Eladamri's Call

Eladamri's Call


Search your library for a creature card, reveal that card, put it into your hand, then shuffle your library.

Latest Decks as Commander

Eladamri's Call Discussion

multimedia on ArahBo - Mon chat s'appelle Mitaine

1 hour ago

Hey, nice semi budget version of Arahbo.

King of the Pride + Elemental Bond is an interaction for a lot of repeatable draw with Cats. The +2 of power is applied to Cats when they ETB therefore with King any Cat here who ETB will trigger Bond. Bond triggers when tokens are created and with King a 1/1 Cat token ETB as a 3/2 Cat which triggers Bond to draw.

This interaction is good with equipped Kemba, Kha Regent, Felidar Retreat, Brimaz, King of Oreskos or White Sun's Zenith. Many Cats have 2 power which means with any anthem such as Kaheera, the Orphanguard they get 3 power which triggers Bond. Garruk's Uprising is another option and trample is nice, but Cats consistently having 4 power when they ETB is more difficult then 3 power.

Consider more tutors to get a Cat, an equipment, an enchantment?

Several Cats have double strike including Raksha Golden Cub who can give all Cats the ability, but he's 7 mana. Giving any Cat the ability for a lower mana cost is helpful since Arahbo is a repeatable pump right away.

With double strike a creature who has an effect that happens when it does combat damage to a player can potentially trigger it twice. Can take real advantage of this with Feline Sovereign and Bloodforged Battle-Axe. Other ways to use this are too draw cards with Mask of Memory, Keeper of Fables, Hunter's Insight.

Good luck with your deck.

Cmi1103 on Rhys, the Redeemed

1 week ago

Champion of Lambholt goes great here, making your creatures pretty much unblockable. I would also consider adding Parallel Lives, Primal Vigor, and Anointed Procession to the deck as backups if your doubling season gets removed, because it will be targeted frequently in a more competitive deck. I would also throw in a few tutors such as Enlightened Tutor, Idyllic Tutor, and Eladamri's Call to help find your pieces quicker. I have a Rhys deck I run and personally consider to lean towards the competitive side if you want to check it out for any other ideas. 0-60 in 3.5! (Rhys tokens) I personally love all of the X costing token generator cards to help speed up and fill up the board really quickly.

multimedia on conclave Exile

1 week ago

Hey, good start on a budget, several nice upgrades you've made.

Let me introduce you to Quartzwood Crasher and Garruk's Uprising; two powerful budget cards with Ghired that have excellent interaction. Crasher is good with Ghired because it can create huge Dino tokens to populate and these tokens along with Rhinos have trample. You don't even have to attack with Crasher to make a Dino token; any creatures who have trample who do combat damage to a player counts.

Uprising can do a lot for a three drop, but best of all it's a repeatable draw source whenever you create a Rhino. Any creature or token that's 4 or more power will trigger Uprising to draw. It also gives all creatures you control trample which has busted interaction with Crasher since then any creature you control who does combat damage to a player you create a Dino token.

The main area of improvement in the precon is ramp and lands. You've included several good land upgrades, but only 32 lands is not enough land especially because you want five mana to cast Ghired. My advice is go with 36 lands and include at least 12 ramp sources, more early game ramp sources. Cinder Glade is here twice.

Other budget ramp and lands to consider adding:

I see Eladamri's Call which is an excellent upgrade and this tells me that tutors are fine to play. Other budget tutors to consider adding:

Open the Armory can be a helpful tutor if you add some equipment and aura that can be repeatable protection for Ghired. Lightning Greaves and/or Swiftfoot Boots can give Ghired haste and protect him from opponent's targeted removal. Shield of the Oversoul can protect Ghired with indestructible and give him flying making it safer to attack with him.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

multimedia on Atla Palani, Nest Tender

2 weeks ago

Hey, nice budget version of Atla.

