Call to the Kindred

Legality

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

Printings View all

Set Rarity
Dark Ascension (DKA) Rare

Combos Browse all

Call to the Kindred

Enchantment — Aura

Enchant creature

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

hungry000 on Reaper Madness

1 week 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.

ThallionDarkshine on Inalla Wizards

1 week 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.

enpc on Reaper Madness

1 week ago

Call to the Kindred seems like an easy two-for-one. and at 4 mana, it's the second most expensive card in the deck. Thoughtcast feels stronger here as you can just get cards in a worst case scenario.

Freeing up a land slot for a one off Academy Ruins might be worthwhile as the deck focuses around Reaper King quite heavily and it lets you recur him from most removal. Especially since your deck will suffer from the same kind of removal that affinity suffers from. Spire of Industry is a good fixing land for your deck as well given you run 16 artifacts.

ThallionDarkshine on For the Overlord

3 weeks ago

For a removal spell that can be tutored by your commander, try Crib Swap. Amoeboid Changeling lets you make your opponent's creatures slivers to steal them with your commander. Mirror Entity can pump your team a ton, since most slivers have fairly low base power.

Some cards that I feel are upgrades over things you have right now: Swan Song over Annul or Dispel, Wayfarer's Bauble or Expedition Map over Traveler's Amulet

To address the mana fixing and ramp problem, try the mana slivers: Gemhide Sliver and Manaweft Sliver. Cryptolith Rite fills a similar role. In addition, you aren't running Sol Ring, probably the best ramp in EDH. For card draw, try Descendants' Path and Call to the Kindred. I was going to suggest Patriarch's Bidding for the board wipe problem, but it appears that it's fairly expensive. So I guess, just more counterspells? With the mana slivers, you should be able to hold up mana more easily, making countering opposing board wipes probably your best bet.

Woiteck on Warriors? ATTACK!

1 month ago

Oh, and Call to the Kindred could cheat some warriors to the battlefield for you.

DwaginFodder on Big Daddy

1 month ago

Kilnmouth Dragon is a beautiful, beautiful thing. Call to the Kindred also does well.

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