Deafening Clarion


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all

Deafening Clarion


Choose one or both — - Deafening Clarion deals 3 damage to each creature. - Creatures you control gain lifelink until end of turn.

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Recent Decks

Deafening Clarion Discussion

multimedia on Elves of Ravnica

13 hours ago

Hey Melanthios, wow, perfect winning records in all three events great job; I'm honestly surprised. I know this version of the deck is good, but not losing at all to Golgari is amazing. You're right about Loxodon he can be clunky and really requires a curve out to be good. This version can be aggressive with a good curve out into Loxodon, but most of the time it falls into midrange which makes Loxodon less effective. I also agree that Collector without Loxodon is not as good. Loxodon is the reason I'm playing Collector because on curve it can make Collector a very good creature, but if I don't draw Loxodon then Collector is subpar even with a curve out of Collector into Thorn into Champion. I've cut Collector from my Golgari version. Even though I'm playing Glowspore Shaman and Plaguecrafter who are both quite good at pumping Collector.

You're thinking of playing Benalish Marshal and Steel Leaf Champion in the same deck? I think this is a mistake and will strain the manabase too much with 7-8x Forests. Ajani is hard enough to cast. He's really the reason I included Flower; one mana to search of a Plains or Forest is good. Flourish is nice as a pump, but six mana is a lot for +2/+2. If you want a pump for Elves to be better against red then consider Radiant Destiny or Pride of Conquerors? Both these cards can be reliably cast on curve and are low enough mana cost to play one of them before Goblin Chainwhirler.

You're records are great, unfortunately I'm not having as much success with Selesnya; I'm having more success with Golgari. I'm going to be changing this deck soon to Golgari. A preview is Elves of the Swarm (GRN). The problem in Standard right now is there's too much creature removal, so many options. Selesnya just folds when facing a lot of removal especially against Deafening Clarion (Boros Angels, Jeskai Control) and Ritual of Soot (Esper Control, Grixis Control, Golgari). Golgari provides resiliency against removal where as Selesnya doesn't. Ajani's reanimation is great in Selesnya with Elves for recovery, but Golgari has many other options including a damn Elf who can recur any one permanent.

Golgari Findbroker, Find / Finality and The Eldest Reborn these are not just single cards that can recur other cards they can be engines. The fact that Findbroker can recur a Planeswalker is so good for recovery and value. Planeswalkers, Duress, Plaguecrafter, Reborn and even Underrealm Lich or Carnage Tyrant gives Golgari many tools against control.

The point of Golgari is to out card advantage your opponent which with the current pool of cards can be done and it's quite powerful. Ravenous Chupacabra and Plaguecrafter help a ton at doing this because they're versatile removal spells which can be recurred since they're creatures. You're right Lava Coil is a pain in the ass removal spell to play against, but even though it exiles I care less about 1 for 1 removal when playing Findbroker and Find. Unless my opponent draws 3-4 Coils then this card alone is not going to stop me from playing more creatures then my opponent. If he's not exiled being able to recur Steel Leaf Champion is very good in Golgari.

Abzan is also an option, a splash of white with District Guide for Shalai, Knight of Autumn and Remorseful Cleric could be worth it because all are excellent creatures to recur.

I'm sorry I'm changing my deck so much, but we are still in the early stages of Guilds of Ravnica Standard. I think it's great you're using this deck as inspiration for decks you're actually playing at tournaments and I don't want to discourage you, but have to expect that some versions are just not right at the current time. There are so many good options for Elves right now in Standard that finding the right one and being able to stick with it is difficult.

Boza on Boros Justice

2 days ago

The best card to get for this deck is Clifftop Retreat. Mana issues will abound with this color intensive deck, so this should be priority 1.

Next up is creating a sideboard with situational cards like Invoke the Divine or Deafening Clarion (you certainly do not it in some matchups).

Finally, crafting the maindeck. You are definitely an aggressive deck with a lot of 2 power mentor creatures. This means that the more 1/1 tokens you have to mentor, the better. Thus + 2 Heroic Reinforcements and maybe something like Haazda Marshal can be very good here.

