Enter the God-Eternals

Enter the God-Eternals

Sorcery

Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player puts the top four cards of their library into their graveyard. Amass 4. (Put four +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)

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Trade

Have (2) CompleteWaste , metalmagic
Want (1) Instinctive

Printings View all

Set Rarity
War of the Spark (WAR) Rare

Combos Browse all

Tokens

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Historic Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Arena Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Enter the God-Eternals Discussion

DeinoStinkus on Strange Tales #1 - War …

2 weeks ago

Strange Tales #1

Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.

Today, we will be looking at the wonderful world of War of the Spark. Is it underrated? Yes. Is it brilliantly designed? Yes. Were there issues regarding communication between the story and card design? Unfortunately, the answer is also yes. War of the Spark was a letdown in some respects, but many overlook the fact that it not only contributed massively to Standard archetypes but it also introduced many unique and underestimated cards.

To take a look at War of the Spark, we must first examine the mechanic known as amass. Amass, found on cards like Dreadhorde Invasion and my favorite, Eternal Skylord, is a mechanic that allows you to emulate the creation of an army. Flavorfully potent and a decent mechanic, although unfortunately it probably won’t be reprinted as it was a very specific ability that fitted War of the Spark very well, but not much else. The most likely plane for amass to return to is Innistrad, but even that seems very improbable. Amass as a mechanic is fairly powerful, especially when compared to mechanics like trample or first strike. It generates a creature or makes it stronger. Its interaction with cards like Doubling Season or The Ozolith is interesting and makes for a neat and fun way to play. Unfortunately, amass did not have any cards that are sufficiently powerful enough for competitive play, except Dreadhorde Invasion in niche decks. Lazotep Plating is decently powerful, but Heroic Intervention beats it in every way, unfortunately. Amass as a mechanic needed better support in my opinion, and cards that helped amass synergies rather than simply having amass would have helped. The Grixis-colored cycle of “Zombie Armies have {insert keyword}” was a good try, but only Eternal Skylord really stands out. Deathtouch is counterintuitive for a massive army to have, trample is kind of decent, but only flying is a powerful enough evasion ability to be worth the mana investment of the creature. Amass isn’t very powerful when combined with blink effects, mostly due to the highest amass X being printed on a creature being 2. Overall, despite amass’s potent effect, it did not make it very far due to a general lack of support. Widespread Brutality was too underpowered, Enter the God-Eternals had it as a side thought, and even Invade the City was simply a big creature. Amass, while an amazing and well-built mechanic, did have shortcomings in the long run.

The return of proliferate, however, was much better in this set. The strangest thing about this is that despite proliferate being a very-well supported mechanic there is not a single rare in War of the Spark that has the word proliferate on it. Roalesk, Apex Hybrid is the only mythic with the ability. While this is strange, there are many synergies that exist within the rare slot to be supported by proliferate, a few examples being Krenko, Tin Street Kingpin and Awakening of Vitu-Ghazi. Proliferate even adds its own power to amass, despite a small discontinuity between their colors (proliferate was in GWU in this set while amass was in UBR) and this synergy is part of the reason why War of the Spark Limited is painfully easy to draft.

Let’s talk power level.

Teferi, Time Raveler, Finale of Devastation, and Liliana, Dreadhorde General stand out as the three most powerful cards from the set. Teferi defined Standard for a long time, giving control decks a (rather annoying) tempo play that allowed them to execute their game strategy without delay. Devastation actually did not hit Standard very hard. Its power level (and by association its price) have been mainly due to Commander players. In Commander, this Finale is better than Green Sun's Zenith in every way except mana cost. It searches graveyards, it doesn’t have the color limitations, and let’s be honest, the “final” cost of the spell essentially says “I win the game”. Dreadhorde General is an incredible enabler for Aristocrats. Her passive is generous, her +1 is fodder for her -4 which is bonkers and breaks parity very easily, and her -9 is a pretty decent ultimate, but not super beneficial for her passive. These three cards have each stayed at around $20 recently. They are the face of War.

However, we must not forget that War of the Spark introduced quite a few cards that people still use today, even if they are not equipped with $20 price tags. They include Nicol Bolas, Dragon-God, an amazing flavor win and a really neat planeswalker, Arboreal Grazer, a cute ramp card that sees play in a lot of Commander and Standard decks, and Kiora, Behemoth Beckoner, a neat Elemental Bond/Kiora's Follower crossover that makes Simic stompy players feel jiggy.

