Introduction
Sigarda, Host of Herons is one of the 3 multi-coloured angels introduced in Avacyn Restored. Her set of abilities make her very versatile for different deck builds.
Why play this commander Pros:
Your meta has a lot of grave pact plays
You want a commander that doesn't die to spot removal
You want a commander that impacts the board but doesn't immediately get hated pregame
You want to play a deck that has a combo but isn't reliant on it to win
Your commander adds to the deck but the deck isnt dependant on it
Cons:
You like to remain conspicuous even after your commander hits the board
You like playing solitaire
You don't like to win with creatures beating face
You hate ramp
Deck history
After building my enchantress Sigarda deck, I went online to see how other people were building her. I saw people using her as a protection piece against pact plays and made decks that could stand alone without her at the commander. This deck was to test it out. Its more along the lines with Sisay toolbox but it doest feel the hate that Sisay gets when she is revealed on the table
Aura Shards - spot removal with the casting of a creature
Burgeoning - ramp early game, late game its not so useful if people aren't dropping lands (replace with exploration if you feel that it isn't pulling its weight)
Defense of the Heart - reads if an opponent has 3 or more creatures than you then start destroying their lands or go inf if you have phyrexian altar
Haunted Fengraf - since all your creatures are useful you should almost never have a bad random, even if you get veteran explorer, you can either feed him to survival or use him for fodder
The point of the deck is to ramp as hard as possible into the big creatures and beat face
Try to keep cavern souls in your hand until you know what creature type you want to call. The type that you want to protect is dependent on which combo you want to use.
Introduction
Sigarda, Host of Herons is one of the 3 multi-coloured angels introduced in Avacyn Restored. Her set of abilities make her very versatile for different deck builds.
Why play this commander
Pros:
Your meta has a lot of grave pact plays
You want a commander that doesn't die to spot removal
You want a commander that impacts the board but doesn't immediately get hated pregame
You want to play a deck that has a combo but isn't reliant on it to win
Your commander adds to the deck but the deck isnt dependant on it
Cons:
You like to remain conspicuous even after your commander hits the board
You like playing solitaire
You don't like to win with creatures beating face
You hate ramp
Deck history
After building my enchantress Sigarda deck, I went online to see how other people were building her. I saw people using her as a protection piece against pact plays and made decks that could stand alone without her at the commander. This deck was to test it out. Its more along the lines with Sisay toolbox but it doest feel the hate that Sisay gets when she is revealed on the table
Deck list
1 Sigarda, host of herons
Creature 23
1 Acidic Slime
1 Adarkar Valkyrie
1 Ant Queen
1 Avacyn, Angel of Hope
1 Avenger of Zendikar
1 Craterhoof Behemoth
1 Elesh Norn, Grand Cenobite
1 Elvish Piper
1 Eternal Witness
1 Farhaven Elf
1 Fauna Shaman
1 Gaea's Herald
1 Kamahl, Fist of Krosa
1 Karmic Guide
1 Mother of Runes
1 Oversoul of Dusk
1 Reveillark
1 Sakura-Tribe Elder
1 Seedborn Muse
1 Solemn Simulacrum
1 Sun Titan
1 Sylvan Primordial
1 Veteran Explorer
Enchantment 12
1 Abundance
1 Aura of Silence
1 Aura Shards
1 Burgeoning
1 Defense of the Heart
1 Mirari's Wake
1 Oblivion Ring
1 Privileged Position
1 Perlious forray
1 Rites of Flourishing
1 Survival of the fittest
1 Sylvan Library
1 Boots of Swiftness
1 Chromatic Lantern
1 Expedition Map
1 Lightning Greaves
1 Mana Vault
1 Mimic Vat
1 Phyrexian Altar
1 Selesnya Signet
1 Sol Ring
Instant 8
1 Beast Within
1 Chord of Calling
1 Eladamiri's Call
1 Enlightened Tutor
1 Krosan Grip
1 Oblation
1 Swords to Plowshares
1 Worldly Tutor
Sorcery 9
1 Austere Command
1 Cultivate
1 Explosive Vegetation
1 Green Sun's Zenith
1 Kodama's Reach
1 Overwhelming Stampede
1 Praetor's council
1 Primal Command
1 Wrath of God
1 Garruk, Primal Hunter
1 Garruk Wildspeaker
Land 36
1 Buried Ruin
1 Cavern of Souls
1 Command Tower
12 Forest
1 Haunted Fengraf
1 Krosan Verge
1 Mistveil Plains
10 Plains
1 Reliquary Tower
1 Riftstone Portal
1 Savannah
1 Strip Mine
1 Sunpetal grove
1 Temple Garden
1 Wasteland
1 Windswept Heath
Card options
Creatures
Acidic Slime - removal is good
Adarkar Valkyrie - goes well worth any sac creature and sac ability
Ant Queen - your swarm
Avacyn, Angel of Hope - protection from wraths
Avenger of Zendikar - your back up swarm
Craterhoof Behemoth - your swarm gets lethal
Elesh Norn, Grand Cenobite - synergy with kamahl and is a good weenie killer
