Forgotten Ancient


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Conspiracy: Take the Crown Rare
Commander 2015 Rare
Archenemy Rare
Planechase Rare
Scourge Rare

Combos Browse all

Forgotten Ancient

Creature — Elemental

Whenever a player plays a spell, you may put a +1/+1 counter on Forgotten Ancient.

At the beginning of your upkeep, you may move any number of +1/+1 counters from Forgotten Ancient onto other creatures.

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Forgotten Ancient Discussion

The7thBobba on Ballista

7 hours ago

Looking good already, dude :) for possible additions, off the top of my head, there's: Fate Transfer, Primal Vigor, Forgotten Ancient, Winding Constrictor, Doubling Season, Strength of the Tajuru, and Incremental Growth. Have a blast of a day!

Austin_Smith_of_Cards on WE ARE THE GLORIOUS FUTURE

1 week ago

Crafting your decklist with the evolve mechanic in mind is a great take on a Simic EDH deck. However, since Ezuri is very much a build-around-me commander, there are some specific questions you need to ask yourself for each and every card:

Question #1: Does it not also benefit from, but also synergize with, +1/+1 counters?

Technically, the evolve mechanic is counterintuitive to Ezuri's +1/+1 counter-stacking ability, but cards like Experiment One, Gyre Sage, and Simic Manipulator who have counter-related abilities benefit from the extra boost. Other cards that have silly combinations with +1/+1 counters are Sage of Hours (obviously), Fathom Mage, Mycoloth, Champion of Lambholt, Forgotten Ancient, Chasm Skulker, and Crystalline Crawler.

Question #2: If it has power 2 or less, does it have a relevant ability?

Just because it can trigger Ezuri's ability doesn't necessarily mean the card is fit for EDH. If it's an evolve creature, keep it for your deck's theme, especially if it has a powerful ability. Card considerations in this category would be Cold-Eyed Selkie, Hornet Queen, Blighted Agent, Mulldrifter, Vorel of the Hull Clade, Eternal Witness, Coiling Oracle, Trygon Predator, Mystic Snake, Sakura-Tribe Elder, Solemn Simulacrum, Reclamation Sage, and Thrasios, Triton Hero.

Underpowered cards to cut:Beetleform Mage, Bond Beetle, Frilled Oculus, Mist Intruder, Nimbus Swimmer, Palace Familiar, Reverent Hunter, Sandsteppe Scavenger, Scourge of Skola Vale, Sidisi's Faithful, Verdurous Gearhulk, Vinelasher Kudzu, Dromoka's Gift, Hydroform, Lead by Example, Unnatural Aggression, Slip Through Space, Bonds of Mortality, Retreat to Coralhelm, Cranial Archive, and Verdant Haven.

Beetleform and Oculus's abilities aren't relevant enough to keep, Reverent Hunter and Kudzu both suffer from the problem of vanilla big creatures that don't really synergize with Ezuri, Mist Intruder isn't good in traditionally multiplayer EDH, Swimmer and Scavenger are too expensive, Beetle is cute but doesn't do enough, Palace Familiar might be worth keeping if you absolutely need card draw, but it's pretty weak otherwise, and Sidisi's Faithful is too slow and bad in multiplayer. Skola Vale uses +1/+1 counters, but it's not terribly good. I ran Gearhulk in my decklist for a short period of time, but if you aren't running proliferation or ways to make the spreading out of the counters relevant, it's not worth it. Dromoka's Gift is too expensive for its lack of control, Lead by Example is too weak, Hydroform makes a land vulnerable to removal for a turn, Unnatural Aggression is too expensive, Slip and Bonds are alright but there are more powerful options (Aqueous Form and Arcane Lighthouse), Retreat doesn't help your gameplan, Cranial Archive should only be played if there is a mill or graveyard deck in your meta, and Verdant Haven is outclassed by better cards (Utopia Sprawl/Fertile Ground).

Powerful cards to add:Cold-Eyed Selkie, Mycoloth, Champion of Lambholt, Gyre Sage, Oran-Rief, the Vastwood, Hornet Queen, Blighted Agent, Mosswort Bridge, Forgotten Ancient, Mulldrifter, Eternal Witness, Trygon Predator, Prime Speaker Zegana, Mystic Snake, Swiftfoot Boots, Sakura-Tribe Elder, Simic Signet, Krosan Grip, Solemn Simulacrum, Chasm Skulker, Kodama's Reach, and Reclamation Sage.

