Sigarda EDH

by samuraibarak on 21 April 2013

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Sigarda Voltron. Load her up then let her loose.

How to Play

Get out Sigarda, then find Indestructibility/Shield of the Oversoul. This makes her immune to almost every spell, barring Mutilate, Merciless Eviction, Terminus, Black Sun's Zenith, and other mass removal spells that don't use destroy/sacrifice.

After that, find more enchantments, though preferably things that grant evasion/trample like Spirit Mantle or Rancor.

Alternate wins come from creatures like Aura Gnarlid, Kor Spiritdancer, etc., or from enchantments like Sigil of the Empty Throne and Sacred Mesa.

Deck Tags

  • Sigarda
  • Green
  • White
  • EDH
  • Enchantment
  • Voltron
  • Sigarda
  • Voltron
  • Green
  • White
  • EDH

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 977 times.

Mana Curve

Mana Symbol Occurrence

5100033

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Sigarda EDH

this deck is sweet. sigarda is probably the best general u can have in my opinion. im also working on a sigarda edh but its not finished yet. you say you arent sure about the early game. u need to be running some ramp spells like rampant growth and artifacts like sol ring, coalition relic, and chromatic lantern. maybe some mana creatures as well like birds of paradise, avacyn's pilgrim, and llanowar elves. that way u can get sigarda out as quick as possible so no one can cast nevermore naming sigarda. sigarda edh is best as an aura deck but u still need some removal like oblivion ring and swords to plowshares and artifact/enchantment removal. things like ray of revelation, naturalize and erase just in case someone can nevermore sigarda before u can cast her. the build im working on is very similar to yours except it has removal of all kinds. i like it thought.

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Posted 21 April 2013 at 08:19

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Thanks for the comment. Sigarda is an awesome general, and in my opinion probably the best one to build around for a Voltron style deck. That being said, I can't help but think you didn't look at my cards choices very closely. Let me try to give some explanations of decisions I made.

First things first, the comment about not being sure about the early game is misleading, since I figured out what I was going to do as the deck was coming together. I should not have kept it when the deck was published. Sorry about that.

My reason for not running ramp spells and artifacts is for synergy purposes. Things like Rampant Growth and Sol Ring are great in the first couple turns of the game, but after that they get much, much worse since they have no synergy with all of the "enchantments matter" cards, like the various enchantresses and Sigil of the Empty Throne. You'll also notice that I do have ramp, albeit in enchantment form. Wild Growth, Utopia Sprawl, Khalni Heart Expedition, Rites of Flourishing, Heartbeat of Spring, Fertile Ground, and Mana Bloom all serve as ramp in the early game, while Mirari's Wake and Awakening Zone can ramp later in the match. I also included Llanowar Elves, Birds of Paradise, and Avacyn's Pilgrim in the original draft of the deck.

I should find space to make room for Swords to Plowshares and Path to Exile, as they are some of the best removal spells in the game, but I do still have lots of removal in the deck as it stands. For normal removal, there's Forced Worship, Journey to Nowhere, Prison Term, and Oblivion Ring (Forced Worship also has the added benefit of being a repeatable source of angels when Sigil of the Empty Throne is in play). For prison effects, which act as pseudo-removal since it stops attackers, there's Deuling Grounds and Ghostly Prison. I also put in a bunch of effects to slow my opponents down and buy myself some extra time in the form of Nevermore, Runed Halo, Curse of Exhaustion, Leyline of Sanctity, and City of Solitude. Karmic Justice can also act as fantastic removal in certain circumstances.

You're right that I should put in a Ray of Revelation. I should have my own defense against enchantments, since it will probably come up eventually. I'll have to find space for it.

Thanks again for your input, and I hope my wall of text cleared some things up about the deck. Post a link of your version when you finish it. It'd be awesome to compare.

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Posted 21 April 2013 at 16:40

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