|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Rare|
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
Chord of Calling
Convoke (Each creature you tap while playing this spell reduces its cost by or by one mana of that creature's color.)
Search your library for a creature card with converted mana cost X or less and put it into play. Then shuffle your library.
|Have (5)||pskinn01 , robbnoble , KillDatBUG , orzhov_is_relatively_okay819 ,|
|Want (12)||gigimaci , incomplet , kingofheights , tlfernan , metljoe , Tectonix26 , SovietEagle , sonnet666 , Christlieb21 , UnrealTenstwo , InsertNoobHere , kingcowofcows|
Chord of Calling Discussion
4 days ago
What's Glittering Wish grabbing? You don't have a sideboard.
With 4 colors, there's no way you can just run basics and still be able to cast what you need to. Even just running 4x Evolving Wilds and 4x Terramorphic Expanse will give you more consistent games. You'd think it would slow you down, but if you can't play what's in your hand then you're already much slower than just lands that etb tapped.
I can see what you're trying to do with this deck. Rather than giving you individual suggestions, I'm just going to point you toward the budget version of a similar deck that I run. It's technically 2 colors (Green/White) but still runs Viscera Seer and Kiki-Jiki, Mirror Breaker as combo pieces. By running just one of each (they're involved in different combos) I can use Chord of Calling and Eldritch Evolution to search them out and put them into play when I'm ready to combo out.
2 weeks ago
putting this here so you can find it a bit easier--my recommendations are as follows.
2 weeks ago
Beast Whisperer seems too slow/clumsy for elves. Maybe swap him for Chord of Calling to search for key win-pieces when you need em (also lets you include a 1-of Craterhoof Behemoth and also only 1 Ezuri
3 weeks ago
3 weeks ago
Hey, Green Sun's Zenith and Chord of Calling are creatures tutors with X in their mana costs. Comet Storm is a damage spell that can do damage to all your opponents. Kessig Wolf Run is a powerful land with Hydras and it's ability can be used with Rosheen's ramp. Steel Hellkite 's X activation cost can completely wreck an opponent. By Force can destroy 4 target artifacts with just Rosheen's ramp. Wildest Dreams is a recursion spell.
3 weeks ago
Ok well first things first you need to look at what your commander wants from you. Roon has the ability to manipulate creatures on the battlefield: whether they're your own or an opponent. He can blink opponents creatures from combat if there is one that's causing you grief, blink a big defender in the way of one of your attacks, and (most importantly) he can blink your own creatures and cause their ETB effects to trigger. So we'll need creatures that can:
1) Ramp 2) Control the Battlefield 3) Generate some Card Advantage/Utility/Tutor 4) Enable Aggro
Now of course given Roon's colors there is lots of room to pop in some great non-creature spells as well. We're looking for anything that can grab us whatever we need from our creature toolbox, manipulate the field to our advantage, and of course some effective removal as well.
So for ramp I'm thinking:
For Battlefield control:
- Acidic Slime - Angel of Serenity - Bane of Progress - Duplicant - Knight of Autumn - Reclamation Sage - Terastodon - Venser, Shaper Savant - Austere Command - Supreme Verdict - Cyclonic Rift - Eerie Interlude - Aura Shards
- Ephara, God of the Polis - Eternal Witness - Karmic Guide - Mulldrifter - Prime Speaker Zegana - Recruiter of the Guard - Reveillark - Seedborn Muse - Sun Titan - Woodland Bellower - Eldritch Evolution - Green Sun's Zenith - Tooth and Nail - Wargate - Chord of Calling - Eladamri's Call - Birthing Pod - Garruk, Caller of Beasts - Venser, the Sojourner
And those are just to name a few cards. Of course you have access to a lot of ETB copy stuff like Clever Impersonator that turn into whatever you want it to turn into when you blink it in; they can really turn the tide in your favor. I did up a proto-type deck here: Roon Proto-Type. Give it a test run and let me know what you think about it.
3 weeks ago
Three card combos are just difficult to make work in modern.
Vizier of Remedies
are kind of a corner case.
First, I want to make you aware of another three card combo which doesn't work in modern which operates on almost the same level as Devoted Druid + Vizier of Remedies : Grand Architect + Pili-Pala .
On the surface these two combos are pretty similar. You have a creature that generates mana but suffers from summoning sickness, and another creature that breaks the former and lets it produce infinite mana. Both combos feature creatures that cost 3 or less. One combo is in blue, the other in G/W. Both require some third thing to exploit infinite mana to win.
What exactly is the difference maker between these two, where one sees competitive play and the other doesn't?
The first major difference is that Vizier combo is in green. This gives the deck access to Chord of Calling and Collected Company , both of which can help cheat out combo pieces at instant speed. Pili Pala combo only has access to Whir of Invention , and that doesn't even hit Grand Architect .
The second difference is synergy. Vizier of Remedies on its own can do things such as create an immortal Kitchen Finks , which on its own is enough to seriously slow down any aggro deck, and in some cases just stops them cold. Devoted Druid is at worst a mana dork that can untap at instant speed to either produce a second mana or block. That means 2 lands + Devoted Druid on turn 3 means you're holding up a potential Collected Company , or even a Chord of Calling for 1 during blockers (2 lands make , Devoted Druid taps for a , takes a -1/-1, taps for a , then chumps). In Pili Pala combo on the other hand... Grand Architect can help maybe cheat out a Myr Superion , while Pili-Pala combines with Viridian Longbow to essentially produce an effect that ammounts to : Deal 1 damage. That's about the extent of synergy that the pili pala combo deck can obtain.
The third difference is robustity. Devoted Druid + Vizier of Remedies is an infinite mana combo, true, but Kitchen Finks + Viscera Seer + Vizier of Remedies is still infinite life, and essentially lets you rig your next draw. You have fall-back combos, all of the pieces of which being fetchable by the same means that the primary combo can be fetched. Pili Pala combo has no such luxury.
The point that I'm trying to demonstrate here is that to be an A + B + C deck in modern, you need tons of synergy, robustity, ways to find your combo, and you probably want to be in Green. Each combo piece still needs to be good on its own. Devoted Druid + Vizier of Remedies
is a deck which has all these things. Grand Architect + Pili-Pala
is a deck which does not. Which side of the fence do you think this Gitrog combo falls on?
Can it go off turn 3? Can it win consistently by turn 5, even through disruption? Does it have a secondary game plan to fall back on if the primary combo fails?
I'm not saying that the answer to any of these question has to be "NO" for the Gitrog deck. Indeed, you may be able to brew up some crazy and powerful new combo deck. Rather, I'm just trying to lay the foundation for the absolute necessities of an A + B + C combo deck in modern.
Good luck brewing, but always remember: your combo deck is only as strong as your weakest combo component. Hope this helps.
3 weeks ago
Chord of Calling occurrence in decks from the last year
All decks: 0.14%
Commander / EDH:
All decks: 0.06%
GW (Selesnya): 0.91%