Aid from the Cowl

Aid from the Cowl

Enchantment

Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.

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Set Rarity
Aether Revolt (AER) Rare

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Legality

Format Legality
Oathbreaker Legal
Unformat Legal
Vintage Legal
Arena Legal
Leviathan Legal
Historic Legal
Custom Legal
Highlander Legal
Modern Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Pioneer Legal
2019-10-04 Legal
Tiny Leaders Legal
Limited Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Aid from the Cowl occurrence in decks from the last year

Latest Decks as Commander

Aid from the Cowl Discussion

StumpyIB on Vaevictis, Landscape Warper (All Permanents EDH)

1 month ago

I can't believe no one has mentioned Aid from the Cowl! Even a card like Sepulchral Primordial would be great since you are forcing people to have stuff in their graveyard. And another Jund commander that I love would also work well here is Kresh the Bloodbraided.

Azeworai on Undying gift of Nel Toth

4 months ago

Alright. I am not too fond of graveyard strategies myself, though I have tinkered vehemently with Alesha, Muldrotha Adun Oakenshield, so I'll see where that gets me.

I see a strong value engine in the command zone, but far too much late-game in the ninety-nine. I would highly recommend cutting much of the seven drops, lest the deck be too slow betime on, thusly being trampled.

Furthermore, the deck needs more sacrifice outlets. With many death triggers comes a dire need to control when they go off, thence you should probably have at least seven.

Ideally, the gameplan is turn one or two ramp and cheap creature, then turn three Meren to return it to your hand.

Now, onto my suggestions.

Upon what I would ablate:

  1. Korozda Guildmage is too slow. Four mana to sacrifice something is awful.

  2. Overseer of the Damned is the same. Seven mana to kill something with a menial deathrattle.

  3. terrastodon is eight mana. I have a deck with seventeen cards of ramp and it's still too much.

  4. Endrek Sahr, Master Breeder may be an exquisitely perfidious character within the lore, hereon he is rather slow. Egregious stats and only lives so long.

  5. I've never quite understood the draw to Yavimaya Elder. Three mana, then requires extra work to find two basics to the hand, whereat even further toiling is required to draw the card. I never liked it, but I suppose.

  6. Phyrexian Rager is too slow, no matter how mad it gets.

  7. Deathsprout is cute, but four mana to remove something whiles providing no value by being a creature.

  8. Acidic Slime has always seemed lacking to me. You have Sage and Caterpillar to foredo artifacts or enchantments. A five-mana 2/2 seems lacking.

  9. Sever the Bloodline is a four mana sorcery to kill one thing. If someone plays Kiki-Jiki or Mr. Gitaxias, whereupon their effects are immediate, this won't solve anything. Sure it flashbacks for seven mana, but the additional upside of the card isn't worth it in a singleton format.

  10. Aid from the Cowl is a card I have tested withal. It's effect is slow, capricious, and ineffective. When it does work, it's five mana to maybe get something off of the top. I don't like it.

  11. Diabolic Tutor and Final Parting are five mana to find one card. In a deck without infinite combos these are a lot less appealing. I'd put in cantrips instead.

  12. So, Pathbreaker Ibex and Overwhelming Stampede. Each possess much dint, but I wouldn't play multiple. Pick one, move on. (I prefer the Ibex, though I'm biased.)

  13. Thrashy is fine, but is four mana to kill something. Given the foison of similar effects the deck has, just remove it.

Okay, now unto thee I provide sacrifice outlets.

Altar of Dementia is literally perfect for a deck like this. Mill and death, all in one! Viscera Seer is a classic, Carrion Feeder can become massive, Goat Thing comes back by itself and offers caprine fodder, Yawgmoth, Thran Physician is oft the best card in my aristocrats deck though is expensive, and High Market or Phyrexian Tower are always fine.

Blood Artist or Bastion of Remembrance are fine in strategies such as this.

Fauna Shaman seems absolutely great; Discard a dork, fetch a monstrosity, return aforesaid dork with Meren, celebrate.

Victimize is never lacking as it cheats out giants whilst providing sacrifice, Dread Return fills a very similar role, Eternal Witness is always great, Blood for Bones loops with the Witness, and Animate Dead is always great.

Now, cantrips: Grisly Salvage, Winding Way, Grapple with the Past, Ransack the Lab, and Once Upon a Time all filter through the deck, fill the graveyard, save for Once Upon a Time, and find lands or creatures. Furthermore, they are great with Meren, as creatures are to be disinterred.

For ramp, mana dorks are great. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, and Elves of Deep Shadow offer fodder and acceleration. The best is probably Skull Prophet. Mill, fodder, and ramp in one.

Reassembling Skeleton just seems great, Bloodghast grants much, and Bitterblossom can be sacrificed a meiny of times.

Importantly, I add some more draw. Phyrexian Arena, Underworld Connections, Liliana's Standard Bearer, Erebos, Bleak-Hearted, Dark Prophecy, Moldervine Reclamation, and Rankle, Master of Pranks do this deed.

That shall be all from me. Good luck!

