Ancient Stirrings

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ancient Stirrings

Sorcery

Look at the top five cards of your library. You may reveal a colourless 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 coloured mana in their mana costs are colourless. Lands are also colourless.)

wallisface on Arcbound Scales

1 month ago

Some thoughts:

  • your land count is very low, especially when you’re running 3 copies of a legendary land. For reference, the meta hardened scales runs around 24 lands and has an average mana-cost of only 1.5 (treating cards like Walking Ballista as worth ). You’ve only got 19 lands and your average mana-cost is a much higher 1.9 (assuming Thought Monitor and Thoughtcast only ever cost ).

  • Shadowspear is generally only ever good because it can be grabbed with Urza's Saga - without Saga it’s much harder to justify.

  • 4 mana is very steep, especially considering your land count, and I don’t see either Arcbound Crusher or Vannifar, Evolved Enigma doing nearly-enough to justify their cost.

  • Fabricate feels very slow/clunky when Ancient Stirrings exists.

MrSilk on TIME PRISON - Infinite turns control

3 months ago

CptnHndsm Thanks for the upvote and comment!

Truth be told I dont need a whole lot of colored mana in this deck, there's really only three cards that would need a single colored mana. Everything else is purely colorless.. So I kinda figured I could keep in other good colorless land like Karn's Bastion, Darksteel Citadel and Glimmervoid

This deck doesnt have much in the way of counterspells or protecting the combo, but once you get the combo off once, you've basically already won the game so the deck works as fast as it can to get enough charge counters and digging down into the deck with Ancient Stirrings and Emry, Lurker of the Loch

You can reliably get your opponent stuck in the Time Prison by turn 4 or 5 with this list.

Thanks again for the comment! I spent tons of time building and testing this deck!

nuperokaso on Help me Man the Lux Cannons!

3 months ago

Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:

  • The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
  • In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
  • Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
  • I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
  • Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
  • Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
  • Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
  • Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
  • Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.

I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).

wallisface on Scarecrow Ending

4 months ago

Interesting brew! Some thoughts:

  • Walking Ballista is probably more useful than Endless One as it can win on the turn it’s played instead of just eating a killspell.

  • Cut Down has far too few viable targets to be playable in modern.

  • Not Dead After All feels very awkward here.., something like Unearth would serve you better as it doesn’t require you holding up mana.

  • Ancient Stirrings feels like a great addition for both helping you find your scarecrow, as well as your win conditions (and worst case scenario it grabs you another land). I’d ditch 2 lands (or Thoughtseize) and the Cut Down to get a playset of these in.

  • Golgari Rot Farm feels like a super sub-optimal land in that nothing it does particularly helps you, and everything it does likely messes with your tempo. I’d replace it with a fastland like Blooming Marsh.

K4nkato on Worship at Krark's Altar

6 months ago

Running Wizard's Rockets and Mystical Teachings over Ancient Stirrings so the deck plays better against Burn.

K4nkato on Worship at Krark's Altar

6 months ago

Trying out a Mystical Teachings sideboard plan. It would be nice to run a bunch of one-of instants to grab with Teachings like 5C Tron but most of my deck needs to be saved for Eggs. Instead, Teachings can run as additional copies of various answer pieces like Cast into the Fire and Weather the Storm.

Frantic Salvage is tempting only because it makes multiple Golem Foundries into a timely win condition, but since I already want room for another Reckoner's Bargain and Ancient Stirrings I think I’m good. If WotC ever prints Grisly Salvage for artifacts I’ll be all over it.

greenweird on Retriever Repeater Stations

7 months ago

I made a similar deck to this named Lesser Masticore = Exodia!?! The inspiration is actually from elsewhere, but a lot of the cards are the same like Grinding Station, Ichor Wellspring and Myr Retriever, but my deck went all in on using Semblance Anvil as the cost reducer, and uses cards like Ancient Stirrings, Glint-Nest Crane and Ingenious Smith to get the Anvil or whatever piece of the combo lacking. I think it works really well! Feel free to check it out, I'm gonna goldfish this to see if there's anything I can implement to my deck.

lagotripha on Myrtron

1 year ago

I like this idea, but I feel like it needs some draw power and big payoffs - a couple playtests and I was sitting on lands and myr without a big 'this is how I win the game'.

I think the biggest thing would be leaning into green for Winding Way. It would let you grab myrs for the myr gameplan or grab tronlands in the top cards of your library, as well as opening up Ancient Stirrings which finds every card in your deck.

Icon of Ancestry / Brass Herald offers this kind of effect at a higher cmc but colourless.

The difference between 'big mana' tron myr rather than more 'artifacts cost less' myr is that it changes combo options - Myr Retriever loops and Heartless Summoning isn't going to do well. You need some big artifacts that stick and turn your myr into big threats - the myr tribal artifacts only do sorta okay at this, but they're a little light on synergy with each other.

If you want big winning combos, its more likely to be Kuldotha Forgemaster type cards that grab a big artifact threat - most of which would be lore appropriate.

I've had fun with Trading Post in these lists, alongside Myr Sire/Genesis Chamber to create a 'value until your opponent runs out of cards' style, but it does need the myr to be able to trade efficiently.

Trying to stick something like Vanquisher's Banner then play your entire deck, or run things like Thoughtcast, Lead the Stampede or Thought Monitor (with the artifact taplands) are all neat options but would take a lot bigger changes. A slow list built around using myr as mana dorks, artifact lands and Storage Matrix has some potential too, but all these options are getting further away from what the list currently is.

Have fun, and good luck with the playtesting.

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