Ancient Stirrings


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Rise of the Eldrazi (ROE) Common

Combos Browse all

Ancient Stirrings


Look at the top five cards of your library. You may reveal a colorless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. (Cards with no colored mana in their mana costs are colorless. Lands are also colorless.)

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Ancient Stirrings Discussion

hungry000 on Magistrate's Sceptor

2 days ago

I can tell you play more standard than modern or just started playing recently from your card choices; if you're building the deck around Magistrate's Scepter, it'll be a lot better to focus on that part of the plan rather than make a hybrid +1/+1 counter stompy deck that also kind of works with the Scepter like what you have now. I suggest you drop all the Glint-Sleeve Siphoners, Jadelight Rangers, Merfolk Branchwalkers, Rishkars, Adventurous Impulses, Diabolic Tutor, Mastermind's Acquisition, Sorcerer's Wand, and Animation Modules, as they aren't necessary for the main plan (the Animation Modules are okay but they're not great).

Instead, it would be much faster and more consistent if you played some cards that can add charge counters to artifacts, such as Coretapper and Surge Node. They work well with Voltaic Servant, and you could also play some proliferate cards like Throne of Geth (which also works well with Voltaic Servant). Tezzeret's Gambit can proliferate and help find gas, and Ancient Stirrings fits perfectly in this deck since it can find Coretappers and Magistrate's Scepter. I think a more artifact-based deck is the way to go with this deck, the core of it would look something like this:

4 Magistrate's Scepter 4 Coretapper 4 Surge Node 3-4 Voltaic Servant 3-4 Voltaic Key

4 Ancient Stirrings 3 Tezzeret's Gambit

20ish lands (I don't really think you need Aether Hub but you could play it)

The rest of the deck you should fill out with combo protection, like 1-mana discard spells, maybe a couple Spellskite, etc. You could also consider going into Sultai or UG for the counterspells.

vomitpile on Reality Stomper

3 weeks ago

Matter Reshaper into Reality Smasher seems pretty powerful, I feel like the mana curve is sort of weird though for Eldritch Evolution, with a lot of 2 drops and no 4 drops, skipping from 3 to 5 then 6. I would suggest either lowering the curve and dropping evolution to go pure stompy with Pelt Collector, Avatar of the Resolute, etc or really leaning into evolution more with more disruptive creatures and possibly a combo finish to tutor up. If you really want to go heavy on eldrazi, maybe take a look at some RG Eldrazi lists that run Bloodbraid Elf, Eldrazi Obligator and Thought-Knot Seer

Here's a good looking budget list for RG, pretty similar overall plan but adding in Ancient Stirrings and Lightning Bolt over evolution and Blossoming Defense

If nothing else, I would say just jam more colorless stuff so that you can run Ancient Stirrings, it will make you much more consistent at finding threats which this deck is going to really want since it lacks pure card advantage, good luck!

wonderboyrox on I Brought a Sword to a Magic Fight

1 month ago

I've got to be honest.. I WANT to like this brew. There is a special place in my heart for out-of-the-box type decks. I have plenty of my own. I want to like it, but.. I can't.

The fact of the matter is, what you're attempting to do here is a spin-off variation of a Tron Deck. Nothing wrong with that. Except if you look more closely at what makes a Tron deck work, it isn't "just" the tron lands.. but the MANY ways they have of maintaining consistency with GETTING those lands. Whether it be: Ancient Stirrings, Sylvan Scrying, Gifts Ungiven, Expedition Map, Realms Uncharted, Thirst for Knowledge, or anything else. But your variant build relies strictly on either getting an Expedition Map, OR the EXACT Tron lands you need by Turn 3.

The harsh reality is that the deck is just too slow. You only have two creatures in the entire deck that you can drop before turn 3. That's an issue when you have zero mana ramp (outside of Tron lands, which you can only drop 1/turn), and 11 spells in the current decklist that are 4cmc or higher. That's a pretty hefty top end curve, and again, at the decks BEST, you will have Tron lands active by Turn 3. It's not a deal breaker, if you can guarantee those lands out by Turn 3, but if you can't, you will lose far more often than you will win.

kamarupa on Throne of Thorns

1 month ago

Cool cool. The only thing that really stands out to me as not ideal is Utopia Sprawl as it goes against getting lands down. Perhaps Ancient Stirrings would be better, as it would help get a land or Throne. I'd say Nissa's Pilgrimage would be a decent option, too, though I'm not in love with the 3CMC.