Omniscience_is_life on What are your favorite underused, …

5 months ago

I love Mausoleum Secrets as a hella cheap instant speed tutor, and I think Aid from the Cowl provides nice extra-extra fancy scrying with a super easy-to-meet requirement, and Captured by the Consulate is fun to force an opponent to waste a removal spell or something of the sort. Seeker of the Way is a great creature to drop all your buffs on, and Center Soul is an interesting protection spell that you can use the next turn to get some damage in. Congregation at Dawn is awesome for cheating things off your deck, and Dispel is I feel the most underused actually-good counterspell ever. Destiny Spinner can make some massive creatures and keep your unresolved spells of all sorts safe, and Refurbish is super cracked at getting massive artifacts back onto the battlefield cheeaap (think Cataclysmic Gearhulk-type cards) and finally, Looming Altisaur is the best voltron commander I’ve ever seen.

discipleofgary73 on Ghired Mega Tokens

6 months ago

Nice deck! I think the hideaway lands could work well here, especially Windbrisk Heights. Other land options that might help are Gavony Township, Kessig Wolf Run, Ancient Ziggurat, and Thran Quarry. Some other synergistic cards that come to mind are Aid from the Cowl, Rhythm of the Wild, Keeper of Fables, Temur Sabertooth, Bear Umbra, Path of Discovery, and Champion of Lambholt. Triumph of the Hordes and Gratuitous Violence could be a wincon. As for good counterspell options, I'd recommend Avoid Fate and Rebuff the Wicked. You could also always just go with Price of Glory.

Drakeown on

8 months ago

grievances Always do my best to help. The deck is a difficult one to build, for sure. I will say, a viable build that I think could be interesting, although I'm not sure how good, is a Chaos stax build. I'm not sure how good it would be, but the general idea would be destroy lands, play more cards like Vaevictis Asmadi, the Dire, Lurking Predators, Aid from the Cowl, Contamination, Infernal Darkness, Keldon Firebombers, Pandemonium, and a few others and just play top deck chaos stax. Use your commander for card advantage and shut the board down with jund hate. Take a look at this deck to get a general idea of what I'm hinting at.

https://articles.edhrec.com/heart-of-the-cards-vaevictis-asmadi-the-dire/

Just an idea. Best of luck!

Drakeown on

8 months ago

You know I built this deck myself and had the exact same problem. The thing is with Korvold, you want to do two things. You want to sacrifice things so you can draw cards for advantage, and you want to, of course, win. The problem being the amount of pieces it takes to create tokens to sac is simply... Too much. By the time you have your draw engine in the deck you hardly have enough room for, yeknow, your win con that you need.

When the deck does go off, it gets to going pretty quick. The problem is, in that power level, by the time it does get to going off, or when it's getting close, all your opponents have already done went and finished the race. There's some weird aspect about Korvold that just makes him too slow. Believe you me, I had a hell of a time with this deck. Unless you go just straight combo win, it can be really difficult to get a deck build that's cohesive, just because, or at least I felt this way, it's hard to find good cards to create a sustainable amount of tokens for a sustainable amount of card draw quickly and easily.

So I think you have two options. Do what I failed to do and make this deck better, or consider some different avenues for Korvold. Jund Card Draw Advantage is... Well it's a thing that shouldn't exist. I mean it's JUND! Tokens toolbox win, right? Surely if someone tries hard enough they can make a viable deck. Maybe it's missing the Lurking Predators alongside your Aid from the Cowl. Perhaps some additional top deck cards would help. There are a few others that do this although none of them would probably fit the needs of this deck. Try some stax cards to slow the game down? Defense Grid is a bad example. If you can get to drawing enough cards, I'm sure you can get the value engine you need going. Necropotence could be good, help get that extra card draw in until your engine is up and running.

Other than that? Maybe consider a Landfall Deck. Korvold LOVES lands. Creating Jund Landfall could be an interesting spin, although it would play on a less loved playstyle in commander, big creature beatdown. Play lands, sac them, draw off of them, get two landfall triggers, create tokens, perhaps that you can sac on combat step if need be, sac some lands here and there with Korvold, create 5/3's off of Titania, Protector of Argoth and just go ham. Sorry, I know recommending an entirely different deck build is hardly a good recommendation but the trouble is...

The problem with Korvold is, he either wants to be a casual deck, and I mean SUPER casual, orrrrr infinite combo win turn 4, super competitive. He doesn't transition well in between those points in my experience, and it makes me very sad, as Jund Card Advantage just sounds like something that should be so good! But the package you have to include in the deck to take advantage of that card draw is just too large. I hope this helped :/ hopefully someone else will come along that has some ideas for this deck and can pull off the thing that I could not.

Meachman on "Oops I blinked it again"

8 months ago

I wonder if Birds of Paradise and Somberwald Sage are more useful than ramp that doesn't require you to tap (unless you're granting haste). Does something like Wall of Roots synergize more by adding mana on each player's turn each round or Eyeless Watcher who makes a supply of immediate or bankable mana whenever it enters?

Revolt might also be a useful mechanic to consider--Aid from the Cowl, Deadeye Harpooner, Hidden Herbalists and Call for Unity come to mind.

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