Best Voltron Enchantments

Danielle Fletcher
• Saturday, 28 November, 2020
• 7 min read

“ Vol tron deck strategies are not uncommon in Magic: The Gathering's Commander format. Costing a single white MANA, Samar will almost always be cast of the very first turn, kicking off your Vol tron strategy from the word go.

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Wuhan also comes alongside a clause stating that he must attack a randomly selected player each turn, but as a more aggressive strategy, this isn't a awful downside. Radio of the Many is one of the commanders of this list that most visibly choreographs what you want to be doing with your Vol tron strategy.

Most importantly however, is the instant speed nature of this ability, which allows for various equipment-centric shenanigans to be pulled on your opponents turns. One would be hard-pressed to find a vol tron commander that fulfills this strength more effectively than SYR Gwyn, Hero of Ash vale.

As if this wasn't enough, SYR Gwyn also accelerates your strategy by drawing you a card each time an equipped creature you control attacks. The most recent commander on this list, the merfolk Lakes, Crater of Wonders is sure to make a big splash in the world of Vol tron decks.

With SRAM, Senior Edifice at the helm of your Vol tron deck, such a fate is never a possibility. SRAM's ability is very simple: whenever you cast an equipment, aura, or vehicle, draw a card.

Possessing both hex proof and a versatile ability that allows for Market's controller to cast noncreature spells from the top of their library for without paying their costs, East is one of the most popular commander choices in the entire format. While she can be utilized in numerous ways, building a Market deck around a Vol tron strategy is a viable option, allowing for massive and impactful auras to be cast for free and placed on your already difficult to remove Market.

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Firstly, he gets +2/+2 for each aura attached to him, creating additional advantages and incentives to build up URL as a threat. URL, the Mist stalker may be a bit MANA intensive for some, as he possesses a converted MANA cost of five, but his flexible NASA color identity and his ability to grow and protect himself makes him the benchmark of what we want to see from Vol tron commanders.

About The Author Paul Salvo (119 Articles Published) Staff Writer, Paul Salvo is a writer, comic creator, animation lover, and game design enthusiast currently residing in Boston, Massachusetts. This includes all cards which directly aim to win though commander damage.

Magic: The Gathering's Commander format is more popular and diverse than ever, with hundreds of legendary, splashy creatures ready to shape a 100-card deck and go to war against three or more opponents. This commander may not be the most competitive of all, but Our can use blue, white and black MANA and enchantment/artifact synergy to make a flexible deck that includes elements of Vol tron builds, death & taxes strategies, removal, board wipes, accrued card advantage and more.

These low-cost enchantments can fit into each of this deck's major strategies: Vol tron for Our itself (taxing the opponents over time, removal) and the Cycling mechanic. Meanwhile, Propaganda and/or Ghostly Prison slow down enemy attackers with a {2} tax, and Rest in Peace swiftly shuts down graveyard effects.

Rule of Law allows only one spell to be cast per turn, and Blind Obedience forces enemy creatures and artifacts to enter the battlefield tapped (and it has Extorted). Other enchantments are removal, with Arrest, Cage of Hands, Pillory of the Sleepless, Dark steel Mutation, Imprisoned in the Moon and Cast Out being good examples.

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This deck's instants and groceries can do practically anything, and they often tie into Our's themes of enchantments, removal, board wipes, taxing the opponents and more. White also offers Swords to Plowshares and Refer's Protection, plus Winds of Reith to destroy all creatures that aren't enchanted.

The creatures in this deck, as expected, synergize with enchantments and sometimes artifacts too, with Sun Titan being a vital inclusion for all kinds of reasons. Laboratory Maniac is an alternate win con if things get dire, and Curator of Mysteries is a flying 4/4 that wills cry one each time a card is cycled.

Artifacts range from staple MANA rocks like Commander's Sphere and Arcane Signet all the way to Sardonic Resonator, which can double any triggered ability from Our's to those of Sun Titan or Romancer. Lightning Greaves and/or Swift foot Boots can speed up and protect Our or another attacking creature, such as Sun Titan.

Among the lands should be Hall of Helios's Generosity, along with Reliquary Tower, Book Bog, Rogue's Passage and Cyborg, Tomb of Mammoth. About The Author Louis Keener (1805 Articles Published) I graduated from high school in Kansas City in 2009, then earned my Associate's in Arts in 2011 at MCC Longview, then my BA in Creative Writing at UM KC in 2013.

EDS Vol tron: Enchantments vs. Artifacts : MagicdeckbuildingPress J to jump to the feed. ] ] and ] work VERY well with enchantments and the enchantress package.

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Artifact vol tron commanders ] ] ] and ]. Quick pros and cons: Enchantments are nice because they tend to be cheaper than artifacts and if you're running G/W you have the choice to add the enchantress package.