Spazik008 on Risky Jund

1 month ago

Tron in my experience is surprisingly resilient to land disruption. They can find more with Ancient Stirrings, bring in sideboard tech, or just cast Karn the hard way. That being said though I'd hit whichever one feels better in the moment and play the card accordingly.

ToolmasterOfBrainerd on Whir of Invention - one ...

1 month ago


Where the heck did this deck come from? I've never heard of it before and now it's in the top decks on mtggoldfish. And somehow it's an artifact deck that isn't affinity that doesn't play Ancient Stirrings.

It's basically Lantern Control's more evil cousin. I see 2 wincons; the first is milling with ipnu riverlet, which it plays as a 1-of with 4 Tolaria West to find it and Crucible of Worlds to recur it. The other is putting Pyrite Spellbomb + Academy Ruins.

But uh, how good is it? Does anyone here play this? I can't really gauge how good it is. Obviously if it slams Ensnaring Bridge vs Humans or Chalice on 1 vs most things, or some of that graveyard hate vs Dredge or Bridgevine, it will be favored to win. And those Pithing Needle effects are amazing vs UW Control's planeswalkers. Nonetheless it's easy to imagine it drawing into the wrong half of the deck.

Flooremoji on Mono Green Prison *PRIMER*

1 month ago

Well, I'm iffy about Garruk switch, mainly because green just lacks so much removal, his damage ability is surprisingly effective, and also allows to tutor up singleton creatures. The reason why I don't have Pendelhaven is because it is disynergistic with Utopia Sprawl. I personally don't like Narnam Renegade that much either, but the deathtouch is vital. I like the copter, and I definitely will consider more Ancient Stirrings. I might consider Dismember, just because this deck lacks removal. Bottled Cloister is just so funny with Ensnaring Bridge, I might just have to include it! Mana hasn't been a problem with Arbor Elf and Utopia Sprawl, but the curve could be better. This deck is not purchased, maybe I will buy it if the results are promising though, so no budget. Thanks for the response again! I now have some things to mull over. This is probably the longest comment I have typed Lol.

Zavthedav23w on Mono Green Prison *PRIMER*

1 month ago

Yes, I do have some suggestions but your curve might not get better. Since prison aims to lock the opponent into a haze from which they cannot escape, your curve should be very low. You are already playing a lot of the staple cards, so there isn't much to change. But to start, I recommend Garruk Wildspeaker instead of Garruk Relentless, His untap 2 lands ability is amazing for the deck, plus he'll generate creatures for you. I know you want the wolf deck thing as well so you could play both, really you should at least play 2. Ancient Stirrings Will help you get the artifacts you need to win, so I'd play 4. I'm not a fan of Narnam Renegade, I recommend more Scavenging Ooze for your 2 drop spot. If you don't care about budget, Noble Hierarch is practically a must have. A fun play is Obstinate Baloth, normally a sideboard card but if you are playing this casually it's a really fun card. You could play Pendelhaven(1), because I'm about to recommend a bunch of mana dorks. Llanowar Elves and Elvish Mystic would be interesting. You don't necessarily need them though. Something you may not expect me to recommend, Smuggler's Copter. All of your creatures can crew it(mostly), and it'll draw you cards, plus it has flying. And it's a 2-drop, added bonus. I can't really give you many pointers, I really like your deck, these are just cards you could play. Maybe even consider Throne of the God-Pharaoh and Bottled Cloister. Those could be really fun. Again, your deck is super solid, with late game plays, I like the unorthodox play with Master of the Wild Hunt, I've never seen that before. Well done! I will say you don't have to play any of these cards but if I had to tell you what to take out, I'd say Narnam Renegade would go and put in Noble Hierarch, or any of the other mana dorks. Definitely Smuggler's Copter for Nissa. You might not even need Courser. Good luck with your deck!

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