The Rooted Sisterhood

Commander / EDH* MythicLegend

SCORE: 14 | 31 COMMENTS | 4433 VIEWS | IN 7 FOLDERS


Slogmog says... #1

I see your trying to protect yourself with Avacyn, Angel of Hope and friends. :) From one player of a Trostani deck to another Eerie Interlude for a response to a field wipe, Life gain from the ETB's are the icing on the cake.

I would also second a Serra Avatar addition, she can be copied with Helm of the Host and Mirrorpool.

Not sure Primal Surge is a good fit here, its usually used with 3 or less other instants/sorceries in the deck. i would recommend to swap it out for a Genesis Wave instead.

Another card that comes to mind would be Cream of the Crop, a silly little thing that will allow much better card filtering. it's not good with 1/1's but anything else you make will be cycling through your deck

June 9, 2020 3:25 a.m.

Slogmog Does Eerie Interlude work with Trostani, Selesnya's Voice? If you use Eerie Interlude to remove all your creatures from the battlefield they would all come back at the same time meaning Trostani would not trigger off the other creatures entering the battlefield at the same time she did. I could see this working if you left Trostani on the battlefield by either recasting her from your command zone or not exiling her with the rest of the creatures. That withstanding, Eerie Interlude is still a fantastic addition to this deck to help keep your creatures safe from sweepers.

June 9, 2020 12:45 p.m.

Slogmog says... #3

It is safe to bounce Trostani along with anything else you would like to save or bounce. You will gain all the life as Trostani will be in play to see all the other creatures enter the battle field. So long as nobody removes Trostani in response to the ETB triggers on the stack, you will get all the life gain from all the other creatures entering.

Now that I think of it, you could add a Eternal Witness, she can grab your Eerie Interlude out of your graveyard when she comes back in at the end of turn. then you can cast Eerie Interlude again the next turn, repeat Ad-nauseam.

June 10, 2020 2:43 a.m.

Slogmog says... #4

to clarify, i've used this interaction in front of 3 level 1 judges and a level 2 judge and they didn't have any objections.

June 10, 2020 2:45 a.m.

Slogmog says... #5

Your deck looks like my deck did like 8 years ago, you should check mine out. I focused on protecting all my things from everyone else's removal spells.

its ok if you like the token theme, if you see any cards you like, give it a spin. :D

June 10, 2020 3:06 a.m.

mortilus says... #6

Darien, King of Kjeldor + Trostani, Selesnya's Voice This combo makes you unable to die from direct damage while both remain on the field. Because of how Darien triggers instantaneously on damage, tokens are produced at the same time ... This negates all damage, or better yet, if excess tokens or beefier tokens are produced, the damage will actually cause a net positive life gain.

Your understanding of how triggers work is flawed. Darien will trigger on damage, but taking damage just puts the "make tokens" trigger on the stack. If you had taken lethal damage, you will die before the tokens trigger resolves. Once a player is dead, their triggers are removed from the stack and nobody gets the tokens. However, if you don't take lethal damage, then you are correct that Darien will generate enough tokens to "undo" the damage taken (or even gain life).


The Darien page on Gatherer specifically handles this situation:

https://gatherer.wizards.com/Pages/Card/Details.aspx?&multiverseid=122049

If you’re dealt damage that causes your life total to become 0 or less, you lose the game before the tokens can be created.


And here's a pile of rules that might be helpful/relevant. I don't know why i just typed all this. I'm tired.

https://media.wizards.com/2020/downloads/MagicCompRules%2020200601.txt

117.5. Each time a player would get priority, the game first performs all applicable state-based actions as a single event (see rule 704, “State-Based Actions”), then repeats this process until no state-based actions are performed. Then triggered abilities are put on the stack (see rule 603, “Handling Triggered Abilities”). These steps repeat in order until no further state-based actions are performed and no abilities trigger. Then the player who would have received priority does so.

405.6f State-based actions don’t use the stack; they happen automatically when certain conditions are met. See rule 704. They are dealt with before a player would receive priority. See rule 117.5.

510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)

  1. Handling Triggered Abilities

603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose. (See rule 101.4.) Then the game once again checks for and resolves state-based actions until none are performed, then abilities that triggered during this process go on the stack. This process repeats until no new state-based actions are performed and no abilities trigger. Then the appropriate player gets priority.

  1. State-Based Actions

704.5. The state-based actions are as follows:

704.5a If a player has 0 or less life, that player loses the game.

June 10, 2020 11:08 p.m.

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