Icon of Ancestry

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Icon of Ancestry

Artifact

As Icon of Ancestry enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +1/+1.

, : Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

Browse Alters

Icon of Ancestry Discussion

gingerthewritingdog on Atraxa, Horror Tribal

4 days ago

Some changelings might help the deck out, although they do kill some of the flavor. You also might want to add Urza's Incubator , Icon of Ancestry , and Alpha Status .

Murphy77 on Abnormal Vampires (rot. friendly)

5 days ago

I somehow see Gods Willing , Legion's End and Charge as cards that belong in a side-board. Another card that I would want in the side-board is The Elderspell . Knight of the Ebon Legion has a nice effect that is just too slow and too clumsy to be of much use.

If this leaves you 7 cards short, another Icon of Ancestry is a good idea. 3 each of Bladebrand and Aid the Fallen would give you more answers to what your opponent is likely to do. A set of Scoured Barrens will give you some useful life-gain, which could pump up your Bloodthirsty Aerialist quite nicely.

th0r44 on Wolves are friends

1 week ago

I don't know if you are bound and determined to keep Conclave Tribunal , but maybe try Ixalan's Binding if you aren't so worried about the convoke. Cause the cost of the cards are the same and Ixalan's Binding would help prevent other cards of the same name from being cast. I would get rid of 1 Gift of Paradise and add 1 Arlinn's Wolf . Also go down 1 Icon of Ancestry and add 1 more Nightpack Ambusher so you have a complete set for better odds of getting the card and possibly more on the board. I would get rid of the 2 Plummet and save it for your sideboard and that should bring your deck down to 60 cards which is ideal. Everything else looks fine. I'm going to test it alittle on MTG: Arena in Diamond league to see how it fairs against some of those people.

xaarvaxus on Bad News Bears

2 weeks ago

Stoneforge Masterwork is a cheap equipment piece that should give a nice early buff while hopefully scaling well in the late game.

No Chameleon Colossus ? If you're open to using changelings, its one of the better ones.

Icon of Ancestry is anthem and card draw in one.

Mutavault can sneak one more 'bear' into the deck without lowering your land count.

Rekram on Happy swarm noises

2 weeks ago

Shabompistan Icon of Ancestry seems very good! I find Urza's Incubator a good addition but dont know what to swap out. But thanks for the input

Shabompistan on Happy swarm noises

3 weeks ago

How about Icon of Ancestry or Urza's Incubator ? Just general tribal staples.

L3ll3ck on Ratz

3 weeks ago

@ Wizard1134 IMO im not a huge fan of Icon of Ancestry and Hall of Triumph . While I like them, they are always dead draws in the mid/ late game compared to Akroma's Memorial or ohter stuff you use. The moment they hit the field you probably got some nice buffs already. I mean you got fear, lifelink, lifedrain and what else in there + my suggested artifacts offer a lower CMC. If you wanna keep them consider this: keep only one of them in and swap out Door of Destinies . If you drop that on T4 you really need to hurry up and get some rats out. While your Commander doesn't cast them (and so do Strionic Resonator or Illusionist's Bracers ), I think Thrumming Stone will always be better T4 then the Door. As far as I can tell my goblins aren't always big dudes, rather an army of 2/2 or 3/3 and that is always enough, but if I don't get lots of them I'm screwed.

PhotogenicParasympathetic on Chandra's Elemental School

3 weeks ago

A couple things:

First of all Shock gives Chandra's Spitfire +3/+0, not +6/+0 - the Spitfire doesn't care how much noncombat damage is dealt, it only cares how many times noncombat damage is dealt. Shock is a single spell that deals one chunk of damage to a single target, and therefore only triggers the Spitfire once.

Second, I have no doubt that Infuriate will sometimes win you a game. More often than not, however, it will be a dead draw. If you're behind, it doesn't get you back into the game. It is not playable when you don't have a creature out. If you have it in hand and draw a creature, it doesn't give that creature haste. It doesn't deal damage to pump the Spitfires, and it doesn't kill blockers to let your Spitfires through, either of which would be much stronger.

Third, Chandra's Embercat is fine. Icon of Ancestry is fine. But you're looking at this from a "what's the best case scenario" perspective, instead of a "what's a likely scenario" or "what's the worst case scenario" perspective. Sure, draw the Cat on turn two, play it, have it survive the next three turns while making your land drops every time and not dying, and it'll ramp out your Chandra, Awakened Inferno . What's far more likely is that you'll play it on turn two, and it'll get zapped by removal, sweepers, or be killed in combat. The best case is that it gets you Chandra one turn earlier - the worst case is that it does nothing for you. Meanwhile, beefing up your removal suit with some Lava Coil s or Chandra's Triumph s etc would be more effective at making sure you survive the extra turn necessary to play the Chandra on curve.

Icon's in a similar boat - the most likely scenario is that you take a turn off from casting more creatures or removing your opponent's threats to deploy an artifact that gives whatever creatures you already have (again, assuming they've all lived) and small boost. The worst case is that you draw it when the control player's just killed all your creatures, and you get to spend a turn playing it, a turn activating it, and a turn deploying the creature you find, while the control player gets two-three turns of no pressure to close out the game.

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