BlakeWSP
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Commander
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{"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, then 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 permanents on the battlefield"},{"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 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 8 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":"(2) "},{"attributes":{"bold":true},"insert":"FLEX"},{"insert":": The last 2 slots are 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 or ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A ≥5 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 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 ability helps 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":" - The 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. Getting her countered once and your chances of winning become slim. Getting her countered twice and your chances of winning dwindle low enough that you’ll hardly ever win from there. This is why you have protection pieces like "},{"insert":{"card-link":"Voice of Victory"}},{"insert":", "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", and "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" as well as "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" (choose Angel) 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"},{"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"},{"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":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Myrel, Shield of Argive"}},{"attributes":{"color":"#222222"},"insert":"s"},{"attributes":{"color":"#222222"},"insert":{"card-link":"Voice of Victory"}},{"attributes":{"color":"#222222"},"insert":" "},{"insert":"so they can't Bounce on your turn at least."},{"attributes":{"list":"bullet"},"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 card to combo on their next turn?\" "},{"attributes":{"list":"bullet"},"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"},{"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":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" help 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"},{"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 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."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Faster Decks"},{"insert":" - You should hopefully be having pregame discussions, so all decks are of similar brackets. 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":"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 partially 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. "},{"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 find yourself 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":", "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":","},{"insert":{"card-link":"Prismatic Undercurrents"}},{"insert":", etc.\n\"Play Lands from Grave\" effects: "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":", "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":", "},{"insert":{"card-link":"Walk-In Closet // Forgotten Cellar"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":", etc.\nTraditional Ramp: "},{"insert":{"card-link":"Cultivate"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Farseek"}},{"insert":", "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":", etc\nDidn't Make the Cut: "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":", "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":", "},{"insert":{"card-link":"Courser of Kruphix"}},{"insert":", "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" ,and "},{"insert":{"card-link":"Gardenize"}},{"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":", "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":", and "},{"insert":{"card-link":"Starfield Mystic"}},{"insert":" because reducing only auras is too restrictive. Mana Rocks are not needed since you're closer to 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":", "},{"insert":{"card-link":"Season of Gathering"}},{"insert":","},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":", and "},{"insert":{"card-link":"The Legend of Kyoshi // Avatar Kyoshi"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Femeref Enchantress"}},{"insert":", "},{"insert":{"card-link":"Rite of Harmony"}},{"insert":", "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":", "},{"insert":{"card-link":"Enduring Innocence"}},{"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 playing "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" in the deck. Not as long as the plagarized artwork from 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":"Daybreak Coronet"}},{"insert":", "},{"insert":{"card-link":"All That Glitters"}},{"insert":", "},{"insert":{"card-link":"Battle Mastery"}},{"insert":", "},{"insert":{"card-link":"Twinblade Blessing"}},{"insert":", "},{"insert":{"card-link":"Silverblade Paladin"}},{"insert":" , "},{"insert":{"card-link":"Sage's Reverie"}},{"insert":", and "},{"insert":{"card-link":"Tempest Technique"}},{"insert":" \n\nInstead of \"Win-more/Overkill\" cards you can spend the same amount of mana, cast 2-4 spells, 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":", "},{"insert":{"card-link":"Winds of Rath"}},{"insert":", etc \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":", and "},{"insert":{"card-link":"Shalai, Voice of Plenty"}},{"insert":" \nPillowfort effects: "},{"insert":{"card-link":"Dueling Grounds"}},{"insert":", "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":", "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":", and "},{"insert":{"card-link":"Solitary Confinement"}},{"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":"Frenzied Baloth"}},{"insert":", "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":", and "},{"insert":{"card-link":"Destiny Spinner"}},{"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":", "},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":", and "},{"insert":{"card-link":"Pia, Aether Ascetic"}},{"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":", "},{"insert":{"card-link":"Nomad Mythmaker"}},{"insert":", and "},{"insert":{"card-link":"Serra Paragon"}},{"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":"Retether"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Cosmic Rebirth"}},{"insert":", "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":","},{"insert":{"card-link":"Redress Fate"}},{"insert":", and "},{"insert":{"card-link":"Eiganjo Dynastorian // Replenish"}},{"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. \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 local playgroup 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"}]}
Buffs
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 still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
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 still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

Buffs
(CTRL to add secondary)
Draw
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.
Whenever one or more enchantments you control enter, draw a card. This ability triggers only once each turn.
Creature - Elf Artificer

Draw
(CTRL to add secondary)
Interaction
Interaction
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , 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 less to activate for each legendary creature you control.
Channel — , 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 less to activate for each legendary creature you control.
Legendary Land

Land
(CTRL to add secondary)
Protection
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.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Protection
(CTRL to add secondary)
Ramp
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 - Satyr Bard

