Commune with the Gods

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Theros (THS) Common

Combos Browse all

Commune with the Gods

Sorcery

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.

Commune with the Gods Discussion

hellhole3927 on Full Frontal Assault

2 weeks ago

I would cut Uncaged Fury for Temur Battle Rage , Skeleton Key for Commune with the Gods , and Rugged Highlands for 4 basic lands of your choice. Also 1 Explore , 2 Goldnight Castigator , and 1 Vessel of Nascency for a playset of Lightning Bolt . Finally maybe 3 Anger of the Gods on the sideboard.

Future Upgrades and/or More Expensive Upgrades:

1) Grove of the Burnwillows

2) Stomping grounds

3) Wooded Foothills

4) Blood Moon (sideboard)

ChurchofJhoira on Estrid EDH

1 month ago

If I were you I would cut Blighted Woodland and just play another basic land. You could definitely benefit from Academy Rector and Idyllic Tutor . Also Commune with the Gods could potentially be good, but idk if that helps you a ton in the long run. Looks good tho all in all!

mal099 on Bogles

1 month ago

I like this deck, but I feel like with only 12 creatures, you're going to run into situations where you don't draw any - not too often, but it will happen. Maybe consider Commune with the Gods or Benefaction of Rhonas , since both can also be used to get you an enchantment?

Among your enchantments, you have a lot of First Strike, but very little to avoid blockers, like Trample or Flying. Not sure if that could be a problem.

You haven't really filled up the sideboard, so for that I'd suggest Holy Light against Decks that spam you with tiny creatures and Naturalize against artifacts/enchantments.

hungry000 on A wild PTERARAT appeared!

1 month ago

Don't forget, Pteramander 's ability gets cheaper for each instant/sorcery in your graveyard. This deck plays a lot of 1 cmc spells and a couple ways to dump them in the gy en masse, so the ability is usually discounted to 1-2 by turn 4 at the latest, turn 3 with a decent Thought Scour . Training Grounds and Familiar do help out with the ability reduction occasionally, but most of the work is done by casting spells.

From my testing so far, Commune with the Gods has never been actively bad. The ability to dig through 5 cards and get a creature if you already have a Training Grounds/Familiar out or if you have a threat but no reducer is good, even if there aren't that many targets. It hit something useful most of the time (~70%) in the games where I've drew it, and even if it doesn't it still fills the gy for Delve and Pteramander's ability; it's worth mentioning that a single Commune lets you cast Tasigur or Murderous Cut for 1 all by itself from an empty graveyard. That said, I don't think it's a particularly game-breaking inclusion either, which is one reason why there's only one in the deck, but it's not especially bad.

To answer your question wallisface, there isn't any particular reason why it's in the deck over any other card. I just put it in because I thought it could be worth playing (see reasons above) when the deck was in the planning phase. This deck is by no means a finished product, and after some more testing with the current list I'm gonna try out Mission Briefing in place of Commune and maybe Stubborn Denial .

Be_lakor on Dirty Kitty's new toy

1 month ago

May I recommend using Postmortem Lunge ? It can get back removed Skirk Prospector and Mogg War Marshal as well as any other sideboard creatures like Goblin Cratermaker or Reclamation Sage if you milled them with Commune with the Gods .

Darth_Savage on Karma

1 month ago

One way to look at this is; assuming you have made your land drop each turn, then on turn 3 you could have 3 mana available. On turn 3-4 there is around a 50% chance you draw Karma anyway, assuming it wasn't in your opening hand. if you cast Night's Whisper then you still have 1 mana, so there are other things you can do that turn, like play a creature. If you cast Idyllic Tutor you have 0 mana available. Just looking for a card in either scenario doesn't change anything other than your hand, the tutor isn't even card advantage, just replacement, you want to be able to cast something that same turn, which effects the board state, or you have done what amounts to nothing. Let me try and illustrate:

You play Weathered Wayfarer / Your opponent Striking Sliver

You play Marsh Threader / Your opponent Predatory Sliver

You play Urborg, Tomb of Yawgmoth and Idyllic Tutor / Your opponent Sinew Sliver

You play Karma / Your opponent Two-Headed Sliver

Your opponent on turn 4 can swing with 3x 3/3 first strike, menace creatures, you can block one of them. Now it isn't just Slivers that can build that sort of presence; Humans, Elves, Spirits, Zombies, Merfolk and others can all do it. You will take 6 damage, next turn your opponent takes 8 damage, but so do you on your next turn. Unless you draw Wrath of God you will lose. Modern is loaded with aggro decks which kill on turn 4 or 5, heck I play one Power 4 is Ferocious a Hollow One offshoot.