Overall, very good start to the deck!

andriygoblin on Thou Shall Unseal Thy Naya Soul

2 days ago

White is a necessity for the cases you just discussed, mostly for Sideboard. Justice Strike deals great with threats like Lyra Dawnbringer and most aggro cards, since it lands on turn 2 or 3. White does not make this deck inconsistent at all since it is only duals and one Plains that supply the white. As for the going wide match up, once again, white to Sideboard Deafening Clarion to clear the board. Thinking to put another one in Sideboard. It lands on turn 2 or if I am in tough mana position on turn 3 or 4. Test it out, the mana fetching and with both Commune with Dinosaurs and Thunderherd Migration solves all the lands issues. Thanks for feedback.

Stazeeee on Abzan Knights/Midrange Version 3.0

3 days ago

Well you have me kind of convinced that 2 Settle the Wreckage would be good main board.

R/W Angels will always be a tough match up b/c that deck is more or less designed to prey on low to the ground creature decks. Deafening Clarion wipes most of your creatures. On top of that they play Lightning Strike and Justice Strike mainboard. In the sideboard they run Settle the Wreckage to help games 2 and 3. They play near 20-ish creatures most of which are bombs so spot removal isn't usually enough. You need board wipes to get card advantage on them, or they will eventually draw into another potentially game winning creature once you're out of spot removal from going 1 for 1. Four of the non bombs are Adanto Vanguard which are also tough to deal with. Then there's Shalai, Voice of Plenty which you have to save spot removal for, else it makes your Settle the Wreckage unplayable. If you really analyze the R/W Angel deck you start to see how strong it is, and how few holes it really has in its plan. It will always do well in a creature meta, but will struggle if the meta shifts toward control. Your deck on the other hand will probably have better match ups against control then they will. So I predict that as certain control decks like Jeskai gain traction, RW angels will lose traction, and you will have to worry about it less.

With a deck like R/W angels I think your best bet is to run them into a good Settle the Wreckage so that you can gain some card advantage on them. Then lock them down once they are top decking. That's why I say 2 Settle the Wreckage might be good mainboard. It's also a good card against most meta decks right now including mono red and G/B.

So maybe you could try something like this for game 2 against RW Angels: -4 Kitesail Freebooter (its gonna die to either clarion or Lightning Strike then they get the card you took and use it no real advantage having it in), + 4 Duress (remember you're basically trying to wear down their hand and minimize interactions that aren't at least 1 for 1 or in your favor. So if you can hit a Deafening Clarion or at least spot removal its worth it). Probably -3 on planeswalkers (they will most likely be too slow and they have mostly fliers so pumping knights with ajani wont be great) for +2 Cleansing Nova +1 Vraska's Contempt. I'd even consider going -4 of one of your knights for +4 Ixalan's Binding. That maybe be a bit overboard, but think about it. If you can keep them from casting anymore of their big threats while taking whichever threat is on the board, that is 1 for 1 at the least maybe even up to 4 for 1 if they have more copies in hand or draw more during the course of the game. The only way they can answer Ixalan's Binding is with Conclave Tribunal and you have plenty of enchantment hate in your deck to win that arms race. So yeah I don't know if its a consistenly winnable match up even with this plan, but it gives you a decent chance. Ixalan's Binding is also a very difficult card for anything not running green or white to deal with (be ware of Assassin's Trophy, Knight of Autumn,Cleansing Nova, and Thrashing Brontodon).

Anyways sorry for the long post, but those are my thoughts on the matter. Hope some of it is useful :)

Chasedrk1 on Jeskai Control GRN

3 days ago

I agree with multimedia on the Sinister Sabotage, Ionize doesn’t help the decks plan as much as sabotage would but it’s more reliable to cast. To that note, you mana base needs 2 more white sources to consistently drop Settle the Wreckage on curve.

Finally, I am in total disagreement with multimedia about Deafening Clarion. THAT is the card that makes it worth splashing red for. A 3 mana board wipe that can on occasion give Nezahal life link is fantastic. Currently clarion works as a turn 3 wipe. Allowing you to extend your Settle to turn 5-6 if need be. There isn’t much that it doesn’t kill.

Last thing- with the sudden rise in mono-green hexproof. Dropping a Sulfur Falls for a Detection Tower may be a great idea. Since G/W is mainboarding Shalai, it is the easiest way to get through a Settle the Wreckage or other spot removal.

Mahoot on Infinite Boros Dino Burn

4 days ago

Went 2 and 2 at FNM last night.

All the games I won were with with the Truefire Captain and Star of Extinction combo, except one where I laid down all of my Relentless Raptors early and got in underneath the opponent before she could do much of anything with her Gruul stompy deck. The other deck was an Izzet control/burn deck with a mill side plan. I just had to play around his counter spells and lay down the pieces while he was tapped out, or nearly tapped out.