Nessian Wanderer
Constellation — Whenever an enchantment you control enters, look at the top three cards of your library. You may reveal a land card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order.
Creature - Scout Satyr

Ramp
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
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, then 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 permanents on the battlefield"},{"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 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 8 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":"(2) "},{"attributes":{"bold":true},"insert":"FLEX"},{"insert":": The last 2 slots are 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 or ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A ≥5 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 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 ability helps 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":" - The 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. Getting her countered once and your chances of winning become slim. Getting her countered twice and your chances of winning dwindle low enough that you’ll hardly ever win from there. This is why you have protection pieces like "},{"insert":{"card-link":"Voice of Victory"}},{"insert":", "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":", "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":", and "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" as well as "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" (choose Angel) 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"},{"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"},{"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":", "},{"attributes":{"color":"#222222"},"insert":{"card-link":"Myrel, Shield of Argive"}},{"attributes":{"color":"#222222"},"insert":"s"},{"attributes":{"color":"#222222"},"insert":{"card-link":"Voice of Victory"}},{"attributes":{"color":"#222222"},"insert":" "},{"insert":"so they can't Bounce on your turn at least."},{"attributes":{"list":"bullet"},"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 card to combo on their next turn?\" "},{"attributes":{"list":"bullet"},"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"},{"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":" and "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" help 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"},{"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 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."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Faster Decks"},{"insert":" - You should hopefully be having pregame discussions, so all decks are of similar brackets. 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":"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 partially 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. "},{"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 find yourself 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":", "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":","},{"insert":{"card-link":"Prismatic Undercurrents"}},{"insert":", etc.\n\"Play Lands from Grave\" effects: "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":", "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":", "},{"insert":{"card-link":"Walk-In Closet // Forgotten Cellar"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":", etc.\nTraditional Ramp: "},{"insert":{"card-link":"Cultivate"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Farseek"}},{"insert":", "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":", etc\nDidn't Make the Cut: "},{"insert":{"card-link":"Carpet of Flowers"}},{"insert":", "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":", "},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":", "},{"insert":{"card-link":"Courser of Kruphix"}},{"insert":", "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" ,and "},{"insert":{"card-link":"Gardenize"}},{"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":", "},{"insert":{"card-link":"Jukai Naturalist"}},{"insert":", and "},{"insert":{"card-link":"Starfield Mystic"}},{"insert":" because reducing only auras is too restrictive. Mana Rocks are not needed since you're closer to 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":", "},{"insert":{"card-link":"Season of Gathering"}},{"insert":","},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":", and "},{"insert":{"card-link":"The Legend of Kyoshi // Avatar Kyoshi"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Femeref Enchantress"}},{"insert":", "},{"insert":{"card-link":"Rite of Harmony"}},{"insert":", "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":", "},{"insert":{"card-link":"Enduring Innocence"}},{"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 playing "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":" in the deck. Not as long as the plagarized artwork from 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":"Daybreak Coronet"}},{"insert":", "},{"insert":{"card-link":"All That Glitters"}},{"insert":", "},{"insert":{"card-link":"Battle Mastery"}},{"insert":", "},{"insert":{"card-link":"Twinblade Blessing"}},{"insert":", "},{"insert":{"card-link":"Silverblade Paladin"}},{"insert":" , "},{"insert":{"card-link":"Sage's Reverie"}},{"insert":", and "},{"insert":{"card-link":"Tempest Technique"}},{"insert":" \n\nInstead of \"Win-more/Overkill\" cards you can spend the same amount of mana, cast 2-4 spells, 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":", "},{"insert":{"card-link":"Winds of Rath"}},{"insert":", etc \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":", and "},{"insert":{"card-link":"Shalai, Voice of Plenty"}},{"insert":" \nPillowfort effects: "},{"insert":{"card-link":"Dueling Grounds"}},{"insert":", "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":", "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":", and "},{"insert":{"card-link":"Solitary Confinement"}},{"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":"Frenzied Baloth"}},{"insert":", "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":", and "},{"insert":{"card-link":"Destiny Spinner"}},{"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":", "},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":", and "},{"insert":{"card-link":"Pia, Aether Ascetic"}},{"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":", "},{"insert":{"card-link":"Nomad Mythmaker"}},{"insert":", and "},{"insert":{"card-link":"Serra Paragon"}},{"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":"Retether"}},{"insert":" \nDidn't Make the Cut: "},{"insert":{"card-link":"Cosmic Rebirth"}},{"insert":", "},{"insert":{"card-link":"Brilliant Restoration"}},{"insert":","},{"insert":{"card-link":"Redress Fate"}},{"insert":", and "},{"insert":{"card-link":"Eiganjo Dynastorian // Replenish"}},{"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. \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 local playgroup 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"}]}


























































































