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Call to the Kindred
Enchantment — Aura
At the beginning of your upkeep, you may look at the top five cards of your library. If you do, you may put a creature card that shares a creature type with enchanted creature from among them onto the battlefield, then you put the rest of those cards on the bottom of your library in any order.
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Call to the Kindred Discussion
2 hours ago
Okay, I'm back! Some good color-fixers that I have found helpful in 5 color decks: Ancient Ziggurat, Thran Quarry, Reflecting Pool, Opal Palace, Holdout Settlement, Unknown Shores, and Cryptolith Rite.
I would personally swap some of these for lands that enter tapped. It'll help speed up the land base while still making sure you have good color options. You can also go with things like Zendikar Resurgent, Mana Reflection, and Mirari's Wake. I would also consider shifting the and base to be more basics and using fetch cards like Myriad Landscape and the panoramas to thin the deck and get even more creatures out. Obviously you'll have the tutor ability going strong, but this will help early game and also give you protection from things like Blood Moon and Ruination, which would make this deck scoop 9/10 times.
Some other cards that could speed things up are the classic Bear Umbra, Urza's Incubator, and Cryptic Gateway. With such a creature-heavy deck, the latter can be really powerful because you can use your weenies or important cards to help get more ground-pounders out. It also allows you to put a creature on the battlefield during an opponent's turn at instant speed, which in this deck could be a killer surprise. I'd also consider adding Call to the Kindred in. It's a weird card to play and can make a creature a big target, but it would probably get you a free creature every turn.
I think my only other suggestion is Distant Melody, if you find your running out of a hand later in the game.
Again, I really enjoyed looking this deck over. Great work!
1 month ago
2 months ago
2 months ago
Looking for cards that can help me bring out Dragons for free. So any card that does this sort of thing, really.
I know a small list already, but I was wondering what else there is so I can try to narrow and hone in on the best cards.
Here's what I already know of that do this sort of thing, in one way or another. In no particular order, because I'm lazy.
I'm trying to stay away from graveyard tricks, so please keep those suggestions to a minimum. Thank you.
Cards I know of Show
Kaalia of the Vast: A good Commander, but I want to go 5C so I'll just have her as a 4 CMC creature and if she stays on the field, great. If not, well she's a nice distraction.
Maelstrom Archangel: Honestly, she's going to be my Commander.
Fist of Suns: While this isn't "free", per se, it does allow faster play for larger spells.
Genesis Wave: Obviously.
Kamahl's Druidic Vow: Gets me Planeswalkers and Legendary Dragons. It's a shame Doubling Season isn't Legendary, otherwise that'd be a neat little combo piece. Still works with the aforementioned Genesis Wave, though.
The Ur-Dragon: Obviously.
Intet, the Dreamer: Would need topdeck fixing but it is possible.
Teneb, the Harvester: Technically it does work.
Descendants' Path: Again, requires topdecking.
Call to the Kindred: Potent and powerful.
Cryptic Gateway: Yup.
See the Unwritten: Yeah.
Stitch Together: Graveyard works.
Sarkhan Unbroken: His ultimate does this.
Sarkhan, Dragonsoul: As does his.
Tamiyo, Field Researcher: As does hers.
Xenagos, the Reveler: As does his... Man there's a lot of Planeswalkers that do this, isn't there?
Garruk, Caller of Beasts: I guess he does if the Dragon has in it?
Liliana Vess: She does, but I'd have to manage graveyard tricks in addition to the rest of the deck. I'm trying to stay away from making it too complex.
Liliana, Death Wielder: Which means cards like her and others are probably a no-go as well.
Samut, the Tested: I mean, technically?
Ugin, the Spirit Dragon: Oh yeah, definitely.
As I said, I'm trying to stay away from Graveyard tricks but if it is cheap enough and easy to pull off, I guess it works. I'm looking to constantly grow my boardstate every turn, not try and rebuild it from scratch.
2 months ago
I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards
Commander - Oloro, Ageless Ascetic
4 months ago
Celestial Purge is a good sideboard card in its own right, and with Painter's Servant (and Scuttlemutt) it's even better since you can blow up lands and other non-black/red permanents with it as well if you need to. It could replace Maelstrom Pulse with it in the sideboard, 4 Pulse is usually too many anyways. While we're talking about sideboards, the one Serum Visions is honestly a wasted slot. It doesn't directly improve any of your matchups, and having a slightly higher chance of drawing one won't change the game in your favor. Either move it into the main or cut it; another Thoughtseize would use that spot better.
Also, Negate is better than Heroic Intervention, especially since you're a lot more heavily weighted towards blue. It can hit more things and it does everything Intervention does (beats sweepers and removal) so it's almost always going to be better; Intervention was meant to be a replacement Negate for green decks without access to blue, so for a blue deck to be playing it over Negate seems... inefficient? I can't really think of the word. You can also play Dispel for cheaper protection.
Moving on, from what I can tell Call to the Kindred was meant to be an extra Reaper King tutor, but I think 4 copies is too many. It's a very slow card and can easily end up in a 2-for-1 without you being able to get any value out of it. You don't want to draw more than one copy of a slow card like that (generally 4 copies means you want to draw multiples each game), especially taking its cmc into account, so I suggest dropping to 3 or 2 copies.
I know someone said this already, but with the number of artifacts you're playing (22, I think the above comment missed the Pentad Prisms and Chromatic Stars), Spire of Industry is pretty much a direct upgrade to Mana Confluence.
Anyways, you've made a pretty neat deck. Good job.
4 months ago
I feel like Call to the Kindred may be more trouble than it's worth. With only 17 wizards in the deck, I feel like it would be fairly unlikely to actually draw cards off of it, and it can be blanked by either creature or enchantment removal. I feel similarly about Cryptic Gateway. While it can be powerful to play a cheap wizard, copy it with Inalla, and then cheat out another wizard from your hand, I feel like most of the time you won't even be getting that much value out of it, since only 2 wizards in your deck are over 5 mana. Sapphire Medallion only has 23 cards that it can actually cost down in the deck, which may or may not be too few. Finally, Warstorm Surge feels like it may be a bit too expensive for what it does, given that most wizards have fairly low power.
Now, on to the things I think you should add. Dualcaster Mage is a very powerful card, and goes infinite together with Ghostly Flicker in this deck. And even if you think that forking spells isn't that great, you could run Archaeomancer instead for a value loop with Ghostly Flicker. I'm not sure if it's quite good enough, but you might want to consider running a Trinket Mage package. It can find ramp with Sol Ring or Everflowing Chalice, draw with Skullclamp, and if you add them, cycling grave hate in Relic of Progenitus or Nihil Spellbomb, or a land tutor in Expedition Map. I feel like having removal that exiles is pretty important in EDH, so maybe try Reality Shift over one of your other kill spells.