
Added
Sword of Feast and Famine
Caged Sun
Darksteel Plate
true, but those don't do that much to protect your things, and are not very cost efficient. Call me crazy, but that's what I've found. Have you played any games with the deck?
true, but those don't do that much to protect your things, and are not very cost efficient. Call me crazy, but that's what I've found. Have you played any games with the deck?
I have played a few games. My tendency is to play the auras I value the least first; if my opponents decide to waste removal on these early spells, I have better ones for backup.
I did make some more changes based on the testing I've done so far, adding five more auras (for a total of 16) and a smidge more removal (both mass and targeted).
I'm considering dropping a couple creatures and/or abandoning the lifegain-card draw engine for more auras/equipment and control cards.
Added
Angelic Destiny
Indrik Umbra
Shield of the Oversoul
Hyena Umbra
Aspect of Mongoose
Sword of War and Peace
Swords to Plowshares
Winds of Rath
Terminus
Removed
1x Exalted Angel
1x Battlegrace Angel
1x Behemoth Sledge
1x Darksteel Plate
1x Loxodon Warhammer
1x Whispersilk Cloak
1x Wrath of God
1x True Conviction
1x Defy Death
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
I think Krond would love Dragon Scales in this deck, it's aura recurring at its finest. Maybe Dragon Fangs. Greater Auramancy is some great protection for your general (and other enchanted creatures), but is kind of a double-edged sword because it doesn't let you buff them with more than one aura.
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Commander:GB Jarad, Golgari Lich Lord (list) - U Talrand, Sky Summoner - GRU Maelstrom Wanderer
I think Krond would love Dragon Scales in this deck, it's aura recurring at its finest. Maybe Dragon Fangs. Greater Auramancy is some great protection for your general (and other enchanted creatures), but is kind of a double-edged sword because it doesn't let you buff them with more than one aura.
I considered Auramancy, but decided that it was too restrictive.
More testing, more changes…
Added
Rout
Path to Exile
Boseiju, Who Shelters All
Removed
Pentarch Paladin (if only it did something upon ETB)
Novablast Wurm (so far, this card only works in my Teneb reanimator deck)
Plains
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
Not sure if you need it, but I really like the one-sided enchantment wraths like Cleansing Meditation and Calming Verse. Though Krond can clear annoying permanents by himself I feel like these help with the occasional entirely shrouded enemy board.
Also is Cavern of Souls not worth it? i understand that if you named Archon only Krond would benefit, but a lot of the time in my Voltron decks i feel like that extra piece of mind is worth it.
Edit: I feel like Replenish and Retether are worth considering if you're looking for mass enchantment recursion.
If you were considering dropping Keen Sense, One with Nature is a pretty good little gem. Even if it only connects with an opponent once, it's done its job. When worn on a creature alongside Bear Umbra, it can get very stupid very fast.
BTW, I'm digging this deck. It's giving me some good ideas for a Bant enchantress deck that I'm working on to replace Zedruu.
Not sure if you need it, but I really like the one-sided enchantment wraths like Cleansing Meditation and Calming Verse. Though Krond can clear annoying permanents by himself I feel like these help with the occasional entirely shrouded enemy board.
I haven't needed to wipe away a board full of enchantments yet, but I will definitely keep these two cards in mind if I do!
Also is Cavern of Souls not worth it? i understand that if you named Archon only Krond would benefit, but a lot of the time in my Voltron decks i feel like that extra piece of mind is worth it.
I'm trying to keep my non-colored mana producing lands as low as possible in this deck. (A Cavern set for "Archon" would usually produce colorless mana.)
If you were considering dropping Keen Sense, One with Nature is a pretty good little gem. Even if it only connects with an opponent once, it's done its job. When worn on a creature alongside Bear Umbra, it can get very stupid very fast.
BTW, I'm digging this deck. It's giving me some good ideas for a Bant enchantress deck that I'm working on to replace Zedruu.
I picked up a Rafiq today. After another month or so of playtesting Light's Dawn, I might convert it to Bant and include Krond in the 99, like you did with Gisela in Zedruu.
