Elemental Mastery

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Tokens

Elemental Mastery

Enchantment — Aura

Enchant creature

Enchanted creature has "Tap: Put X 1/1 red Elemental creature tokens with haste into play, where X is this creature's power. Remove them from the game at end of turn."

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Elemental Mastery Discussion

RedUndead40 on Feed Me!

1 day ago

Sylvan Offering is one of your best token options.

Chandra's Ignition to win.

Elemental Mastery is not only a good wincon but if you can find a way to activate it on thromok, fling him, then recast him, he will get HUGE. I once had Thromok enter with over 10 million counters because of some shenanigans with this card.

MrJohny on I'll have an Izzet Tempo, With a Shot of Combo

1 day ago

Boza and xyr0s thank you both for your advice, and i agree that at the moment there are two opposing strategies, and i should pick one. I tend to lean towards tempo/control so i should replace the prowess with more utility and possibly a different creature, maybe Baral, Chief of Compliance

Also i should probably more clear on my card choices and general strategy, my main goal is to not win with the combo but to always have in looming over my opponents head, just like twin. Also we can use Intruder Alarm as part of the control strategy to delay the game so to me the only useless card in the deck is Elemental Mastery. I want to basically out value the opponent and control the flow of the game.

As far as Enigma Drake though, i actually like him is this deck as a two of, he serves as a late game win con in case my opponent shuts down my combo

xyr0s on I'll have an Izzet Tempo, With a Shot of Combo

1 day ago

Respectfully, you are not really right, Boza. The combos do interact - all the prowessers trigger of both Intruder Alarm and Elemental Mastery. And even without Intruder Alarm, you could perhaps sometimes win a game out of a couple of 0-cost spells, and Elemental Mastery on a creature with prowess. Example: Prowess creature in play along with 4 mana, Distortion Strike hitting from rebound, Mutagenic Growth for 2 life, Elemental Mastery on creature, which now has power 7, tap for 7 tokens, go to attack step. Weak to counterspells and removal, as anything involving a non-hexproof creature and an aura is. It's almost like the splinter twin decks, before the ban; strong with the combo, strong without it.

Coward_Token on Gahiji: Forever War

2 weeks ago

Alright, this will probably be my last batch until new (non-Un)cards get spoiled. Since the deck seems to be in a state of what I recently learned is called Pareto optimality (https://www.smbc-comics.com/comic/pareto-romantic), in the sense that most cards fill an important role that makes it difficult to exchange them for something too different without breaking the deck, and the alternatives within the same niches tend to either miss some important feature or are too (meta-)conditional... which brings me to the cards:

Spinerock Knoll/Windbrisk Heights/Mosswort Bridge: compromises your ramp a bit for some conditional card advantage. The conditions for casting the card should pop up fairly frequently in this deck. Also has some minor synergy with Oracle of Mul Daya by letting you pseudo-scry away an inappropriate topdeck card

Nature's Will: Like giving each of your creatures a Sword of Feast and Famine, kind of. Also hates on the local counterspell/Leyline of Anticipation user. I like it because it ties together the deck's land subtheme & beatdown

(Fangren Firstborn): Curse of Predation for only your creatures that's also opponent-agnostic

(Burning Wish/Living Wish/Glittering Wish): In case the other tutors just weren't good enough and you don't mind being beaten up by your friends afterwards

Misc/weird token generators

Stormfront Riders: Potentially repeatably recast ETB dorks, letting you get a bit more mileage out them, while getting some extra tokens. As a bonus, if you let the creature itself stay on the battlefield it'll complement Teferi's Protection by providing another source of resiliency vs Cyclonic Rift

Ezuri's Predation: Another mass removal option that also happens to synergize with token gifting, but a bit unreliable because it can't kill fatties without the Beasts being boosted by other cards

(Genesis Chamber): Low cmc and ties into the group slug theme, but the deck can't abuse it too hard in its current state

(Beacon of Creation): Green Sun's distant and less successful relative

(Snake Pit): Obviously heavily meta-dependent but could be very nice in the right group

Potential Queen Ant replacements

(Night Soil): Low cmc, low activation cost and graveyard hate to boot, but meta-dependent.

Twilight Drover: More (flying) tokens per mana than the Queen. Synergizes with the token gifting and also Skullclamp. It should get counters pretty reliably throughout people's turns, but otherwise Curse of Predation and, to a greater extent, Orzhov Advokist makes it a bit more reliable. (Also tutorable with the Recruiters.)

Ulasht, the Hate Seed: More immediate alternative to Twilight Drover. A decent chunk of the deck will give it initial counters via color (although only Dragon Broodmother generates multiple gruul tokens for double counters) and it can use the same two cards as the Drover to refill its ammo. The damage ability provides some backup point removal which is hard to have too much of, and as a very cute bonus it synergizes with Hornet Nest by letting you ping it at the end of each turn for an extra value token, assuming the Nest isn't already damaged. (Even cuter is the fact that toughness-boosting cards like Mirari's Wake & Mirror Entity will increase the maximum amount of value tokens you can get per turn.) (Also tutorable with the Recruiters.)

(Sigarda, Heron's Grace): Again, meta-dependent. Aside from yourself and its own tokens, it gives hexproof to eight cards in the current deck. Even with Knight of the Reliquary sacrificing lands, I dunno if you put enough cards in your graveyard that you don't want to recur later to make this worthwhile. (Although it should be noted that the graveyard cards don't have to be creatures.) Body-wise I'd say 1 less power for flying is a good deal

(Also, I know it's a pet card of mine, but Elemental Mastery from my last post also has the bonus of letting Mother of Runes give pseudo-wide resiliency by virtue of the clown car effect.)

Coward_Token on Gahiji: Forever War

3 weeks ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Rivenor on vore.deck

3 months ago

Man I love Thromok, the forgotten hellion. Great choice of commander (Not just saying that for my huge bias for Gruul decks)

Here are my suggestions:

Since Thromok can get really huge but sometimes has issues getting through due to his damn shameful lack of trample I would suggest the following:

  • Rogue's Passage because of course he can fit in there.

  • Fling Always go face. Always.

  • Elemental Mastery can't get past an annoying blocker? Want to split your damage and finish up a few people at a time? Let these little guys help you out! Can also make a nice source of food for the Hellion.

  • Rancor Efficient, flexible and fun.

AlmightyTentacle on Fire From Olympus: Purphoros EDH

3 months ago

Perfect_Phyrexia on Fire From Olympus: Purphoros EDH

3 months ago

You can run multiplayer burn decks with 4 of those and it gets very bad very fast. I'm glad I could help, I think red is often underestimated when it can actually do unspeakable things to people. I would also try sleeving up a Pyroblast, Red Elemental Blast, and some Fork/Increasing Vengeance variants to compete with instant speed control and have a powerful tool in your sideboard. From the Ashes is most likely a one sided ramping Ruination that can hose multicolor EDH metas. Elemental Mastery can be a very cheesy combo with your commander by the way.

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