You need either life gain Sovereign's Bite , damage prevention Intervention Pact , removable lands (already mentioned) or a way of avoiding losing the game. You also need to realise that the only life that matters is the one from 1 to 0... So avoiding losing the game, Phyrexian Unlife + Solemnity essentially with these both in play, you can't lose the game for having 0 life and you can't get poison counters. The thing is the best enabler for a deck so heavily in need of enchantments is probably Commune with the Gods , oddly green also has swampwalkers and ways to search up lands.

I'm going to finish off here, as I've written more than I intended...

hungry000 on Varolz Ascendancy

1 month ago

Sweet. Hunted Horror is likely the second best Varolz target in modern, and Sheltering Ancient is the next best after it. I'd play all 4 of the Horror in this deck.

Commune with the Gods can get creatures in your gy while also searching for Varolz or Simic Ascendancy, you definitely need 4 of it. I also think you need some amount of Grisly Salvage for some more Varolz digging. You don't need Hydroid Krasis in your deck and maindeck Dispel is a bit much, so I suggest you play a mix of Commune and Salvage/ Grapple with the Past in this spots.

Darth_Savage on Anointed Procession Deck with Cats

2 months ago

I was using my phone last time, on a computer now, so:

I deliberately choose Converted Mana Cost (CMC) 3 for a reason. Modern being the format it is, this cost can sometimes be the most expensive cards in the deck. At this cost the card needs to have an impact on the board state.

Vampire Nighthawk, your more or less on the ball, it's a very good creature. The really good thing about it is it can stall the board state. Your opponent won't attack with their strongest creature if it can be blocked and killed by Nighthawk, so it can potentially buy you a turn, maybe you will even draw removal like Dismember.

Dissipate, is the answer you want to a card like Adorned Pouncer, it stops the cat entering the battlefield and it exiles it, so you can't eternalize it. at CMC 2, Dissipate would need a restriction or downside. At CMC 3, it might see some play, but most of the time Stubborn Denial, Spell Pierce or Mana Leak are good enough.

Bow of Nylea, does a lot of things, but none of them are that relevant. It's a card which is more interesting than it is good, but you could build a deck around it.

Guttersnipe, I included this as a trap. New player often evaluate the goblin as an extra 2 damage when they cast every Lightning Bolt, well that sounds good! It isn't, in a burn deck Guttersnipe does nothing the turn it comes into play, it is an awful top deck and probably the card I tell people to cut from their decks the most. If I want something at CMC 3 in burn (which I probably don't) I'd play Hell's Thunder or Ball Lightning.

Ghostway, I actually gave you a clue "re-trigger enters the battlefield", in context of your deck Regal Caracal would be bounced, then return to play creating 2 new cat tokens. Unfortunately it would also wipe out all of your existing tokens. "A token that has left play can’t come back into play. If such a token would return to play, it remains in its current zone instead. It ceases to exist the next time state-based effects are checked." A more relevant scenario for the card would be if your opponent is on 11 life and you have Siege Rhino, Geralf's Messenger and Gray Merchant of Asphodel in play. The combined power of those creatures is 9, so you can't kill your opponent this turn, until you draw Ghostway. The Rhino drains 3, Messenger 2 and Merchant 6, Ghostway wins you the game that turn, without you even needing to attack. A lot of creature have an "enters the battlefield" effect, Ghostway lets you abuse that.

Moving on...

Enlightened Tutor isn't modern legal as it has never been printed in a modern legal set. Idyllic Tutor, it is CMC 3, it doesn't effect the board state, finds Anointed Procession (which when you cast it next turn, also doesn't effect the board state), don't add Idyllic Tutor. Commune with the Gods digs 5 cards deep into your library and lets you choose a creature or enchantment, roughly speaking 60% of the time this will find Anointed Procession, but it also lets you find a creature, it gives you options depending on your board state at the time.

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Commune with the Gods occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.0%