Added
Expedition Map
2 Plains
Removed
Pristine Talisman
Well of Lost Dreams
Sword of War and Peace
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
Hi, xbinox! So far, I've been fine with the four aura tutors I'm already running. I have been thinking about dropping Baneslayer Angel and Adarkar Valkyrie, though. That would free up room for the Rector and Umbra Mystic. What are your thoughts on the Mystic? Also, do you think I need another sacrifice outlet in addition to Greater Good?
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
I think she's ok, but I would find room in your list for the Enchantresses they really help with card draw which you desperately need. Also High Market is a good sac outlet that fits right into the manabase. have you used Dragon fangs? it's recurring like rancor?
also before you say it's only a +1+1 buff it turns krond into a 3 turn clock instead of 4
I think she's ok, but I would find room in your list for the Enchantresses they really help with card draw which you desperately need. Also High Market is a good sac outlet that fits right into the manabase. have you used Dragon fangs? it's recurring like rancor?
also before you say it's only a +1+1 buff it turns krond into a 3 turn clock instead of 4
Based on your advice and that of some other folks, I've made the following changes:
Added
One with Nature
Dragon Fangs
Enchantress's Presence
Umbra Mystic
Aura of Silence
Condemn
Miren, the Moaning Well
Removed
Keen Sense
Daybreak Coronet
Adarkar Valkyrie
Baneslayer Angel
Glory
Entreat the Angels
Plains
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There are no divisions: for ye are all one in Christ Jesus. -Galatians 3:28
Light's Dawn
- A KROND THE DAWN-CLAD DECK -
This is a deck for folks who like enchanted/equipped generals flying into the Red Zone.
Commander
Strategy
Enchant/equip Krond to grant him trample/protection from creatures (in order to draw cards with One with Nature and Snake Umbra).
1 Krond the Dawn-Clad
CREATURES - 10
1 Sigarda, Host of Herons
1 Avacyn, Angel of Hope
1 Eternal Witness
1 Linvala, Keeper of Silence
1 Deathless Angel
1 Sun Titan
1 Umbra Mystic
1 Woodfall Primus
1 Sunblast Angel
1 Terastodon
TOTAL ENCHANTMENTS - 19
AURAS - 13
1 Rancor
1 Armadillo Cloak
1 Bear Umbra
1 Flickering Ward
1 Indrik Umbra
1 Shield of the Oversoul
1 Eldrazi Conscription
1 One with Nature
1 Dragon Fangs
1 Unquestioned Authority
1 Hyena Umbra
1 Spirit Mantle
1 Snake Umbra
EQUIPMENT - 4
1x Lightning Greaves
1x Swiftfoot Boots
1x Sword of Feast and Famine
1x Sword of Fire and Ice
1x Aura of Silence
1x Beast Within
1x Path to Exile
1x Swords to Plowshares
MASS REMOVAL - 5
1x Winds of Rath
1x Rout
1x Terminus
1x Cataclysm
1x Catastrophe
TUTORS - 7
1x Congregation at Dawn
1x Enlightened Tutor
1x Idyllic Tutor
1x Steelshaper's Gift
1x Sterling Grove
1x Three Dreams
1x Expedition Map
PROTECTION - 1
1x Privileged Position
CARD ADVANTAGE - 6
1x Enchantress's Presence
1x Greater Good
1x Harmonize
1x Mind's Eye
1x Scroll Rack
1x Sensei's Divining Top
GRAVEYARD HATE - 1
1x Tormod's Crypt
COUNTER HATE -1
1x Mana Web
RECURSION - 1
1x Regrowth
MANA ROCKS - 2
1x Selesnya Signet
1x Gilded Lotus
1x Caged Sun
1x Cultivate
1x Explosive Vegetation
1x Kodama's Reach
1x Mirari's Wake
1x Mana Reflection
1x Skyshroud Claim
LANDS - 37
10x Forest
1x Wooded Bastion
1x Selesnya Sanctuary
1x Razorverge Thicket
1x Stirring Wildwood
10x Plains
1x Mistveil Plains
1x Command Tower
1x Evolving Wilds
1x Naya Panorama
1x Krosan Verge
1x Boseiju, Who Shelters All
1x Cavern of Souls
1x Hall of the Bandit Lord
1x Miren, the Moaning Well
1x Thawing Glaciers
1x Kor Haven
1x Strip Mine
1x Reliquary Tower
I get it, Daybreak is a hell of an aura for two mana. But, it requires too much setup and makes any Disenchant a 2-for-1, to really be worth hooking up to Krond. Beacon of Immortality falls prey to one of the format's immutable laws; straight lifegain almost always sucks.
