|Commander / EDH||Legal|
Printings View all
|Magic Origins (ORI)||Mythic Rare|
Combos Browse all
Disciple of the Ring
Creature — Human Wizard
, Exile an instant or sorcery card from your graveyard: Choose one —
- Counter target noncreature spell unless its controller pays
- Disciple of the Ring gets +1/+1 until end of turn.
- Tap target creature.
- Untap target creature.
Disciple of the Ring Discussion
21 hours ago
deli; Dreamscape Artist is an awesome budget creature for this type of deck, but I don't look at him or similar cards (like Journeyer's Kite ) as "ramp" (ei. Accelerating the amount of mana available each turn), but rather a sort of card selection / advantage / colour fixing. Noyan wants to hit his land drops every single turn, since your (land) creature count is your main wincon and defense.
Unstable Obelisk , Jace's Sanctum and the deck's creature untapping spells are the only true ramp spells we have (and sometimes Disciple of the Ring and land untappers if you have a Karou land animated), but stalling the game to turns >7 is easy enough to justify a higher land count over true ramp spells.
If you're playing a landfall / land reanimation list, or are otherwise in Blue colours outside of Green, Dreamscape Artist is pretty decent for his pricepoint
5 months ago
Looking at some random cards on the database I saw Disciple of the Ring . Could be fun.
Those are all possibilities. I'm not particularly knowledgeable about self-mill.
Also, and I know many would disagree with this, but I have a soft spot for Fog Bank .
5 months ago
Thanks for the suggestions, but unfortunately none of them are good enough to make the cut!
Kiora, Behemoth Beckoner is only drawing a card on 4 different creatures entering, Woodland Bellower Great Oak Guardian Terastodon , and any of those entering the battlefield means we're secure in our combo to victory, so a card isn't going to do much for us. The untap effect is nice, but paying 3 CMC for an untap we will use one time is too expensive for the deck. We also don't get synergy with Disciple of the Ring , which our instant/sorcery untaps do.
Umbral Mantle suffers from a similar situation. The idea of getting multiple untaps off one permanent is very appealing on our combo turn, but the price is simply too high. It costs 3 CMC to play, and 3 CMC for every untap after the inintial investment. Paying 6 CMC total for the first untap is simply unacceptable, even if we are able to split it into two smaller chunks on two different turns. Also doesn't combo with Disciple. Getting two or more untaps from it sounds very nice, but at the cost of 9 mana for 2 untaps we don't want to pay that price.
Fblthp, the Lost is a neat idea, but we really don't need card draw. It might have some usefulness in a future "draw your deck line" with hulk via Body Double Gigantoplasm Phantasmal Image and others, but I haven't been able to find an infinite Vannifar loop that makes it worthwhile to include all those slots in the deck. New printings in the future may make this a possibility, but it has to be better than the secondary hulk line in terms of slots and usefulness. Currently, Pili-Pala and Grand Architect are dead draws and also make us run Walking Ballista (we could cut down to only 5 different 0 drop creatures and be fine), so whatever replaces those 3 has to either be fewer slots or have higher usefulness outside combo in an actual game.
Craterhoof Behemoth looks better on paper than it is. We have to deal 120 damage (3 players x 40 life) in a swing, which means we have to have 10 other creatures without summoning sickness for Behemoth to be worthwhile (11 creatures total we can assume all 1/1's which get +10/+10, so 10 creatures x 11 power = 121 damage with some leeway as Craterhoof is a 5/5 and other creatures have higher than 1 power.) We don't have any lines that give our creatures haste, so we have to have 9 creatures that aren't Vannifar ready to swing on our combo turn. Avenger of Zendikar could possibly work, but we'd have to pass a turn before transmuting it away to make creatures combat ready. Grand Architect + Pili-Pala + Walking Ballista doesn't require a combat step, it will 100% always kill no matter if players gain life, and is an alternate wincon that fits through our Hulk package. Behemoth just doesn't make the cut.
8 months ago
9 months ago
Oh, I know very well how the pod line works. I've spent countless hours and tore out a lot of hair trying to figure out the most efficient way of assembling a chain to Hulk myself and it just hasn't worked in my favor at all because there isn't a great ETB untapper at 5 CMC. Tidewater Minion is fine. Chakram Retriever and Disciple of the Ring feel a little less conditional to me since they don't require a haste enabler, but they still aren't great.
9 months ago
10 months ago
Loving the deck! I’m actually working on a list of my own and found a lot of inspiration and cool cards in your decklist. My list is a budget cEDH deck ($400-450) and uses some different combos that you might want to try.
First combo (main wincon)
Pod away spellseeker to find Fatestitcher .
Pod away fatestitcher to find Disciple of the Ring . Use Disciple to untap vannifar by exiling an instant or sorcery from the graveyard.
Pod away the disciple to find Deadeye Navigator . Soulbond to any creature (the soulbond doesn’t matter just yet).
Soulbond peregrine drake to deadeye navigator and repeatedly blink the drake to generate infinite mana
Cast Pull from Tomorrow and draw your deck, then discard a land.
Cast Walking Ballista for an absurd amount of mana and win the game
Another wincon used with this specific combo is, once you have infinite mana, playing Laboratory Maniac and then casting Blue Sun's Zenith to draw a card. You can also use blue suns zenith to mill your opponent in 1v1, if you like to do that :) this combo usually can get online in turns 3-5, especially with a good start of a mana dork into an untapper and getting vannifar our turn 3.
The second main combo in my deck involves chaining untappers and podding them away until we reach Protean Hulk , but it’s a bit too complicated to type out all the way right now ;) I’ll probably have the decklist up soon enough so you can check it out then if you’d like. Just thought this combo was fun and fast enough to tell you about, and it doesn’t take too long to pull it off time-wise if you know what you’re doing, which makes it less miserable for the table.
Thanks for sharing your list!
10 months ago
Lemme see, well you dropped some untappers 3 minutes ago according to the revisions so here is what is left: Quirion Ranger, Wirewood Symbiote, Concordant Crossroads, Vitalize, Dramatic Reversal, Scryb Ranger, Kiora's Follower, Pestermite, Deceiver Exarch, Bounding Krasis, Intruder Alarm, Thousand-Year Elixir, Archaeomancer (used with Spellseeker on 3 for Vitalize or Dramatic Reversal), Breaching Hippocamp, Disciple of the Ring, Chakram Retriever, Woodland Bellower (used to fetch a Bounding Krasis), and Great Oak Guardian for untappers/haste enablers for Vannifar, that is 18, with 2 undesirable lands excluding their untapping abilities, Minamo, School at Water's Edge and Wirewood Lodge.
Otherwise, the commander-centric cards don't end there. Cards that are otherwise generally bad outside of a strategy aiming to sacrifice creatures as fodder like Dosan the Falling Leaf (does see play in Sisay because it is legendary), Manglehorn (does see play in blood pod because of Birthing Pod) or a card like Archetype of Endurance in the deck specifically to be fetched after you sacrifice Protean Hulk to Prime Speaker Vannifar are clearly bad outside of this commander centric build. This means 23 clearly commander centric cards.
Disciple of the Ring occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%