pie chart

Crown of Herons

Commander / EDH*

grays77


Maybeboard


This is a fairly standard Sigarda voltron using an enchantress shell. The gameplan is simple: ramp, burst out with an untouchable Sigarda, smack everyone for 21 commander damage. There are very few things that can get rid of Sigarda once she's got indestructible. This is my pet deck, so I've dumped a lot of flashier things which make everything faster and more tuned, but you get very much the same thing by foregoing some of the expensive ramp a la Mana Crypt. If you can, shell out for Serra's Sanctum. This provides such a huge burst of mana as you storm off with mass auras-- I'm not sure this deck works but so well without it.

I love this deck for its simplicity. There's rarely intricate decisions to be made beyond who to hurl your ultra buff angel at first. This simplicity, coupled with the pure, unadulterated Timmy joy of having a 20/20 totally-immune double-striking flying vigilant trampling lifelinker makes her my go-to deck for new EDH players to borrow, or when I want to unwind versus playing a game of chess.

  1. Ramp. Ramp hard.

  2. Draw/tutor your enchantresses so you can ramp even harder.

  3. Pull out Sigarda (often as early as turn 3!)

  4. Make her indestructible.

  5. Get her to 11 power plus doublestrike active. (=22 damage = lethal).

  6. Let her wallop everyone with that crane scythe. Kill the Bruna deck first.

This isn't a competitive deck, but it is very powerful in a casual setting and roughly unstoppable in Duel Commander. Depending on what you're facing, you may want to hold off casting her until you can immediately make her indestructible. I play this deck very aggressively, as the decks which could be countering her tend to run a bit slower, and anything slower tends to get steamrolled. Gaddock Teeg on the field blocks out nearly every boardwipe and gives you some breathing room in this regard. The main "issue" with voltron archetypes is you have to hit 21 damage on three other players, so to make this deck really hum it's important for it to be tuned as best as possible to be as fast as possible.

There's not a lot of politics to be had with this deck, but Duelist's Heritage targeting your opponent's creatures when they attack is usually appreciated. All the delicious green mana ramp is in this deck, but be warned you're going to attract some unwanted attention when you've got 8 mana on the board turn 2.

Tutor priority is usually indestructible Shield of the Oversoul, doublestrike Battle Mastery, and whatever will get you to the magic 11 damage Ancestral Mask or Daybreak Coronet, or Armadillo Cloak for trampling if you're facing lots of flyers. Don't be afraid to tutor for the land auras like Utopia Sprawl if you need to ramp more. Beyond these priorities, everything after is just icing on the cake and pretty straightforward. Creature tutors such as Green Sun's Zenith are used for pulling out your enchantresses early game and Gaddock, Silverblade Paladin, or recursion like Eternal Witness late game.

Hit an enchantress with Keen Sense for extra draw early game. Repeatedly casting Flickering Ward into enchantresses is a great way to draw even more. Be sure not to name white or green with this on Sigarda or you're gonna have a bad time.

The list of common, single-card removal that can undo an indestructible Sigarda is very slim. Toxic Deluge, though once you're tall enough they're going to be paying a ton of life for it. Kicked Cyclonic Rift, but if you haven't killed the blue player by the time they've got the mana for it, you're doing it wrong. When she does get taken down, it's usually a coordinated assault involving a lot of cards and a lot of mana on your opponents' behalves, which you can pretty easily undo in a turn given the ramp. Use your enchantment-based hate to get rid of anything tricksy. This deck loses most often to pure draw variance (turn six no plains!) though the drawing power of the enchantress shell coupled with lots of tutors minimizes this. Heavy control can really bog things down and make it difficult to get running (Cavern of Souls exists exclusively to combat this). Anything faster (read: cEDH combo with turn 3 wins) is generally a bad matchup, as this deck starts the lethal at turn 5 median.

Fun Fact: You can get Sigarda out as early as turn 1 with a god draw of Mana Crypt, Leyline of Sanctity, Exploration, Serra's Sanctum, Chrome Mox, a Forest, and any card with a green mana cost. The probability of this occurring is once per 285 million opening hands.

There's a lot of ways to mess with the top of your library here. Given this is only two colors, I prefer to hold on to my fetchlands (occasionally other tutors) to use as tactical shufflers for when the top cards of my deck aren't helpful if I've already got plenty of mana in hand or on the board.

Abundance + Sylvan Library : Abundance is a replacement effect on Sylvan Library's draws, so you get to activate Abundance three times, keep your three cards, and not pay any life. Abundance is a little pricey CMC-wise, but the draw can't be beat.

Armageddon and other mass land destruction once you've equipped your Sigarda seals the deal. It's frowned upon in my meta so I don't include it, but if you want to win as hard as possible, toss that in. I included Strip Mine exclusively to stop Arcane Lighthouse and a few nasty, highly-enabling lands like Gaea's Cradle.

Crop Rotation is exclusively for Serra's Sanctum the moment you have at least one enchantment on the board. Sanctum gets out of hand quickly.

I like having Wheel of Sun and Moon available. It's a cheap enchantress trigger, lets me go easy on the graveyard recursion, and mitigates the discard you'll occasionally need to do with multiple enchantresses on the board. In a pinch, enchant an opponent with it to hose their recursion strategy.

I believe the conventional wisdom is to forego artifacts all together and run artifact hate like Stony Silence, but an early crypt/vault is the difference between a turn 3 and a turn 5 Sigarda.

When making edits, look for enchantment-based solutions. Switching from instants/sorceries like Cultivate in favor of enchantments like Utopia Sprawl makes everything run much smoother since you get counts for Serra's Sanctum or Ancestral Mask, can tutor for them with Idyllic Tutor, and of course trigger your enchantresses. Artifact ramp can't be beat, though.

Haste-- Instill Energy is the only real option and provides pseudo-vigilance, but the chances of drawing it early enough to be useful are slim, and there's more important things to tutor for. I'd much rather spend the excess mana to make Sigarda indestructible, regardless of how much I talk about the importance of speed. Redundancy is also important, which can't be achieved in these colors for haste. Sigarda is also super hard to get rid of, so it has some strong diminishing returns.

Dealing with hate-- Redundancies and not overextending are key. Once you're at 11+doublestrike, anything else is generally just overkill unless you're facing fat flying blockers. It's fun to see how tall you can make her, but ideal plays would be holding back some of the excess in case of the inevitable Toxic Deluge or Austere Command. Sterling Grove does a good job-- it means at minimum they're going to have to burn two spells to get rid of something inconvenient like Dueling Grounds or Battle Mastery. If you're really scared, Privileged Position + Sterling Grove protects against all spot removal. Gaddock stops every wipe which could knock out all your enchantments, but is vulnerable to spot removal himself. Short of running the expensive cmc Avacyn, Angel of Hope there's no good way to proactively protect everything from non-targeting wipes. Reactively, you've got Replenish and other recursion, as well as built-in redundancies for the important aspects. The best solution is to knock out the opponents running these things before they can cast it.

Suggestions

Updates Add

Comments

Date added 6 years
Last updated 3 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

40 - 0 Rares

19 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.46
Tokens Angel 4/4 W
Votes
Ignored suggestions
Shared with
Views