I would also make room for the new Auras, which will be added to the list shortly. Felidar Umbra keeps the lifegain of Coronet while still granting Totem Armor and tricks with certain cards (like Fugitive Druid in my list,) and Indrik Umbra is powerful tech for Krond himself.
The idea that seperates your deck from mine is that mine is more general reliant. Getting tucked really hurts the deck, but the enchantress suite and Druid wincon allow the deck to cushion the blow, hopefully drawing back into Krond. Your deck emphasizes a more generalized green-white aggro strategy while emphasizing lifegain with Well of Lost Dreams. You should play Pristine Talisman, with the Well out, it reads, "T: Draw a card, gain 1 life." Also, I'm quite curious as to why you chose to leave out Sterling Grove from your build. It creates an untargetable permanent-based forcefield with Privileged Position and it in play, not to mention it's a sweet enchantment tutor as well.
In terms of the stuff above, a lot of that is a great idea...except for Three Dreams. You just don't run enough to really support having it. I'd replace Keen Sense with Snake Umbra though. For two more mana, you get a pump and TOTEM ARMOR. Totem Armor is hella good when you want the head honcho of your deck to be hitting the red zone and living to see tomorrow.
Also, cut Saltcrusted Steppe and Shimmering Grotto. You do need plenty of mana symbol support, but these cards just suck out loud. Elfhame Palace, Brushland, Arctic Flats, Razorverge Thicket (once it rotates this fall) and Sungrass Prairie are all superior choices and are affordable.
Currently Piloting:
EDH
BGGlissa, The Traitor - Recursion (Primer)
WBRKaalia of The Vast
URGRiku of Two Reflections
WUBSydri, Galvanic Genius
UBRamirez DePietro
GWKrond, The Dawn-Clad
GWUDerevi, Empyrial Tactician
RGOmnath, Locus of Rage
Modern
UG Infect
For the most part, I chose auras that would either recur with Sun Titan or recur on their own. Indrik does neither and I think Spirit Loop is more efficient than Felidar. Also, I want Krond to get through for general damage, so I wouldn't want to enchant him with Indrik Umbra. As for Felidar Umbra, I want something more than life gain and totem protection. I went ahead and included Privileged Position to protect the Coronet and my other permanents as well.
Pristine Talisman? Now, that is some TECH! I wasn't aware of the Grove, but it's going in for sure.
I added Snake Umbra alongside Keen Sense. Also, with the changes I'd been considering, I'll have plenty of targets for Three Dreams.
Done! I also dropped a Forest to make room for Krosan Verge.
Based on your advice and that of some other folks, I've made the following changes:
Added
Exalted Angel
Battlegrace Angel
Bear Umbra
Snake Umbra
Selesnya Signet
Darksteel Ingot
Pristine Talisman
Mirari's Wake
Mana Reflection
Privileged Position
Sterling Grove
Three Dreams
Regrowth
Defy Death
Arctic Flats
Razorverge Thicket
Krosan Verge
Removed
Stonehewer Giant
Akroma, Angel of Wrath
Basilisk Collar
Sword of War and Peace
Umezawa's Jitte
Darksteel Plate
Everflowing Chalice
Mana Vault
Sol Ring
Beacon of Immortality
Banishing Stroke
Return to Dust
Swords to Plowshares
Condemn
Forest
Shimmering Grotto
Saltcrusted Steppe
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
The Plate was intended to abuse Novablast Wurm; I'm not particularly concerned about losing Krond in an attack.
