Eidolon of Rhetoric

Eidolon of Rhetoric

Enchantment Creature — Spirit

Each player can't cast more than one spell each turn. 

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Journey into Nyx (JOU) Uncommon

Combos Browse all

Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Hero Legal
MTGO Legal
Magic Duels Legal
1v1 Commander Legal
2019-10-04 Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Heirloom Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Modern Legal
Block Constructed Legal
Unformat Legal
Noble Legal
Legacy Legal
Tiny Leaders Legal

Eidolon of Rhetoric occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.02%

Eidolon of Rhetoric Discussion

WizardOfTheNorthernCoast on Modern Hatebears

1 month ago

Most of the good hatebears have been mentioned already. Here are some more annyoing cards I can add to the list hereabove: Tithe Taker, Suppression Field, Angel of Jubilation, Eidolon of Obstruction, Eidolon of Rhetoric, True Believer, Leyline of Sanctity, Auriok Champion, Kor Firewalker and Aegis of the Gods.

Note that, though I find the archetype very cool, Hatebears - just like DnT - isn't very good in Modern. You have many degenerate strategies going around so unless you know the local meta like no one else, it'll be very hard for you to pull off results at big tournaments. Now if your goal is to have fun and/or try to win your LGS's FNM's then that's totally fine ;)

abby315 on Can someone help with a ...

1 month ago

City of Solitude is a great start! And perhaps some other taxing effects like Eidolon of Rhetoric?

dingusdingo on Alesha's Drag Race

1 month ago

I have been brewing Alesha in the competitive scene for over a year and playing in tournaments weekly. Here are my thoughts.

  • Don't run lands that enter tapped in competitive. Don't run mana rocks that enter tapped in competitive.
  • The Ravnica bounce lands are tempting, but they enter tapped. They also really hurt when your opponent plays Blood Moon or Back to Basics, both of which are competitive staples. They are also 2-for-1 on yourself when an opponent uses a Strip Mine or Wasteland.
  • When you run this many combos to win, you risk drawing lower quality pieces during the game. For example, if you start with the A part of one combo, and the B part of another, then draw the A part of a third combo, you now have 3 cards that are dead in your hand. All of your combos except Kiki jiki + Bellringer require 3 pieces to function as well, and all 3 pieces are required on the board or in the yard to hit the combo. Requiring 3 pieces means its easier for an opponent to remove one or counter one while you are trying to get the combo assembled. You should consider cutting down on the number of combos you run to help you hit the better combos you already have, more reliably. My first cut for the combos would be the Anafenza combo, since it is not always 100% guaranteed to fire correctly.
  • I highly recommend running all Thrill of Possibility Wild Guess Cathartic Reunion Tormenting Voice, they generate big card advantage by throwing away creatures you can recur easily with Alesha.
  • I recommend re-evaluating your hate bears on the list for the current meta. Tomok does not stop the Gitrog/Dakmor combo, and is only hating out a small number of cards. Kataki is not actually stopping combos, just making them take longer to get to. Kambal stops storm decks, but most will be able to remove him, and storm decks are not in the meta right now. The scariest combo is Demonic Consultation + Thassa's Oracle. I recommend Rule of Law Ethersworn Canonist and Eidolon of Rhetoric, which accomplish slowing on most decks while also blocking the current fastest combo. You also have some other holes in your hatebear/stax plan. You don't have any way to remove graveyards, and you don't run very many "hard stop" effects, you run mostly tax and delay effects.
  • I would add more interaction. Red Elemental Blast and Pyroblast are both relatively cheap in dollars and extremely effective. You will see blue in almost every competitive pod. On top of protecting your own cards from counterspells, they also get rid of scary cards like Rhystic Study and can stop Thassa's Oracle while its on the stack. I'd also recommend more removal in general. Check out Aura of Silence, it has a nice tax effect, removes two different permanent types, and recurs with Sun Titan.
  • My last recommend is to acquire Imperial Recruiter. It layers your deck by being a one card out to finding a combo. Imperial Recruiter fetches Kiki jiki, kiki copies Recruiter to fetch Bellringer, Bellringer untaps Kiki to start the combo. It means if you only have 1 tutor in hand and 0 combo pieces, you can still find your entire combo by tutoring for Imperial Recruiter. Recruiter also fetches relevant hatebears in a pinch if you can't combo out yet. It also recurs off Alesha if you have sac outlets or any way to kill it.

ShadowAblaze on Aggro Enchantments

2 months ago

Well. Here's what I got on white.

Sigarda's Aid is terrific if you have a lot of auras. Ethereal Armor also gets better the more enchantments you have. Technically, there are 3 more enchantress cards: Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress.

