Chord of Calling

Chord of Calling

Instant

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.

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Printings View all

Set Rarity
Magic 2015 (M15) Rare
Ravnica: City of Guilds (RAV) Rare

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Legality

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

Chord of Calling occurrence in decks from the last year

Modern:

All decks: 0.14%

Commander / EDH:

All decks: 0.06%

Green: 0.56%

Golgari: 0.14%

GW (Selesnya): 0.91%

Chord of Calling Discussion

WarpedZerghead on Infinite Combos in EDH - Experiment Kraj Budget

1 week ago

poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.

Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.

Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).

Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...

I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.

All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.

These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.

Thanks for sharing and thanks for reading the great wall-o-text!

king-saproling on Bruse Tana, Boorish Bloodsower

2 weeks ago

Hey again Jabberjaw46, cool Let me know how it goes at the LGS!! There are different things we can grab with Chord of Calling depending on what we need. Thallid Germinator if we need to power up Tana, Ohran Frostfang for draw, Utopia Mycon for mana, Purphoros, God of the Forge for damage spread, or Bastion Protector to protect Tana.

Jabberjaw46 on Bruse Tana, Boorish Bloodsower

2 weeks ago

Hey again king-saproling I have another question: What is Chord of Calling meant to grab? Thats what inspired my first question about Craterhoof Behemoth. Also, i just printed out some proxies of the cards in this deck that i dont have, will be testing them out at my LGS this weekend!

Poly_raptor on *BREAKING* Heroic Bear Saves Day

2 weeks ago

usaDiabetic hey :)

Mono green is a bit out of my comfort zone but I think maybe you could run a few things like Chord of Calling or maybe Finale of Devastation since you’ve got the mana to cast big creatures anyway.

Also, I’d cut Ghost Quarter for Strip Mine I just think it’s better

Also maybe Worldspine Wurm +1’d like the list,

BenKay on Bant Flicker/Blink

2 weeks ago

Thanks man!

Eladamri's Call

Chord of Calling

Finale of Devastation

Green Sun's Zenith

Leyline of Anticipation

Seedborn Muse

Avenger of Zendikar

Farhaven Elf

Peregrine Drake

Kodama's Reach

Cultivate

Hornet Queen

Are all in now, and I took out the other cards you suggested as well.

The only card I think I'll have to keep is Deputy of Detention. The only reason being is that 12/15 of the flicker/blink cards I have can't target Oblivion Ring (most of them can only target creatures). That being said, I'm putting him on my Maybeboard until I can find room for him with the additions you suggested.

Let me know if there's anything else you think I should cut/add.

LeonSpires on Kruphix Lands Matter *Primer*

2 weeks ago

@ williamslade You should try Planar Portal. If I were you I would recommend running Genesis Wave Seedborn Muse, and Alchemist's Refuge / Leyline of Anticipation alongside it as well as a lot of interaction in the deck. Portal gives the option of interaction/flexibility where as Bridge costs less mana over all for big things. I personally prefer portal hands down.

I have considered Rhystic Study but I've found my meta is fairly responsible for paying for the . Also I have found the deck has a lot of other things it would rather be doing once I reach 3 mana. Don't get me wrong Rhystic Study is a powerful card. I've just not had good luck with it in this deck.

I used to run Green Sun's Zenith but it got cut for Finale of Devastation as finale can get blue creatures, recur creatures, pump creatures, and give haste. I'm not running enough creatures for Chord of Calling's upside of tapping creatures to be worth it in my opinion.

Thanks for taking a look at my deck and providing feedback!!!

williamslade on Kruphix Lands Matter *Primer*

2 weeks ago

This deck is really cool, I also have a Kruphix combo edh with a pretty similar budget but the land sub-theme seems quite powerful. Personally I run Planar Bridge over portal, but the portal strat is something I want to try myself. I'd pretty highly recommend Rhystic Study especially if your meta is fast enough for Mystic Remora. Have you considered Green Sun's Zenith or Chord of Calling?

Lemky24 on Bant Flicker/Blink

2 weeks ago

Cards I would remove:

AEtherling Does not combo with much and is not a huge impact for the cost

Deputy of Detention you are not able to pull off anything crazy like Oblivion Ring Oblivion Ring has two seperate abilities. The first ability is an enters the battlefield ability and the second ability is a leaves the battlefield ability. Because of the way to stack works, one can target a permanent with the first ability (EtB trigger) but then force the second ability (LtB trigger) to occur (through sacrificing, bouncing, blinking, or exiling Oblivion Ring) before this first ability resolves. This means that the clause where the target will be returned by Oblivion Ring will occur, but at this point Oblivion Ring has not exiled anything. Then the EtB ability resolves, exiling a permanent under an Oblivion Ring that no longer exists

Fierce Empath I would rather have straight card draw or ramp as this guy only finds 6+ costs

Gigantoplasm I would limit the clones in the deck to only Clever Impersonator as most of the time it is going to be a Win-More card but would not actually swing the game into your favour if drawn alone

Mirror Image See above

Phyrexian Metamorph See above

Nezahal, Primal Tide He is a big bomb but doesnt fit the theme of the deck, most of the time I would rather a token maker or card draw.

Restoration Angel A 1 time use, I would rather a tutor to find Deadeye Navigator

Wall of Omens I would limit the amount of walls as they can not attack

Wall of Blossoms See above

Cards I would add:

Tutors: lets you find any missing piece as most of your best stuff is creature based

Eladamri's Call

Chord of Calling

Finale of Devastation

Green Sun's Zenith

Ramp:

Cultivate Ramp and thin your deck

Kodama's Reach Ramp and thin your deck

Wood Elves can abuse with blink

Farhaven Elf can abuse with blink

Peregrine Drake Infinite mana with most blink enabling cards like Deadeye Navigator

Recursion: a couple more options to return things from your graveyard

Sun Titan

Reveillark

Good value:

Elvish Visionary Card draw that can attack

Avenger of Zendikar Generate a lot of tokens plus with Farhaven Elf you can make them huge

Mulldrifter Card draw, plus you can evoke and save him with a blink effect.

Hornet Queen Generate a lot of flying deathtouch tokens

Prime Speaker Zegana Card draw

Sunblast Angel A reusable semi board wipe

Seedborn Muse Allows you to play out your hand and untap on their turns for counters or blink effects

Leyline of Anticipation Combos great with Seedborn Muse and lets you react to your opponents moves easier

Slithermuse Can lock down the game and force your opponents to draw the same mana rock for the rest of the game

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