|Commander / EDH||Legal|
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|Time Spiral "Timeshifted" (TSB)||Rare|
|Ice Age (ICE)||Rare|
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Play with your hand revealed.
If you would draw a card, reveal the top card of your library instead. If it's a creature card, put it into your graveyard. Otherwise, draw a card.
Whenever a creature is put into your graveyard from play, return it to your hand.
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Enduring Renewal Discussion
2 months ago
So I have been throwing around this idea for a Karador, Ghost Chieftain deck. It is going to be mostly G/W with a splash of black and it is going to focus on the idea of an "afterlife". Essentially creatures that leave something behind when they die or leave the battle field or they sacrifice themselves to get something. With Karador I will get maximum value from them. I am shying away from black zombies and undead. Since that is only one for of life after death. I love building fun themed decks that are also pretty decent.
Right now I am looking for cards to flush out the deck. I would love suggestions on cards or mechanics that I should take a look at. So far a have a few good ones: Reincarnation , Afterlife, Thragtusk, Yavimaya Elder, Symbiotic Wurm and the rest of the symbiotic series Penumbra Spider and the other Penumbra cards Honored Hydra , Sakura-Tribe Elder, Life's Legacy
I am leaning towards focusing on the enchanment Enduring Renewal and I trying to find cards that work with that as well.
3 months ago
4 months ago
4 months ago
Enduring Renewal is my most favourite (and often played) Rare card since Ice Age.
If WB though, Ballista + Hangarback Walker with say Bontu's Monument and Blood Artist can be a thing too. But I see that you like springleaf drum so that your build is coherent (0 and 1 CMC give fast mana indeed)
5 months ago
At least 1?
6 months ago
Couldn't you deal infinite damage with Enduring Renewal as long as Anafenza, Kin-Tree Spirit is on the battlefield and you cast Walking Ballista for zero mana and continuously sacrifice it? With some ramp that could be a turn three win if I'm not mistaken.
6 months ago
Thanks for the feedback.
The list is pretty tight at 20x lands so I don't think that running multiple colorless lands is a good idea.Academy Ruins is the best option so I run it as a 1x-off.
In an earlier build I used Pentad Prism (a faster ramp than Talisman) but then I realized that being faster wasn't good enough as I couldn't realiably find my combo so I went with Anticipate instead.
Mind Stone is a bit slow and doesn't color-fix (I really need to hit by turn 4).
Artificer's Intuition is worse than Trinket Mage in this deck because it needs an artifact to discard and I only have the 8x combo pieces as artifacts, it's the same reason why I don't play Glint-Nest Crane.
Trinket Mage also blocks.
While Idyllic Tutor is a bit slow it is my best option to find Enduring Renewal so I don't think that splashing green just for Commune with the Gods probably isn't worth it (less consistent and more painful mana).
Bant Charm while flexible isn't good enough imho, Detention Sphere is better as both creature-removal and getting rid of opposing hosers like Rest in Peace/Leyline of the Void/Gaddock Teeg/Eidolon of Rhetoric.
The Thopter-Sword combo is soft to Stony Silence which this combo circumvents (one of the main things I like about this).And it
6 months ago
Nice job. I'd recommend Buried Ruin. Being non-legendary means you can run more in the deck, and despite it sacrificing itself it puts the artifact directly into your hand, so you don't need to wait a turn to draw into it.
Furthermore I feel there's an interesting selection of cards you've yet consider. Talisman of Progress allows you to cast Enduring Renewal a turn earlier if you cast the mana rock on turn 2. My second recommendation for mana rock would be Mind Stone for draw. Artificer's Intuition is a wonderfully reusable card you can use, and if you are running the mana rocks I suggested you can always cash those in for whatever combo piece you need.
If you feel searching for an Enduring Renewal is a bit difficult I recommend splashing green for Commune with the Gods which grabs the enchantment or artifact creature for one less mana. I'd also recommend 2 Walking Ballista and 2 Golem's Heart as back-ups to Hangarback Walker and Altar of the Brood. (Infinite life usually means game-over for a lot of decks.)
Also if your deck has problems against stalling agro I'd recommend running cards like Glint-Nest Crane, Wall of Omens and running the Sword of the Meek + Thopter Foundry combo which adds for nice protection as well as alternate win-condition. Also splashing green for Commune with the Gods does give you access to Bant Charm which is a very flexible removal spell. (You could help splash in green with Talisman of Unity, which is nice since playing either talisman can still leave you with access to white on turn two incase you need to cast Path to exile or Condemn which is also another helpful stall card in case you need more low-cost removal.)