Alseid of Life's Bounty adds to the enchantments on the field and can be used to save a creature or get damage through. Hyena Umbra is good if they aren't running exile or -1/-1 effects. Pentarch Ward can be good as well. Shield of the Oversoul will make a Bogle indestructible. Privileged Position protects everything else.

Deafening Silence can slow down your opponents (Eidolon of Rhetoric and Rule of Law are a higher cmc versions) and Shapers' Sanctuary can at least let you draw. Ghostly Prison can be used against aggro decks.

If you were to run Snow-Covered lands for your basics, you could probably play On Thin Ice and maybe Dead of Winter for removal. Otherwise, Banishing Light and Oblivion Ring are strong.

You can sideboard Knight of Autumn, Rest in Peace, or Solemnity now. It is safer to sideboard Leyline of Sanctity as well.

Cards I didn't mention before: Rancor = Amazing, Unbridled Growth is mana fixing but not ramp like Utopia Sprawl. Hydra's Growth is strong but you have to slow them down a lot for it to work. Sixth Sense is card draw if you consistently hit.

In the end you can play whatever colors, I just think red offers the least and isn't necessary due to the hybrid mana of Obosh, the Preypiercer.

GVDT on Kentaro, the Smiling Weeb

2 months ago

First off, you'll want a couple more lands, commander when you can't play anything sucks

A quick note: The commander you have chosen gives you the ability to run a lot more colorless "utility" lands, some fun ones are: Arch of Orazca Blighted Steppe Buried Ruin etc.

I think you'll want some card draw and some more removal as well as any ramp you can get. Here are some budget options for each:

(Note: most of these are not auto-includes, with you needing to build the deck into them a little, except for ramp, just take some and go)

Card Draw Mentor of the Meek (if it fits with the other cards), Bygone Bishop??, Monarch cards like Palace Jailer will be easier for bushido to defend netting you extra cards per turn, but drawing fire from opponents

Removal Generous Gift, Settle the Wreckage, Day of Judgment, Dusk(most of your creatures duck the board wipe), Urza's Ruinous Blast, Slaughter the Strong, Harsh Mercy (Look at this one if nothing else)

Ramp Sol Ring (I hate that this is a card that goes in any deck, but it pairs really nicely well with your commander's ability), Solemn Simulacrum, Oketra's Monument, Knight of the White Orchid, Marble Diamond, Heraldic Banner, Caged Sun is cool, Kor Cartographer, Gold Myr

Other interesting stuff: Mirror Entity could be fun and interesting, Irregular Cohort really helps pump your samurai numbers, Brave the Elements pairs with all the white critters, Reveillark can get two of your samurai back or be a flying body if needed, Thalia's Lancers can go get an important legendary cards you want, I think Eidolon of Rhetoric may be interesting, maybe good, maybe not, Elspeth, Undaunted Hero's Ultimate is maybe achievable with so many blockers and potential very big with all of your white pips, Heliod, God of the Sun, Changeling Hero

Nillstan on Saffi Eriksdotter

2 months ago

Okay so, fast combo in a control meta is difficult, but not impossible. Veil of Summer, Autumn's Veil, and Silence are your best friends. You get em in hand, and leave em there until you go to combo off. Protect the combo at all costs.

Stax pieces can be both good and bad depending on exactly HOW fast you want to be. I usually split it into 4 categories. Stax/Control, Slow Combo, Fast Combo, and LUDICROUS SPEED. For fast combo you want to focus less on staxing the table and more on getting to and protecting the combo.

I do recommend playing a couple of stax pieces, but not many. Drannith Magistrate, Linvala, Keeper of Silence, Aven Mindcensor are good, but absolutely NO Eidolon of Rhetoric EFFECTS. Control players love those, and seeing as to how you're wanting to fast combo in a control meta, they'll do more harm than good.

If you're still wanting to be faster, which I personally don't recommend though it's not my place to say you're wrong, you want consistency. Every way to fetch enchantments you can find is worth checking out. Adding in Open the Armory and Skullclamp did wonders for my build. Card draw and easy ways to find Pattern of Rebirth are hard to come by in these colors, and 2 mana to hand is even harder to come by. I also recommend Idyllic Tutor. Its slow, it's annoying, I hate it as a card, but it finds all your stuff so I can't complain.

If you're looking to be more competitive with your combos, I do recommend turning this build into mine, with your own touch of course. Many people think, and this isn't just me being greedy, I hear this a lot, that my build is the definitive Fast Saffi build, which I take a lot of pride in.

Slowing down a bit might also do you some good here, in which case I recommend checking out enpc's build, which is slower than cEDH will allow, but functional as a fantastic Valuey Slow Combo deck that looks a lot more like what you're doing here. I very highly recommend this build for your purposes. In my opinion, it functions well as the definitive Slow Saffi build.

