Kamahl's Druidic Vow

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Kamahl's Druidic Vow

Legendary Sorcery

(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)

Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with converted mana cost X or less from among them onto the battlefield. Put the rest into your graveyard.

Price & Acquistion Set Price Alerts

DOM

Ebay

Recent Decks

Kamahl's Druidic Vow Discussion

griffstick on The Gods need your help!!!!

2 days ago

Well considering that the most popular type of deck built around Child of Alara is a gods tribal, edhrec.com would be the best place to go for good card suggestions. I'd start there for you base. But, I'll give some suggestions without looking on edhrec.com... so first things first, devotion. You'll need lots of devotion in the deck to turn on the gods. You'll be running all the gods, that's the problem. You be almost doing absolutely nothing to affect the game until you get to the late game. So board wipes, board wipes, and more board wipes lol. This is the second best thing you can do. But if you depend on your CMDR to do the board wipes with sac outlets, then you will have mostly pernmenets in your deck. This is where 3 cards become really good in this deck.

  1. Genesis Wave

  2. Primal Surge

  3. Kamahl's Druidic Vow

These 3 cards really shine in a deck that doesn't have many instant and sorcery spells

BlueElectivire on Saskia, the legendary raid leader

1 week ago

Kamahl's Druidic Vow basically dumps every permenant you reveal after like turn 10 or so.

Jedne2 on Omnath

1 week ago

I'd suggest removing these cards:

Brambleweft Behemoth - It's a 6/6 for 6 with trample, yes it's an elemental but there are far better ones, especially for 6 mana.

Drove of Elves for 4 mana, you'd want something stronger than this, it's not an elemental, and the only real upside is that it has hexproof.

Nissa's Encouragement It's not really worth to have, considering that the cards it gets you aren't that great.

Nissa, Genesis Mage there are better nissa walkers out there

I'd suggest these cards:

Ashling the Pilgrim you can build up a boardwipe, and with omnath triggers, you could easily kill everyone.

Briarhorn gives you either a 3/3 blocker with +3/+3 on target creature for a combat trick, or you can evoke it, get the +3/+3 anyways and then you get to deal damage with Omnath.

Brighthearth Banneret makes your ele's cheaper

Fertilid 2 land for 3 + 4 mana instant speed fetch too.

Flamekin Harbinger topdeck Eletutor for 1 mana. Really recommend this card, plus elemental decks are the only decks which can really run this.

Greenwarden of Murasa It's effectively a big, double eternal witness.

Incandescent Soulstroke lets you cheat out an elemental which then gets sacrificed later.

Multani, Yavimaya's Avatar gives you ways to return lands to your hand for more landfall triggers.

Skullmulcher gives some card draw.

Soul of the Harvest I know it doesn't work with all the tokens you make, buuuut it does give draw.

Undergrowth Champion gives you a nigh indestructible blocker so you can go wild with your attacks.

Walker of the Grove gives you a 4/4 ele when it leaves the battlefield.

Akoum Stonewaker gives you a 3 mana Spark Elemental on landfall.

Budoka Gardener gives you extra land draws/elemental generation

Rakka Mar makes Spark Elemental tokens

Chandra, Flamecaller gives you two Spark Elemental per +1 plus gives you a wheel effect with 0 ability.

Flamekin Village gives a creature trample, and is an ele land

Primal Beyond is also an elemental land.

Raging Ravine is also an elemental land

Nissa, Vastwood Seer  Flip fetches a land, plus the walker is nice for landfall.

Skarrg Guildmage makes a land 4/4 for 3 mana

Waker of the Wilds does the same thing.

Cinder Glade, Sheltered Thicket, Stomping Ground are all mountain forests and can be fetched.

Vivien Reid gives some nice card draw.

Animist's Awakening with the amount of ramp you have, you could easily have a massive awakening.

Chord of Calling is a pretty good tutor in green.

Khalni Heart Expedition Gives you moooooore ramp, but more importantly, double landfall triggers at instant speed.

Crop Rotation is an instant speed landfall.

Harrow more instant speed landfall.

Perilous Forays Sacrifice your free landfall elementals for 1 misc, get a tapped basic, and another elemental.

Sakura-Tribe Elder for more instant speed landfall.

Scapeshift gives so many landfall triggers its a fantastic card in this deck. Extra props if it's paired with The Mending of Dominaria

Tireless Tracker gives you 2 mana card draw for landfall.

