Awakening Zone

Awakening Zone

Enchantment

At the beginning of your upkeep, you may put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."

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Printings View all

Set Rarity
Planechase Anthology (PCA) Rare
Planechase 2012 Edition (PC2) Rare
MTG: Commander (CMD) Rare
Rise of the Eldrazi (ROE) Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Awakening Zone occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Golgari: 0.22%

Awakening Zone Discussion

Daedalus19876 on hapatra test

2 weeks ago

IzmAYAYA: The best advice I can give is that high-power creatures are not very powerful: life totals matter a lot less than in EDH. For example -- Nessian Boar is an actively awful card in EDH, because your opponent will almost always be happy to get a bunch of cards, especially since they can plan around it (because it doesn't have haste). And even if it goes through -- who cares about 10 damage? It's only 1/4 of a single opponent's life total (or, put another way, 1/12 of the total damage you'll need to do over the game). So cards like Knight of the Ebon Legion, Nessian Boar, Questing Beast, Lovestruck Beast, etc aren't very good in 40-life multiplayer, because the type of pressure you have to apply is different.

Sisters of Stone Death CAN be fine, but she's very VERY mana intensive. I'd only run her if you run a lot more ramp.

I'd also tentatively recommend against Skinrender, because it only gets you a single snake. Still, depending on your meta, it can be pretty sweet.

I'm not a huge fan of Vampiric Rites or Awakening Zone, I find they're both a bit slow and high-mana for what they do.

Both of your PWs seem... so-so, and too high-cmc; if you want to run a planeswalker I'd recommend Vraska, Golgari Queen. She did good work for me once upon a time, since you can protect her well, she draws cards by sacrificing excess tokens, and her third ability is absolutely brutal.

I didn't love Uncage the Menagerie when I ran it (remember that all the creatures have to have cost exactly X, no more and no less). But it might work better for you, keep me updated on it.

I'd highly recommend Eldrazi Monument if you can afford it.

Finally, I'd generally recommend lowering your curve. My deck barely gets away with 34 lands and 13 other mana sources, and I have a much lower curve than you. I would suggest starting with 35 lands and at least 5 mana rocks/dorks, and work from there. I'd aim for an average CMC around 3 -- anything over 5 mana should threaten to win the game IMMEDIATELY, within a turn cycle or two.

Hope this helps! (Oh, and you can mark a deck's format as "Commander", and put the commander in the correct place by typing [asterisk]CMDR[asterisk] on either side of her.)

BLOODGUILT on Rhys's The redeemed

3 weeks ago

Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.

CrimsonWings3689 on The Swarm

1 month ago

To Remove:

Extricator of Sin  Flip - easily one of the least impactful cards you have and you have 9 to cut.

Abstruse Interference - a 3 mana Force Spike/Mana Tithe seems bad, even if the upside of getting a creature token is there.

Otherworldly Outburst - Like Extricator, a 3/2 is unlikely to make a very big difference.

Isochron Scepter - with 109 cards in deck right now, there are only 4 cards that could even meet the criteria to use this. Fall of the Titans won't work because this won't let you pay alternative costs.

Planar Gate - quite expensive, and while awesome, you would get more mileage out of something like Ugin, the Ineffable, since your Devoid spells are technically colorless. It would benefit your artifacts as well as your Eldrazi. His activated abilities are nothing to sneeze at either.

Rhystic Tutor - someone is going to pay the 2... if you could pick the opponent, different story. As is, it's unlikely to ever resolve. you would be better off with something like Vampiric Tutor if you were going for another tutor effect, but that one is rather pricey as well.

Shard Convergence - Have this be something like Cultivate or Kodama's Reach to make sure that you can cast your spells sooner.

From Beyond - very slow for what it does, not sure it's worth it in the long run.

Endless One - a big mana sink with no keywords or activated abilities is underwhelming.

Desolation Twin - the 10/10 token is only on cast, so if there are any effects that would reanimate it, put it into play, etc that happen to go off, it's just a vanilla 10/10. For 10cmc, you would be better off running either version of Kozilek or Ulamog.

Emrakul's Evangel - I didn't realize that the condition to get the 3/2's required "non-eldrazi" to be sacrificed. It's a non-bo with the deck.

Cards to consider:

Void Attendant - Mana sink to potentially get more scion tokens.

World Breaker - a recurrable threat that exiles permanents.

Essence Depleter - Mana sink to lifegain/drain someone.

Grip of Desolation - 2 for 1 removal spell.

Ruination Guide - Colorless, front-end creature pump.

Sire of Stagnation - Jerk card for jerks. Slows opponents down or exiles their fuel. slows them down either way to give you more time to amass your army.

Spell Shrivel - This is a counterspell that's better than the one you have in the list currently (Abstruse Interference).