Why not Winds of Rath?
We both run enchantress, but his wincons are a little different. While Krond is his go too guy, mine uses Krond as a late game finisher where he's much harder to take care of. Also, Upgrade from Deathless Angel to Avacyn, Angel of Hope
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I'm not sure why you need True Conviction. I know its big and flashy, and can be completely insane, but I've found it provides a huge tempo swing if it gets destroyed because the opponent basically timewalked you.
Same thing goes for Entreat the Angels.
Keen Sense I've found to not be so good either because I've found, that while it can provide alot of extra gas, it just gets itself killed before you can even draw. Same thing for Snake Umbra. These in my experience don't draw me lots of cards, because Krond is often such a big target. They basically cycle. Instead you could run things like Ground Seal. This might be perfect because it seems you don't have a very big recursion theme.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Added
Sword of Feast and Famine
Caged Sun
Darksteel Plate
Removed
2 Plains
1 Forest
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I did make some more changes based on the testing I've done so far, adding five more auras (for a total of 16) and a smidge more removal (both mass and targeted).
I'm considering dropping a couple creatures and/or abandoning the lifegain-card draw engine for more auras/equipment and control cards.
Added
Angelic Destiny
Indrik Umbra
Shield of the Oversoul
Hyena Umbra
Aspect of Mongoose
Sword of War and Peace
Swords to Plowshares
Winds of Rath
Terminus
Removed
1x Exalted Angel
1x Battlegrace Angel
1x Behemoth Sledge
1x Darksteel Plate
1x Loxodon Warhammer
1x Whispersilk Cloak
1x Wrath of God
1x True Conviction
1x Defy Death
Pauper: UR some horrible homebrew izzet deck
More testing, more changes…
Added
Rout
Path to Exile
Boseiju, Who Shelters All
Removed
Pentarch Paladin (if only it did something upon ETB)
Novablast Wurm (so far, this card only works in my Teneb reanimator deck)
Plains
Also is Cavern of Souls not worth it? i understand that if you named Archon only Krond would benefit, but a lot of the time in my Voltron decks i feel like that extra piece of mind is worth it.
Edit: I feel like Replenish and Retether are worth considering if you're looking for mass enchantment recursion.
BTW, I'm digging this deck. It's giving me some good ideas for a Bant enchantress deck that I'm working on to replace Zedruu.
stuff
I'm trying to keep my non-colored mana producing lands as low as possible in this deck. (A Cavern set for "Archon" would usually produce colorless mana.)
Replenish looks promising, more so if I add a few more enchantments.
I'll have to give OwN some thought.
I picked up a Rafiq today. After another month or so of playtesting Light's Dawn, I might convert it to Bant and include Krond in the 99, like you did with Gisela in Zedruu.
Added
Expedition Map
2 Plains
Removed
Pristine Talisman
Well of Lost Dreams
Sword of War and Peace
Sig and Avatar Credit: Heroes of the Plane Studios
also before you say it's only a +1+1 buff it turns krond into a 3 turn clock instead of 4
Sig and Avatar Credit: Heroes of the Plane Studios
Added
One with Nature
Dragon Fangs
Enchantress's Presence
Umbra Mystic
Aura of Silence
Condemn
Miren, the Moaning Well
Removed
Keen Sense
Daybreak Coronet
Adarkar Valkyrie
Baneslayer Angel
Glory
Entreat the Angels
Plains
Sig and Avatar Credit: Heroes of the Plane Studios
Added
Kodama's Reach
Skyshroud Claim
Mana Web
Cataclysm
Cavern of Souls
Hall of the Bandit Lord
Removed
Coalition Relic
Darksteel Ingot
Sunblast Angel
Catastrophe
2 Plains
Reliquary Tower
Catastrophe
3 Plains
3 Forest
Naya Panorama
Removed
Condemn
Kjeldoran Outpost
Secluded Steppe
Tranquil Thicket
Vivid Meadow
Vivid Grove
Arctic Flats
Graypelt Refuge
Terramorphic Expanse