My question/comment/thought is: With difficult to remove vol tron commanders (], ], ], any of the gods) it seems like enchantment auras would have the advantage over artifact equips. Don't get me wrong, there are some artifact equips that are a must-have in any enchantment vol tron deck and vice versa.

View entire discussion (6 comments)More posts from the Magicdeckbuilding community I tried to make it as cheap as possible from the Manafort perspective too which didn't end up as planned (no cards higher than 4CMC).

Goal of the Deck is to get as many tokens as possible on the battlefield overall to blow them up with ] ; ] while ] and/or ] and/or ] are on the battlefield. On top of that I can create value by sacking Saplings and other creatures for MANA, card draw etc.

Dread sower: After a Gaze for 0-1 if there are no Blockers left, or he is enchanted with ]. The reason I have some of the more expensive Cards in the list is, that I already own them (Alaska, Parallel Lives, Grave Titan, Sheltered, Ash nod's Altar, Him Death mantle).

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I'm finally getting around to constructing my angels/demons themed commander deck with ] at the helm. While Mona isn't an angel or demon, it ties into one of the mechanics that I'm really interested in with this build; paying life for demon effects, and gaining it back with angel's lifeline.

A creature heavy anthem deck and do a combat focused build. I was also thinking of a lighter creature control deck, focusing more on the “Destroy target permanent” side of Mona's ability, but I don't really want to claim an angels/demons deck with only a few creatures.

With a few big activated abilities that pay life, this could be a fun way to mess with the board. Vol tron is a deck archetype dedicated to gathering many power-enhancing cards (usually Auras and Equipment) onto a single creature, usually a player's commander.

If enhanced enough, the creature becomes impossible for opponents to stop, and quickly deals lethal damage in a few attack steps, often winning the game by dealing 21 commander damage to each opponent. Since this archetype focuses entirely upon a single creature, effects that provide protection (such as hex proof and indestructible) and evasion (such as unblock ability) are extremely common.

The term Vol tron itself originates from the animated TV series in which many individual robots merge into a single unit to increase their power. It is uncommon for a Vol tron commander to utilize both Auras and Equipment at once, as these strategies tend to offer additional benefits to players who dedicate to just one of these types.

This can be achieved by attaching a high density of Auras or Equipment to the Vol tron, especially those that provide a large boost for a low MANA investment. This is often found on cards like Battle Mastery and Fireshrieker. Cards that boost power are very numerous, and are often the most flexible category for Vol tron decks.

Notably, some Vol tron commanders, such as Tulsa the Sunlit, URL the Mist stalker, and Alan, Wandering Knight provide their own power boosts, which may allow the Vol tron deck to devote fewer cards in their deck to explicit power-boosting cards, and replace them with other effects they may require. Hex proof is useful to avoid pinpoint removal spells such as Path to Exile, and can be found on cards such as Lightning Greaves and Alpha Authority.

Indestructible helps a Vol tron avoid being destroyed by mass removal spells such as Wrath of God, and is found on cards like Hammer of Nathan and Indestructibility There are also variations of these effects that provide similar degrees of protection. Auras that provide Totem Armor (as seen on cards like Bear Umbra) offer a one-time shield to a Vol tron, which can make it less vulnerable even without classic indestructibility. Shroud offers many of the same benefits as hex proof by rendering the creature unmarketable by opponents.

Vol tron decks will accumulate their key components in a variety of different ways, but each involve the same core strategy of dealing lethal damage to opponents with one enormous, unstoppable creature. Because Vol tron decks usually involve commander damage, which can sometimes take a few turns to accumulate, Vol tron players are usually advised to select one specific opponent at a time, and dedicating themselves to attacking that player until they are eliminated, rather than attacking different opponents and spreading damage around more equitably.

Because Vol trons attack frequently, and their strategy often involves having just one important creature on the battlefield, Vol tron players may leave themselves vulnerable to retaliation from enemy opponents when they tap their creature in combat. This does not necessarily have to take the form of traditional defensive measures, such as Fog or Sphere of Safety effects. Separate from just life totals, Vol trons themselves can also be quite quick to gather power-ups, and an aggressive start can eliminate opponents before they have had the chance to properly react.

Some aggressive strategies are outpaced by heavy life gain decks, unable to deal more damage than the opponent is gaining, but a Vol tron deck will always be able to ignore life gain and focus simply on dealing 21 points of commander damage. Once a commander has its key components, such as protection and evasion, it is incredibly difficult for enemies to deal with.

Vol trons get stronger over time, which means they are vulnerable and even a minor speed bump can result in an enormous setback. Vol tron decks are also almost always restricted to focusing on one player at a time, and are not able to eliminate multiple enemies at once.

Reliance upon combat can also make it difficult to circumvent hyper-defensive decks such as Pillow fort strategies, especially those that use Fog effects. Vol tron decks create an intentionally large threat on the battlefield, which can have the unintended consequence of turning that creature's controller into the 'archenemy', or Public Enemy Number 1.

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