The biggest thing is don't be afraid to use and abuse other people's decks for practice or advice. They're a resource, otherwise we wouldn't have put them on the internet for people to use. Theres no shame in using a netdeck as a baseline, contrary to what BlizzyMTG thinks.

That's my most basic advice for now, mention me back when and if you decide to make some changes and we'll do some more tuning. Have a great day bud.

Sjorpha on Chivalry is Dead!

3 months ago

Chivalry is Dead!

"Don't ask my name, it's long since I forgot

if once I had a name, a home, a wife?

No words of fame or valor is my lot,

and yet my quest continues past this life."

There are 4 defining cards that embodies the gameplan of this deck

Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.

Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.

Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.

Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.

This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.

Doran decks (and treefolk tribals) have a great leg up in this department because of Treefolk Harbinger, a fantastic 1-drop that functions as a 3/3 with Doran, fetches Doran himself if needed and last but not least fetches the best land in the deck Murmuring Bosk or any of the other forests. This improves consistency in the ability to play a turn 3 Doran because you can fix either Doran or mana. Much like with Serum Visions in other decks you also need to mulligan much fever hands since a harbinger + a green land is usually enough to be playable. Without this card I think the deck simply wouldn't be that good.

Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.

Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.

Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.

An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.

In order of converted mana cost:

Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.

Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.

Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.

Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.

Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.

Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.

Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.

We have a total of 6 removal spells mainboard, all in sets of 2.

Fatal Pushand Path to Exile: Best 1 mana removal spells in modern, nuff said.

Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.

Zur the Enchanter makes single copies of enchantment SB cards much more useful, so here I have mainly opted for a list of silver bullets that he can fetch. Obviously there are many other possible enchanments to put in there or you could go with a more traditional sideboard.

Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.

Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.

Everlasting Torment: Stops life gain decks and fog effects.

Ghostly Prison: Takes the edge off a lot of aggro strategies.

Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.

Rest in Peace: Graveyard hate

Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.

Spreading Seas: The most obvious land hate option for a Zur deck

Stony Silence: Artifact hate.

Aura of Silence: Artifact/enchantment hate.

Virulent Plague: Tokens.

Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.

rdean14 on Card creation challenge

3 months ago

In making my Sygg, Tollfolk and Governor-Goddess Ephara Decks, I became very interested in turn-related effects, and that inspire this card, as well as Klothys, God of Destiny, who switches the way usually work, whereas most Gruul cards use green's might to accomplish red's free spirit, She uses Red's fury to express nature's law which green cares about.

Based on (Gerðr)[https://en.wikipedia.org/wiki/Ger%C3%B0r] in Kaldheim.


Khyrteh, Goddess of Polar Winter

Legendary Snow Creature - God

Protection from instants

You may cast Khyrteh, Goddess of Polar Winter

Whenever a player casts a spell at a time they couldn't cast a sorcery, that player loses 5 life.

At the beginning of your endstep, if you cast no spells this turn, search your library for a card, then shuffle your library and put that card on top of it and you gain 5 life.

2/10


This deck would use Eidolon of Rhetoric, Rule of Law, Curse of Exhaustion, Ethersworn Canonist, Oppression, Uba Mask, Tainted AEther, Desolation, Angelic Arbiter, Nullstone Gargoyle, and Painful Quandary effects to force my opponents to make difficult decisions. Bloodchief Ascension, Strionic Resonator, etc. would also give you more advantage from this ability.

Tax effects, like Thorn of Amethyst, Sphere of Resistance, Trinisphere, Lodestone Golem, Trinisphere, Nether Void, Glowrider, Thalia, Guardian of Thraben, Aura of Silence, Spelltithe Enforcer, Chancellor of the Annex and Feroz's Ban

Decree of Pain, Decree of Justice, Astral Drift, Death Pulse, Dirge of Dread, Eternal Dragon, Gempalm Avenger, Gempalm Polluter, Renewed Faith, Stir the Sands, Sunfire Balm and Abandoned Sarcophagus & Archfiend of Ifnir, also Oketra's Attendant, Undead Gladiator, Bloodsoaked Champion, Dread Wanderer, Nether Spirit, Nether Traitor, Reassembling Skeleton, Bloodghast, Angel of Sanctions,Anointer Priest, Sacred Cat, Dark Depths, Thespian's Stage, Shambling Vent, etc. to avoid 'casting' spells.

grand arbiter synergizes well... yeah...

I'm a stax player who got into the deck because of Death and Taxes, especially Mother of Runes, Thalia, Guardian of Thraben (Her printing got me into standard/formal play), Gaddock Teeg, and Iona, Shield of Emeria.

I really just made a card I wish existed...


I'd like to see another Kaldheim God!

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