Friday, May 4, 2012

Sigarda, Host of Herons

Sigarda, Host of Herons will be the second of the Avacyn angels to command one of my decks. Sigarda, being a 5/5 flier for 5 that is hard for an opponent to remove, pushes us to make a voltron commander deck. While I will likely build one for this site at some point, I feel that they are a bit over done and want to go a different direction with her. I want to focus on the "Spells and abilities your opponents control can't cause you to sacrifice permanents." part of the card. That is one step in the direction of building the Indestructible Army.




The idea behind this deck is to foil our opponents attempts at taking out any of our creatures. I'm going to work this backwards and ask, "How does my opponent kill my creatures?" There are many answers: global kill like wraths, target kill like doom blade or path to exile, making a creature have 0 toughness, creature combat, negative counters, or killing us...

To foil the global killing of our creatures there are 2 options, indestructibility and regeneration. Both work well, but some global kill doesn't let regen work so I'll focus on indestructibility.  Avacyn, Angel of Hope, Elspeth, Knight-Errant make everything indy. Deathless Angel, Spearbreaker Behemoth, and Aegis Angel make targets indy. Last Dauntless Escort or Loxodon Hierarch take one for the team when they need to.

Next we'll get around target removal by giving our creature shroud/hexproof. Our commander already has this ability, but we need to spread it to the team. Asceticism, Privileged Position, protect our creatures, and Sterling Grove protects them.To protect from -1/-1 counters we'll play Melira, Sylvok Outcast. Heartmender can help to remove them after they have hit. To prevent them from just hitting us directly we have Leyline of Sanctity and Spirit of the Hearth to give us hexproof.

Creatures are going to die before we are able to get all set up. Adarkar Valkyrie, can one creature from dieing. Saffi Eriksdotter or Angelic Renewal can die in their place and be brought back later by Sun Titan.
Defy Death, Breath of Life, False Defeat, Marshal's Anthem, Miraculous Recovery, Resurrection, and Reya Dawnbringer all bring creatures back to life. Open the Vaults, and Replenish do the same for enchantments.

To get our creatures out their faster let's run some cards that put them directly in play from our library. Tooth and Nail, Genesis Wave, Chord of Calling, Pattern of Rebirth, Defense of the Heart, and Academy Rector. Idyllic Tutor can help you find a missing enchantment.

At this point our deck seems to have a large converted mana cost, a few mana ramp spells are in order. Cultivate, Explosive Vegetation, Hunting Wilds, Kodama's Reach, Realms Uncharted, and  Skyshroud Claim all go get 2 land. Mirari's Wake doubles your mana production. Garruk Wildspeaker takes you from 4 mana to 6 mana next turn and helps finish off opponents late game. Primeval Titan also is an obvious fit here. 

Other spells:
Parallax Wave is perfect for this deck. It can remove 5 threats for a turn, or remove your own creatures in response to removal. With recurring and finding enchantments as a theme in the deck it should see a lot of action.
Akroma's Vengeance, Austere Command, Elspeth Tirel, Magus of the Disk, Oblivion Stone, and Novablast Wurm vary from strong to absolutely broken if your permanents are indestructible.
Eternal Witness can bring back anything from your graveyard. Always good.
Mimic Vat Hates opposing GY 187 creatures, or enables yours.
Riftsweeper has multiple uses here, like recurring your Academy Rector, or he can bring back exiled pieces.
Admonition Angel really strong control card.
Exclusion Ritual, Journey to Nowhere, Oblivion Ring all enchantment based removal spells
Shield of the Oversoul and Sigil of the Nayan Gods round the deck out giving you a small voltron option. Enchant based due to the strong enchant theme throughout the deck.

Lands:
I think I would want to run around 25-26 Basics due to the high amount of cards that fetch basic lands in the deck.
Non basics:
Emeria, the Sky Ruin- Adds a little more recursion to the deck. High amount of basics makes this very playable.
Gavony Township- Pumping your invincible army
Mosswort Bridge- should be easy to trigger
Selesnya Sanctuary- early game counts as drawing 2 lands. late game can bounce itself to trigger land fall
Stirring Wildwood, Sungrass Prairie, Sunpetal Grove, Temple Garden, Windswept Heath, Wooded Bastion, Arctic Flats, Elfhame Palace, and Grasslands give us needed mana fixing.

Hope you enjoyed the building of the invincible army. Please leave some feedback. See you all again soon.

1 comment:

  1. Interesting and quite an original take on Sigarda. I like it.

    I'd also be interested to hear some reports on how the decks performs and what it plays like.

    Keep up the good work! =D

    ReplyDelete