_Kane_ on Atraxa, the Proliferocious

2 weeks ago

I would also put Master Biomancer, Corpsejack Menace, Managorger Hydra, and Forgotten Ancient back in, replacing, Kambal, Consul of Allocation, Gideon's Avenger, Thalia, Heretic Cathar, and Yasova Dragonclaw <-- not legal in your deck due the hybrid red mana.

BalorOneEye on [primer] Tana and Reyhan. Fungi and Saprolings.

1 month ago

Smothering Abomination for Catacomb Sifter

There was a reason to cut Abomination in an earlier build. But I can't remember what. In the current build he should be really powerful. Honestly I'd rather keep both and cut something else.

Bloodspore Thrinax for Whisperwood Elemental

I was kind of on the fence on the thrinax. since it just feels bad to sac guys into it and just lose the creature afterwards. But the deck has gotten more consistent, and mass adding counters to a large swarm of tokens is very powerful. I could probably use some more strong persist creatures, since I'm only running one. The only other ones in Jund worth considering are Puppeteer Clique and Woodfall Primus

Saproling Symbiosis, Psychotrope Thallid,Shared Animosity

I'm not married to the Thallid idea. It's really cute, but most related cards have already been cut. Psychotrope seemed really good starting out, but the activation cost makes it a lot worse as a reactive card. Since I haven't picked it up yet, and it seemed sold out everywhere, I don't really think I still will. Maybe someday I will just collect all the tribal cards and make a transformative sideboard into a casual friendly deck.

token doublers?

It might seem strange, but so far I've build the deck out of cards I already own from previous decks. I've never been a huge fan of these cards since they seemed 'win-more' to me. But I might have misjudged their power level. Especially the ones that also double the +1 counters. But I just don't own them yet. I've put parallel lives and primal vigor on my wants list. But I think doubling season is a bit iffy for a card that only is really good in 1 deck strategy.

Purphoros, God of the Forge is on the list as well. But I don't really like vicious shadows for its cost.

weakest cards

Necrogenesis - probably want to swap it for ScOoze.Life and Limb - Really fun, cute pet card but should be cut from the 100% trimmed version.Whisperwood Elemental, Catacomb Sifter - See Above.Fyndhorn Elves - yeah probably.


Vandalblast & Calming Verse.

yeah, the deck is struggling a bit there. these seem like decent options.

Thanks for the help, and I hope to see your list one day. Sounds interesting. I will keep tweaking and updating as much as I can, and try to pick up some of the mentioned cards in the near future.

So some changes might be.

  • Necrogenesis = ScOoze.
  • Life and Limb = Purphoros or Primal Vigor
  • WhisperwoodE. = Bloodspore Thrinax
  • Catacomb Sif. = Smothering Abomination
  • Fyndhorn Elv. = Vandalblast

I also think Forgotten Ancient might be cut. Maybe for a damnation or calming verse.

drakereid on Hope You Didn't Want That

1 month ago

I like the build. I strongly recommend Forgotten Ancient. It is a cheap way to pump up Yasova, allowing you to steal stronger stuff.

If you are looking at what to cut, I might focus on some of our counterspells. You are going for a totally different type of control here. And most of the sac outlets you can through in won't be able to be prime counterspell targets until it's too late.

I would also look at the question of "How do I want to win?" You've got a LOT of options in here (pumping your creatures up, countering key spells, swinging with creatures that have a lot of +1/+1s on them). My concern for you though is that it seems too unfocused. I would recommend focusing on 2 or 3 specific wins. If your primary way of winning is pumping the shit out of your own creatures - focus on that. If you want to win by stealing your opponents main creature and swinging with that, go with that. My main wins are either swinging with the opponents big guys and KEEPING them (Conjurer's Closet, Willbreaker, Corrupted Conscience, etc.) or stealing everyone's shit and sacing it, leaving me free to swing away (Insurrection, Mob Rule, etc. with Dracoplasm, Birthing Pod, Ooze Garden, etc.)

It's a strong build, and I think it will be a lot of fun to play. My personal preference is to go in with a plan, like I stated, but if you prefer to play it as it comes, that's cool too. Good build!

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