Elvish Piper - drops down big creatures instant speed and is uncounterable barring stifle and its ilk
Eternal Witness - recursion buff said
Farhaven Elf - mana ramp on a stick
Fauna Shaman - converts useless creature cards late game into useful ones
Gaea's Herald - no countering
Kamahl, Fist of Krosa - synergy with Norn also overrun
Karmic Guide - lark combo and grave recursion with a body
Mother of Runes - protection from spot removal
Oversoul of Dusk - beatstick with good protection
Reveillark - good combo and also recurs weenies for added bonus
Sakura-Tribe Elder - ramp and synergy with valkyrie
Seedborn Muse - cause more untap phases are never enough
Solemn Simulacrum - ramp and draw is always appreciated
Sun Titan - no inf combo for this one but recursion is always nice
Sylvan Primordial - spot removal + late game ramp is decent. Reach on high toughness pushes it over the edge
Veteran Explorer - little hug, careful when you use it
Abundance - filter through lands when you don't need them. Remember that the activation is a may so you can draw normally if you need to
Aura of Silence - some taxing and spot removal
Aura Shards - spot removal with the casting of a creature
Burgeoning - ramp early game, late game its not so useful if people aren't dropping lands (replace with exploration if you feel that it isn't pulling its weight)
Defense of the Heart - reads if an opponent has 3 or more creatures than you then start destroying their lands or go inf if you have phyrexian altar
Mirari's Wake - late game boost and minor buff
Oblivion Ring - more spot removal
Privileged Position - protection
Perlious forray - if someone wipes then this card is always handy. Did I mention that it fetches basic land types, not basic lands
Rites of Flourishing - more fuel to the fire
Survival of the fittest - getting good creatures for bad ones
Sylvan Library - MOAR DRAW
Boots of Swiftness - protect your pieces
Chromatic Lantern - mana fixing is good
Expedition Map - search for utility lands
Lightning Greaves - look at greaves
Mana Vault - its a mana rock
Mimic Vat - etb creatures are the best on this
Phyrexian Altar - combo piece and extra mana in a pinch
Selesnya Signet - mana fixing
Sol Ring - cause its 2 mana for 1
Beast Within - spot removal with a negligible draw back
Chord of Calling - instant speed tutor is always nice. If someone wraths use this and fetch kamahl and wipe their lands
Eladamiri's Call - tutor for pieces
Enlightened Tutor - tutor for protection or silver bullets
Krosan Grip - more spot removal
Oblation - even more spot removal
Swords to Plowshares - anyone thinking what I'm thinking? SPOT REMOVAL!!!
Worldly Tutor - creature tutors
Austere Command - modal board wipes
Cultivate - mana ramp
Explosive Vegetation - mana ramp
Green Sun's Zenith - search for utility creatures
Kodama's Reach - mana ramp
Overwhelming Stampede - as long as you have a creature higher than 3 power its better than overrun
Praetor's council - mass recovery is always nice
Primal Command - all modes are nice, even the life gain
Wrath of God - board wipe buff said
Garruk, Primal Hunter - just casting him for -3 ability is worth it if you can draw 5-6 cards
Garruk Wildspeaker - overall my favorite planeswalker mana ramp, tokens, and overrun
Buried Ruin - retrieve some artifacts
Cavern of Souls - stop counters and protect your pieces
Command Tower - mana fixing
Haunted Fengraf - since all your creatures are useful you should almost never have a bad random, even if you get veteran explorer, you can either feed him to survival or use him for fodder
Krosan Verge - mana ramp
Mistveil Plains - recursion
Reliquary Tower - although you don't have that many draw cards this is still useful if some one plays howling mine ability
Riftstone Portal - sometimes hard to activate but definitely worth it
Savannah - dual land
Strip Mine - spot land removal
Sunpetal grove - mana fixing
Temple Garden - shockland
Wasteland - destroy utility lands
Windswept Heath - fetching mistveil plains mostly but you can get duals if in a pinch for mana
Forest - gotta have em
Plains - can't live without them
Strategy
Main Synergies
Elesh Norn, Grand Cenobite + Kamahl, Fist of Krosa = Opponents have no lands
Karmic guide + reveillark + phyrexian altar = inf mana
Karmic guide + reveillark + phyrexian altar + any <= 2 power creature with an ability = inf mana and inf creature activations
Avacyn + privileged position + Sigarda, Host of Herons = very good board position
The point of the deck is to ramp as hard as possible into the big creatures and beat face
Try to keep cavern souls in your hand until you know what creature type you want to call. The type that you want to protect is dependent on which combo you want to use.
Change log:
Feel free to comment
EDH
GWSigarda, Host of EnchantressGW[Primer]