Overall, War of the Spark was a set that was really good. People often take it for granted, and look to sets such as Double Masters or Throne of Eldraine as the best sets of recent times. But War of the Spark not only managed to end an era of Magic: the Gathering lore, it also created some really neat cards in the process, and brought many amazing characters together in a unique way. It’s hard to pull off something like that.

Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO Omniscience_is_life, a cool and funny deckbuilder whom I have had a lot of fun times with on the site. See you next time where we will talk about a subject that often generates some controversy in the MTG community: custom cards! See you then!

Phostration on Zombie/Amass

1 month ago

Enter the God-Eternals is a great card! Amass 4, gain 4 life, deal 4 damage, and mill enemy for 4! Since you have a lot of other creatures besides amass Widespread Brutality Probably isn't as good. These are from my A Massive Army deck, which is a little more focused on Amassing, but probably a lot more janky than your deck haha.

RiotRunner789 on

1 month ago

Tezzeret, Agent of Bolas might be alright due to you running 14 artifacts. He just helps to get your ramp pieces and has the bonus of gaining you life late-gate which would help since I didn't see any cards that gained life other than Enter the God-Eternals.

You may also want to look at cards like Animate Dead and Dance of the Dead since I didn't notice any cards you were using to steal from your opponent's graveyards.

This deck looks really fun though. Best Bolas deck I've seen flavor-wise.

ShiltonCDXX on Grixis Recycling Centre

3 months ago

@Azielle This one started as RB but once I was made aware of blues ability in terms of amass and couldn't pass it up. I always love trying to find those obscure decks that others dismiss and seeing if they can work.

@Yarok It has definitely evolved since it's original incarnation. Thank you again for your suggestions.

I have recently been trying Commence the Endgame and Enter the God-Eternals. I have found Commence the Endgame very useful in some games, the instant speed and the fact that it cant be countered really do allow you to do just as the card name says.

Enter the God-Eternals isnt amazing all the time but as Chino90 stated it can be a good card if you are behind (not if the opponent has gone wide). If you just need to remove that one attacker to buy a turn, this card does that (given that creature has 4 or less toughness), gains you some life, mills anything your opponent may have setup, and gives you a 4/4 body that will probably get bigger immediately.

I have started to consider Yorion, Sky Nomad to allow more control into the deck in the way of counter spells and removal.

Thanks again to everyone for the help on this one.

ShiltonCDXX on Grixis Recycling Centre

3 months ago

@Chino90 Hi and tha is for checking out the deck. While I always appreciate feedback I do appreciate people reading through the description first to see why certain cards may or may not be in the deck.

Dreadhorde Invasion started in this deck as I thought it was a must at first too. I came to realize through testing though that with all the direct damage being sent to the face these days, what with all the cat-ovens running around these days, that the early game life loss was too much if you couldn't build a 6 power zombie.

This is where Shadowspear comes in, it is a cheap artifact to play, cheap to equip, provides lifelink and better yet trample. I had been looking for way to give the amassed army trample to avoid being chump blocked all day and the spear does both jobs without needing to worry about the 6 power restriction.

Enter the God-Eternals though I am going to add a couple and see how it works as I was already curious myself.

The land you suggested is ot standard legal. Please check the format of the deck :D

Thanks again for the feedback though.

Chino90 on Grixis Recycling Centre

3 months ago

In my experience, Enter the God-Eternals is a great comeback card, with plenty of value. I would add 2 over the eternal skylord (your tokens already have evasion through the menace given by the gleaming overseer and angrath). Also, a playset of Dreadhorde Invasion is a must. The lifelink at the end is game defining. Maybe remove the crush dissents and the flings to make space for them.

Epicurus on If I come back as a Zombie I'm eating you first!

4 months ago

I agree with the above comment from oeliberti, and would add Forbidden Alchemy, Mission Briefing, Strategic Planning, Taigam's Scheming. Also, though, Enter the God-Eternals.

And finally, Ghoulcaller Gisa may not be a zombie, but she's a zombie factory like none other.

Ok, Cherries Jubilee, and that's it.

pistolpeteiii on Dimir Controlled Mill

7 months ago

Only thing I would change is add the 4th copy of Vantress Gargoyle and cut the 4th copy of Enter the God-Eternals on arena, but that's just because Mono-Red may be too quick for the 5 CMC removal even if it gains you life.

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