Crystal Chimes

Crystal Chimes

Artifact

, , Sacrifice Crystal Chimes: Return all enchantment cards from your graveyard to your hand.

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Set Rarity
Commander 2015 (C15) Uncommon
Urza's Saga (USG) Uncommon

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Legality

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

Crystal Chimes occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Crystal Chimes Discussion

Wegeman23 on Tuvasa the Sunlit

3 weeks ago

+1 from me! I love the low to the ground enchantment strategy and Tuvasa does it so well. Not that you should change any of this because I think its synergies are very well sorted here, but head on over to my Derevi enchantress decklist(https://tappedout.net/mtg-decks/11-11-19-purple-haze/); you’ll find some cool synergies and even what your deck needs most: recursion. Enchantress is the best recursion archetype aside from Aristocrats or a Meren of Clan Nel Toth type deck. Cards like Argivian Find, Crystal Chimes, and even Femeref Enchantress which allows you to benefit off other hating your enchantments, it also blankets the whole board so you will use that card. You’re also missing out on Enchantress control staples such as Seal of Cleansing + Seal of Primordium which are great for taking out important cards that opponents control. I find them better than Hum of the Radix and the likes.

Again, great decklist, I love seeing people play Enchantress more: it’s a neglected archetype in EDH IMO.

Profet93 on Norin Ping

1 month ago

Jovikila

This list is a decent start but let's look at mono red's weaknesses, card draw and enchantment removal. You have LOTS of cuts to be made, lmk if you want ideas on what to cut or more things to add.

Arch of Orazca - Card draw that only takes a land slot

Commune with Lava - Can be used on end of opponents turns, usually good for 3-5 depending on how much mana you have and your curve.

Endless Atlas - Reuseable, cheap to play, cheap to actives

Hedron Archive - Card draw and ramp

Humble Defector - Draw with politics

Ignite the Future - Very good "draw" as it can be flashbacked

Light Up the Stage - Similar to above

Mind's Eye - Re-useable, fun with wheels

Skullclamp - Cheap easy card draw, fun with myrs

Solemn Simulacrum - Card draw and ramp

Tome of Legends - Your most powerful draw engine in the entire deck

Lastly, with all your enchantments you might want to consider Crystal Chimes

Profet93 on Valduk, duk, GOOSE

2 months ago

cyber_shorty +1 for the name alone, LOL.

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Tome of Legends - Repeatable card draw

Magus of the Wheel - Wheel

Outpost Siege - Draw

Homeward Path - Ensures you don't lose your wincon (ur commander) and synergizes with Humble Defector

Hanweir Battlements - Haste

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Burn

Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful

Crystal Chimes - With so many enchantments, this can't hurt.

Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly

Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1

Better equipment honestly. Like sword of feast and famine, fire and ice, etc...

Arcane Signet > Fire Diamond

Ruby Medallion

Sword of the Animist > Explorer's Scope

I would suggest more ramp, but I feel card draw is a bigger issue at the moment given your low CMC.

I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.

hejtmane on

2 months ago

You should add Crystal Chimes

Yawgmoth73 on Rayne Mindcontrol

3 months ago

With so many auras, you might find adding Crystal Chimes + Academy Ruins to be favorable additions.

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