Call the Scions - Similar to Awakening Zone and From Beyond it gives you 2x 1/1's for 3cmc all at once.

Cards to Add:

Herald of Kozilek - cost reduction for your deck.

Swarm Surge - Colorless creature pump and First Strike.

Smothering Abomination - Card draw for sac'ing a token on upkeep.

Brood Butcher - turns your tokens into removal for BG to -2/-2 something.

Deepfathom Skulker - lets you draw for each attacking creature you control that connects with a player.

PurePazaak on How Bernie Sanders Plays Magic

2 months ago

@buttmaster420 - funny you mention that. In previous iterations of this deck, From Beyond has been included. While not exactly the same as Awakening Zone, it is very similar. Honestly, the card just didn't get in my hand very often, so I really didn't get to see it in play. Eventually, it was cut for something else.

The consistency of these two cards is nice. You know that you will get at least one experience counter every turn. That said, it isn't quite as splashy of a play as, say, Cultivator of Blades. Should it be in the deck? Probably. But I still need convincing.

Keep me posted on how it works for you! :D

Edit: After looking over my list a bit, I could see Awakening Zone taking the place of Animation Module, if I can be persuaded. ;)

Kazierts on Blind Eternities Summoning

2 months ago

Coax from the Blind Eternities is an interesting card and seems really fun to build around it. However, your deck looks like it's trying to do a lot of stuff instead of focusing on the Eldrazi plan.

Sideboardwise, no reason to have those lands in there. Spawning Bed is just a bad and slow card. Shrine of the Forsaken Gods while not and amazing card, can help you cast some of your big eldrazi after fetching them from the sideboard. Maybe one or two on the main board should help.

Still regarding the sideboard, just cut out Endless One . If you're gonna get and Eldrazi from your sideboard, that Eldrazi must win you the game or enable you to win the game, and Endless One does neither. Speaking of winning the game, wouldn't it be better to search for some of the huge Eldrazi instead of Eldrazi Conscription . The conscription is a fabulous card that can definelty win you the game, but it's also easily removable by killing or ou bouncing the creature it's attached to and it provides no protection. Also, Garruk Wildspeaker should be mainboarded. It's an amazing ramp card and sort of is a combo with Shrine of the Forsaken Gods since you can tap two of these for 4 mana and untap with him for more 4 mana, which would really help to cast and Eldrazi.

Now, speaking of cards that win you the game. Spawnsire of Ulamog can be an option to fetch so you can cast all of your other Eldrazi without having to fetch with a sorcery. Kozilek, the Great Distortion can help you refill your hand and enables you to counter an opponent's spell if you can discard a card, which can be useful if you think your opponent has a Path to Exile or a card that could deal with an Eldrazi. Void Winnower just locks your opponents out of hopefully half of their spells and makes it easier to attack with your creatures.

Rampwise, replace Eyeless Watcher with Kozilek's Predator since the Predator has a bigger body, is the same cost and produces the same amount of mana. From Beyond is not a bad card since the tokens could, technically, block attacks for you. However, regarding mana ramp, Awakening Zone is better since it drops one turn earlier, but it more expensive moneywise. From Beyond can also have other uses but I'll suggest other things later. Deathcap Cultivator helps you toward your goal of casting big things, even enabling you to splash black in the deck, while can also get deathtouch thus helping you to block. Just cut Heir of the Wilds for Deathcap Cultivator .

I still have other things I can suggest but I'd like to see what you think of what I said before continuing.

i-A-m on Meren, the Reanimation-Queen

2 months ago

Thank you very much!

I must admit that I really like the plays that I got off with Awakening Zone in this deck. The Tokens allow some sweet abuse of Meren's passive!

I think I will replace the Wood Elves with the Ramunap Excavator and the Farhaven Elf with the Springbloom Druid - but I will definitely test it out, because I had some nice moments with the two elf-cards in play.

robcastpwnz on Meren, the Reanimation-Queen

2 months ago

I think i would switch out Farhaven Elf , Wood Elves or Awakening Zone to make room for Ramunap Excavator . I'm leaning more towards Awakening Zone. I've tried to run this card in my Prossh deck and i feel like it never paid off. I think I had maybe one game where it helped me get my commander out early but other than that I think its too slow. Maybe you've had better experiences with it than me. Honestly, your deck looks solid and you probably don't need to put in the excavator if it's gonna mess with what you already have going.

If you do end up putting in the excavator, Springbloom Druid is another card that works well with it. I would trade the Wood Elves or Farhaven Elf for it. Good Luck!!

TangoWithTojo on Kresh, the Bloodbraided EDH

2 months ago

I have a lot of recommendations for you. These may be pricey so I apologize if they're out of your price range but here you go:

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