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Abbot of Keral Keep
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.
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Abbot of Keral Keep Discussion
3 days ago
Cards to Consider:Sanctum Gargoyle
1 week ago
WalkingWormFood and IgnisMachina: When a card with Strive is copied, you may change the targets but NOT the number of targets. So yes, you can make infinite copies of any creature doing that. That being said, since the combo generates an infinite number of hasty Dualcaster Mages already, I think the addition of Abbot of Keral Keep is a bit win-more :(
IgnisMachina: Goblin Dark-Dwellers keep rotating in and out. To be honest, although they can reuse a draw spell, I tend to just prefer a token generator :( If I could find something to cut, though, they'd probably make it back into the list.
1 week ago
I know it doesn't work with Heat Shimmer, but potentially Twinflame would let you copy both Abbot of Keral Keep and Dualcaster Mage repeatedly and triggering both their ETB abilities, unless I misread Twinflame.
2 weeks ago
Kind of a long way around compared to hitting Zada with draw spells and playing everything at once but you'd get to trigger Prowess repeatedly on endless copies of Abbot.
2 weeks ago
Too slow for competitive modern, but you can do funny things with Omen Machine. All it says is that no one gets to draw cards. Tezzeret, Agent of Bolas circumvents this by searching for artifacts (not drawing them). Others do this by exiling a card, and letting you play it from there (like Abbot of Keral Keep).
Overall though, you get a bit of problems with decks that find your "one-spell-per-turn"-rule to be ok. Like jund. One removal, discard or creature pr. turn. Sounds just about fine, considering how powerful each card is. But if you make it like that anyway, consider looter-effects, as multiple Rule of Law or Curse of Exhaustion are useless. I think counterspells is the best way to keep this kind of lock in place - maybe especially Remand.
1 month ago
Well, I used to play something eerily similar to this, but I don't have the list anymore.
I have some suggestions, but feel free to disagree:
- If you're playing tempo, the card you're looking for is Remand. This is so much value in a build focused on racing the opponent for life while you're only pushing his game slightly back off.
- I like Young Pyromancer because of the insane board presence he generates, but Abbot of Keral Keep won me some games in the past. He creates a weird kind of card advantage and slams somewhat good due to his prowess effect. And, I don't really think 3 is a good number for Bedlam Reveler. I normally run 1 or 2 copies.
- Aren't you flooding lands running 20? I don't know man, I love lands. Seriously, I run 24 on my Esper. But he is a draw-go build, with few or none card advantage. Currently, my far aggro decks have been running 16 (check Suicide Zoo). But, having a UR manabase with some draw engines that filter your top and give you nearly free cards, I believe 20 is quite a lot. I'd give it a shot with 18 or 19.
- Your sideboard needs a little working, but I don't know your local metagame, so it's hard to say anything. Just saying, you might want to test Electrickery. It's interesting in my meta.
- I'd like having more Vapor Snags. This cards is bonkers against Tasigur and Wurmcoils.
Anyhow, loved your list. You have something really nice here.Keep it up! +1
1 month ago
Well what type of Mardu Midrange deck do you want? There a lots of different directions Mardu can go. It can go for a Young Pyromancer/Monastery Mentor build. It can go for a Jund-esque Good Stuff build. It can go Nahiri. It can go tokens, it can go burn. There are lots of options -- and the cards you have listed above do not do much to narrow down the style you are potentially looking to play. I get that you want to play burn stuff and control -- preferably in the same card. But you have some very curious inclusions and omissions if that is what you want to play.
That being said, I cannot guarantee that the cards I suggest you will use, as they all fit into various Mardu Midrange archetypes. But cards that are good in Mardu that you do not have listed above that I can think of off the top of my head are: Terminate, Crackling Doom, Dark Confidant, Lightning Helix, Monastery Mentor, soul fire grandmaster?, Sorin, Solemn Visitor, Chandra, Torch of Defiance, Abbot of Keral Keep, Pia and Kiran Nalaar, Grim Lavamancer, Painful Truths, Murderous Cut, Dreadbore, Ajani Vengeant, Nahiri, the Harbinger/Emrakul, the Aeons Torn, Batterskull, Brimaz, King of Oreskos, Goblin Dark-Dwellers, Kitchen Finks, Blood Baron of Vizkopa, Stormbreath Dragon, Thundermaw Hellkite, Night's Whisper, Fulminator Mage, Shambling Vent, Zealous Persecution, Elspeth, Knight-Errant, and Gideon, Ally of Zendikar.
Some of the cards you have listed above, inversely, should likely not go in any list. Dash Hopes, Mana Tithe, Ojutai Exemplars, Platinum Emperion (outside a deck dedicated to that combo you described), Avaricious Dragon, Dragonlord Kolaghan, Spark Trooper, Reforge the Soul, and Colfenor's Plans are all pretty meh, and I can almost guarantee that the cards I suggested could be slotted into a deck in their stead and make the deck better.