The two I lost were against Simic Merfolk and this grody Esper Control deck. I actually did pretty ok against the control deck, getting the opponent down to around 3 health both games, but wasn't able to maintain pressure late game.

Merfolk was just too quick. After the match with Merfolk was over we played a couple more games for funsies while we waited for the round to end. I won both of them, so the first two were just kind of off, I guess.

I also built the deck on MTG Arena and it's about half and half there as well, though I have been able to hit at least one of the four card combos a few times and rely less on the two card "Win Target Game" combo.

This is the part of deck building where I struggle. How to fix the problems and tune it up.

It needs removal. I put some Justice Strikes in the sideboard. I'm considering Deafening Clarion though that would clear out my dudes same as theirs. Would be ok if I had dudes in hand to play, or a Firesong and Sunspeaker on the field (more on them later).

It also need a more solid turn three play. Treasure Map feels good on turn three cause I can play it with a mana up and start scrying on my opponent's turn right away, but having a good on-curve creature in the slot would probably be beneficial. Maybe something that can Mentor a Relentless Raptor?

Raptor Hatchling doesn't necessarily need four copies since Forerunner of the Empire tutors him up. He is a pretty ok 2 drop because it makes people think twice about blocking or swinging in because they don't want me to get a 3/3 out of the deal, but going down to two and opening up the other slots to removal or an on-curve creature would probably be better.

Firesong and Sunspeaker are kind of funny. They seem to get folks real nervous even though my deck just wants to use them to gain a butt load of life off a Star of Extinction. I'm not sure they fit in the deck, though if I run Deafening Clarion maybe it'd be ok. One-of is alright, though there's probably something better in the slot (probably not a 6 drop)

Maybe the deck needs to be an aggressive Boros build with the option to combo off. Primary plan to Boros your face off and maybe hit a dirty combo in the process?

Won't be able to go to another FNM for a few weeks. Got some work stuff coming up. I'll get some more games in on Arena and play around with some tweaks.

multimedia on Boros Legion Guild (GRN)

4 days ago

Hey SSK, nice new deck, but why are you limiting your options? I think Boros can be a pretty powerful deck in Standard with Angels and Knights (Knight of Grace, History of Benalia and Lyra Dawnbringer). Why playing cards from only Guilds of Ravnica? I don't think playing cards from other Standard legal sets is taking away the flavor of the Boros Legion on Ravnica.

If you're limiting cards only from Guilds of Ravnica then you're going to want to count on Aurelia as you're finisher and best mentor enabler (3-4x Aurelia) you want to consistently curve into her turn four. I'm not a fan of Captain I don't think she does enough for a four drop. Her difficult mana cost with 3 toughness is what turns me off because the reason to play her in the first place is to be able to redirect damage that's done to her to your opponent (it's a strong ability).

3 toughness is not enough toughness to take advantage of this ability without using other cards to protect her, give her indestructibility (Make a Stand, Sheltering Light, Assure). 3 toughness is not enough toughness to consistently be able attack with Captain turn five without help. Integrity helps to pump her, but this means using another card to make her good. She really should of had 5 toughness especially because of her difficult mana cost.

Consider Healer's Hawk as your one drop? Hawk is good with mentor because it has flying and lifelink, both these abilities can take advantage of +1/+1 counters. Having a one drop who can take advantage of mentor can be helpful to better curve out, but top decking Hawk later on in the game is not good.

Consider Legion Warboss? Warboss can take over a game if left alive. His mentor ability is a bonus, the main reason to play him is because he makes a creature each combat. Warboss is especially good in control matchups where your opponent will not have many creatures to block therefore consider him as a sideboard card?

Consider Venerated Loxodon? I've been playing Loxodon in my aggro Selesnya Elves deck, Elves of Ravnica. Loxodon is very good with one and two drops in fact he's a better mentor enabler then a lot of other Boros creatures because he can put counters on a lot of creatures (up to five of them) at one time. He puts a counter on each creature you use to convoke him this can put a lot of power on the battlefield. I very much like Loxodon with Thorn Lieutenant and Boros Challenger is your Thorn. Loxodon's 4 toughness is nice to survive Deafening Clarion as well as getting lifelink. Consider 3-4 Loxodon?

