Commune with the Gods
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
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Commune with the Gods Discussion
11 hours ago
I have decieded that i only want to play golgari because i want the deck focussed on two things. Scavange and Hand disruption/removal to cross the enemy Plans.
Golgari Thug is better for doing so than the imp because i could play him early and it would get me varolz back on top if needed. Also the two Slots are reserved for Mill spells and its just so much better to got him with lothlet troll instead of Commune with the Gods because of the recursion.
I hope you get the idea. If i want more protection i will sideboard for Vines of Vastwood or something.
But thanks for the Suggestion.
1 day ago
Reclaim is quite a bad card, and you certainly don't want 4 of this kind of effect. I would play Renegade Rallier instead, the card is way better and also helps with recursion (not Doran, but everthing else). Unfortunately, it doesn't work well without fetchlands. Also, Noxious Revival is strictly better than Reclaim, but still not a card that i would want in my deck.
Further, 17 creatures seems like a low number. Sure, Lingering Souls and Commune with the Gods kind of count, but with cards like Tower Defense you really want multiple creatures on the board at all times. I would absolutely play 2-3 more Yoked Ox / Tasseled Dromedary, and probably 1-2 Ayli, Eternal Pilgrim. If your budget allows it, Spellskite would be another great addition, since it's 0/4 without defender, protects your important synergy cards, and disrupts several decks like Bogles and Infect. My preferred creature count would be 20-25.
Your current list is extremely light on disruption, and the only effect you have, Languish, hurts yourself quite a bit (only 6 of your creatures survive without help). It would be much better to have an effect that leaves your 4 toughness creatures alive (Drown in Sorrow?), or just play spot removal like Fatal Push, Path to Exile or Abrupt Decay. A flexible card like Collective Brutality would also be great, and escalate gives you a nice way to make use of redundant copies of Doran and Assault Formation.
For your sideboard i recommend Eidolon of Rhetoric, Duress, Lost Legacy, Fragmentize, Night of Souls' Betrayal and Rest in Peace (or some other graveyard hate).
4 days ago
So after playing the deck for the better part of 2 years, I gotta say having 4 Assault Formations and 3-4 Dorans is crucial. Without either of those the deck does nothing. How much have you gotten to play with Skinshifter? I've tried him for over a year and am starting to get turned off by the guy. Maybe your mana is better, but in my experience he's too much of a mana-sink when you can't afford it. The only real suggestions I would give are to cut Commune with the Gods and anything cmc > 3, and replace those with Collected Company. Not enough can be said of how bonkers that card is, especially here. Remember all our good 0-1/X's cost less than 4, and so hitting 8 power on average at instant speed is insane.
Otherwise, love the deck, and super glad to see someone else playing this beautiful little contraption! Best of luck!!!
1 week ago
Commune with the Gods works well to fill graveyard faster, really like what you're doing!
2 weeks ago
Did not realise poisonous worked like that ty. Benefaction of Rhonas draws 2 cards and prevents you from putting several important cards in the graveyard potentially. I'm switching to Commune with the Gods again however, since I'll put another win-con in the deck to not worry about it.
2 weeks ago
Commune with the Gods is a strict upgrade to Benefaction of Rhonas, and it doesn't matter how much you pump a virulent sliver, poisonous is not infect, it only gives 1 poison counter per hit no matter the power.
2 weeks ago
Thanks for the feedback.
The list is pretty tight at 20x lands so I don't think that running multiple colorless lands is a good idea.Academy Ruins is the best option so I run it as a 1x-off.
In an earlier build I used Pentad Prism (a faster ramp than Talisman) but then I realized that being faster wasn't good enough as I couldn't realiably find my combo so I went with Anticipate instead.
Mind Stone is a bit slow and doesn't color-fix (I really need to hit by turn 4).
Artificer's Intuition is worse than Trinket Mage in this deck because it needs an artifact to discard and I only have the 8x combo pieces as artifacts, it's the same reason why I don't play Glint-Nest Crane.
Trinket Mage also blocks.
While Idyllic Tutor is a bit slow it is my best option to find Enduring Renewal so I don't think that splashing green just for Commune with the Gods probably isn't worth it (less consistent and more painful mana).
Bant Charm while flexible isn't good enough imho, Detention Sphere is better as both creature-removal and getting rid of opposing hosers like Rest in Peace/Leyline of the Void/Gaddock Teeg/Eidolon of Rhetoric.
The Thopter-Sword combo is soft to Stony Silence which this combo circumvents (one of the main things I like about this).And it
2 weeks ago
Nice job. I'd recommend Buried Ruin. Being non-legendary means you can run more in the deck, and despite it sacrificing itself it puts the artifact directly into your hand, so you don't need to wait a turn to draw into it.
Furthermore I feel there's an interesting selection of cards you've yet consider. Talisman of Progress allows you to cast Enduring Renewal a turn earlier if you cast the mana rock on turn 2. My second recommendation for mana rock would be Mind Stone for draw. Artificer's Intuition is a wonderfully reusable card you can use, and if you are running the mana rocks I suggested you can always cash those in for whatever combo piece you need.
If you feel searching for an Enduring Renewal is a bit difficult I recommend splashing green for Commune with the Gods which grabs the enchantment or artifact creature for one less mana. I'd also recommend 2 Walking Ballista and 2 Golem's Heart as back-ups to Hangarback Walker and Altar of the Brood. (Infinite life usually means game-over for a lot of decks.)
Also if your deck has problems against stalling agro I'd recommend running cards like Glint-Nest Crane, Wall of Omens and running the Sword of the Meek + Thopter Foundry combo which adds for nice protection as well as alternate win-condition. Also splashing green for Commune with the Gods does give you access to Bant Charm which is a very flexible removal spell. (You could help splash in green with Talisman of Unity, which is nice since playing either talisman can still leave you with access to white on turn two incase you need to cast Path to exile or Condemn which is also another helpful stall card in case you need more low-cost removal.)