You have three of the best cards with Atla: Mirror Entity, Skullclamp and Goblin Bombardment. Eladamri's Call, Open the Armory and Idyllic Tutor are tutors for one of these cards. Crop Rotation can tutor for High Market or Opal Palace. Palace is actually an important card with Atla because if you cast her with Palace then she gets a +1/+1 counter. Atla having a counter means she doesn't die when you activate Mirror Entity for zero turning all creatures you control into 0/0 Eggs. This is how you can take real advantage of Entity.

Some budget lands to consider adding: Ash Barrens, Battlefield Forge, Canopy Vista

Cards to consider cutting to add the tutors and lands: Rugged Highlands, Birthing Boughs, Dragon Egg, Crucible of Fire, Palladia-Mors, the Ruiner, Explosive Vegetation, Sunscorch Regent

Good luck with your deck.

multimedia on Eldrazi Deck Thing

3 weeks ago

Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.

Some staple cards within the budget for five colors to consider adding:

Some cards that would go well with your version:

31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.

The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.

The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.

You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.

I offer more help for the manabase. Would you like more help? Good luck with your deck.

LucaMassone on Glittering Company

4 weeks ago

Yeah I mean, I guess being aware of it is the best thing one can do, you know? Those ponza-style decks usually have some tells T1 and T2, so that even on game 1 one may sort of know Blood Moon might be coming. But of course it's super dependant on coin toss: on the play, even if they've got ramp (w/ Utopia Sprawl or whatever elf the're playing) you usually get 3 turns to set up your mana; on the draw, you may only have 1 or 2 turns, so it's super sketchy. Of course, adding x4 Noble Hierarch would help immensely, but you'd have to tear the creature package to pieces and it's not worth it.

Leaving the Blood Moon dilemma aside, I've got a few more questions for you if you don't mind:

  1. What is the worst hand you'd keep? How many pieces of a combo do you need to see in your opener? I imagine this deck has so many winning combinations that you're never too far away from a combo, but still.

  2. Do you sideboard at all? Take Vexing Shusher against an opponent with tons of counterspells, for example: have you got better access to the Vexing Shusher when it's in your sideboard through Glittering Wish, of when it's in your main deck through drawing + Chord of Calling? And in this example you don't really want to rely on Fiend Artisan's ability, because by that time you've likely been countered out of existence. To be fair, if you add the Vexing Shusher to the deck you can still get it w/ Glittering Wish, wishing for Eladamri's Call: but you're really susceptible to having this whole sequence countered.

  3. What the hell do you do against a faster combo deck like storm? You can try and shut Past in Flames w/ Wheel of Sun and Moon, but that's not going to be enough is it? So, how do you win that matchup?

PapLaRiviere on Sliver Combo/Control

4 weeks ago

Malsorn,,, I have been planning to pull Dormant Sliver for a long time. I finally did it and replaced it with The Great Henge. The next card I want to get in is probably Descendants' Path. I am also toying with the idea of getting Morophon, the Boundless and Teferi's Protection into the deck. I have found Scroll Rack to have limited value, but that may be because I have not yet learned how to use it to maximum advantage. I am still pondering your thoughts on Eladamri's Call and Mana Leak. Again, thanks for your input!!

Malsorn on Sliver Combo/Control

1 month ago

Hmm... So, here's my thoughts of things that could be pulled. I think Mana Leak is kinda weak in Commander. It's strongest early game, but Commander games tend to drag on longer (At least in my experience). I also think Eladamri's Call could probably be pulled, mostly because Overlord is usually just going to make it redundant, especially if you've got Heartstone or Training Grounds out, and your other tutors have a lot more flexibility. Personally, I'm usually not a huge fan of using a lot of tutors because they can make games kinda repetitive, but it depends a lot on your playgroup there. Dormant Sliver can be kinda risky, you've got three Slivers that allow you to get it off the battlefield via sac or bounce, but if it gets stuck on the battlefield you could end up sorta stumped. I dunno, without having played the deck myself, I'm not sure if I'm fully on board with those pulls, but that's where I'd start.

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