Consider this creature base:

  • 4x Hawk
  • 4x Challenger
  • 4x Swiftblade
  • 3x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion


  • 4x Challenger
  • 4x Swiftblade
  • 4x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion

Justice, Integrity / Intervention, Response / Resurgence and Clarion these are all good Boros spells especially Justice. Another card I'm playing and having good success with is Conclave Tribunal. The convoke makes this a powerful removal spell especially when playing a lot of two drop creatures. Tribunal gives you a catch-all removal spell for the main deck. More of it can go in the sideboard or all of it main deck.

Consider this other spells base:

  • 4x Justice
  • 4x Integrity
  • 1x Response (more in the sideboard)
  • 2x Clarion (more in the sideboard)
  • 3x Tribunal


  • 4x Justice
  • 2x Response (more in the sideboard)
  • 4x Integrity
  • 3x Tribunal

The combination of Justice/Tribunal/Integrity is nice. Justice/Tribunal can deal with everything you need to remove in Standard. Justice alone can target a huge amount of problematic creatures, but it can't target your opponent's Aurelia, Shalai, Voice of Plenty, Thrashing Brontodon and a few other annoying creatures. It can kill the big stuff that will roadblock the battlefield or just kill you (Doom Whisperer, Lyra Dawnbringer, Ghalta, Primal Hunger, Nullhide Ferox, Demanding Dragon). Because Justice can kill all these creatures that's why I like it much more main deck instead of Response.

Clarion is a strong main deck card when you're playing more Angels especially Lyra, but it's risky to play with so many two drops unless also playing Ajani, Adversary of Tyrants who can reanimate or pump two drops. Relying on Tajic to save everyone is a not a good game plan because in response to casting Clarion your opponent can kill Tajic and then you wipe your own battlefield. It's situational therefore it might be better in the sideboard. You however want it in some matchups such as Selesnya Tokens, Goblins, other aggro.

Consider this final example:

  • 4x Challenger
  • 4x Swiftblade
  • 4x Stalwart
  • 3x Tajic
  • 4x Aurelia
  • 3x Loxodon
  • 1x Legion

Other Spells

  • 4x Justice
  • 4x Integrity
  • 2x Response
  • 3x Tribunal

  • 24x Lands

The sideboard is where you're going to really miss having cards from other Standard legal sets especially Dominaria. For the sideboard I suggest including draw. One of the reasons that Boros could fail in Standard is the color combination lacks draw. Once you run out of gas if you didn't win the game then you're stuck, relying on the top of your library. Many other color combinations in Standard don't have this problem. Dawn of Hope and lifegaining sources can be a sideboard plan for Boros. Lifegain is another reason that Healer's Hawk can be an option because Hawk is good with Hope. Every time you attack with Hawk and do combat damage you gain life as a result pay and draw a card. Hawk as a life gain enabler is however problematic because it's a creature, easier to removal a creature than anything else.

Sources that can gain life without the use of mana are welcomed because then you're only paying two mana to draw a card, which is great value. Combine Hope with Ajani's Welcome or Fountain of Renewal. Renewal gives you a constant source of 1 life gain each upkeep for no additional mana cost and it can be saced later on in the game to draw a card. Welcome is worse than Renewal because to gain life you have to play a creature which means consistently you have to use more than two mana to gain life.

Welcome is however good with Legion Warboss because he can make a creature for free and you want both Warboss and Hope in the same matchups. But this set-up requires three cards (Warboss, Hope and Welcome) which is much harder to assemble than only two cards (Hope and Welcome). Hope itself can make a creature which is good with Welcome later on in the game for six mana each turn make a token, gain 1 life and draw a card.

Sideboard choices to consider:

Deafening Clarion, Dawn of Hope, Ajani's Welcome, Legion Warboss, more Response, Experimental Frenzy, another Legion.

Good luck with your deck.

ducttapedeckbox on Izzet

5 days ago

I have no idea what the Standard meta is like, so take my thoughts with a grain of salt.

Invert / Invent seems underwhelming compared to just drawing more cards with Chemister's Insight or counter/burning with Ionize. Though the first half could be more useful than I'm thinking.

Pretty much all of your instants are reactive spells, so I'm not sure that you'll get much value from the Erratic Cyclops.

Whenever I've played a counter/burn deck (I personally tend more towards the counter side), I've needed a mini board wipe like Anger of the Gods or Radiant Flames to deal with aggro. Not sure if something like that is in standard other than Deafening Clarion. Also having at least 3Negates across main and sideboards never disappoints me.

Lastly would like two Memorial to Genius be useful instead of two Guildgates?

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