Maybeboard:

Embodiment of Fury + Embodiment of Insight if you want to go down an awaken line, this card may be interesting.

You could also go down the land destruction line with Faultgrinder Ember Swallower

Forgotten Ancient can be a real all star when buffing up your board.

Grave Sifter could be a nice include to let you replay elementals, but considering that people are bringing tribal decks, maybe not.

Elemental Mastery makes 1/1 tokens, but to get the real bang for its buck, you'll need to sacrifice the tokens to Ashnod's Altar

If you went down the burn route, Hostility would be a fun card.

Rite of the Raging Storm is a pretty fun card in multiplayer.

Sylvan Awakening is okay, and pretty funny to kill someone with 2/2 lands.

Eternity Vessel Can make you live forever

Indomitable Creativity you can destroy your own elementals to get other creatures.

Kamahl's Druidic Vow upside is that you can get heaps of lands, downside is that you don't have /that/ many legendary permanents.

Constant Mists will protect you from damage all the damn time.

If you wanna be super mean, Tectonic Break to destroy everyone's lands, except that you'd have way more lands out than anyone else. Boom // Bust Destructive Force Devastating Dreams From the Ashes Thoughts of Ruin Tremble Wildfire

Joe9 on Selesnya Enchants !

1 week ago

Champion of the Flame and Valduk, Keeper of the Flame are mildly worse versions of Kor Spiritdancer and Kemba, Kha Regent. Modern has so many fun toys like that.

Since black is so strong in the competitive meta right now and green has decent ramp, Vine Mare sounds like a decent addition. My best friend has a deck with Psychic Corrosion, Patient Rebuilding, Tatyova, Benthic Druid, and Kamahl's Druidic Vow. It's a tough deck to beat. The milling alternate win condition hurts. Your deck doesn't currently have enough legendary permanents to make the Vow worth it, but the other pieces are certainly effective. (My friend's deck also has black and plays Muldrotha, the Gravetide to effectively overcome the Vow's weakness by making all permanents playable. It's effective when he has the mana.)

Snivy__ on Wings of History ~ UW Angels / Historic

3 weeks ago

Ok first of all, I love Raff Capashen, Ship's Mage decks. There are some changes you could consider to make the deck better.

Take out Resplendent Angel. In a deck like this , the only way you can trigger it is with your copies of Lyra and you don’t run a full playset which you shouldn’t anyway because it is legendary. Second of all, you can’t flash it in with Raff, so it can’t perform tricks that you can do with other creatures.

Censor in the meta today is strictly outclassed by Syncopate unless you’re cycling it but Syncopate isn’t worth putting in either. Consider some Settle the Wreckages to really screw over Aggro decks.

My last suggestion is to splash Green in the deck for a couple of reasons. Since you are running Shalai, you should be able to activate it’s ability. Also, I think Adventurous Impulse or Kamahl's Druidic Vow would work in this deck in green.

Have fun flashing!

Stazeeee on G/W historic 3.0

1 month ago

I've been trying to come up with a similar deck that can make use of Kamahl's Druidic Vow, Urza's Ruinous Blast,Mox Amber, and/or Growing Rites of Itlimoc  Flip. I wonder if any could make it into your list but so far my attempts have been a bit "clunky" and I haven't found that right mix of cards that generates enough consistency for me to be satisfied. I still think there is a lot of potential in the combination of those cards with legendaries/planeswalkers. Anyways you could consider Urza's Ruinous Blast in the sideboard at least, to help agaisnt decks that try to race you.

darksilver on My Graveyard is also My Library?

1 month ago

(I don't really know how competitive you are trying to make this deck. Right now, it looks like you are running a lot of coll, spicy, fun cards! If your intent is to try out splashy mythics and game warping bombs, you should totally do it! I personally love playing a planeswalker tribal deck with Muldrotha, using Inexorable Tide to ult them quickly. However, for the sake of this comment, I'm going to be looking from the perspective of trying to make a more streamlined, synergistic deck.) Welp I'm a little late, but here are my thoughts on Muldrotha:

The Mending of Dominaria is kinda a non-bo with the rest of your deck. Its recursion isn't that strong, as Muldrotha can get back creatures and play lands, and then it shuffles away your bin. If this is meant to be a safety in in case you run out of cards (I notice there is no Laboratory Maniac, IDK if that's on purpose, so I'll assume you plan to win in a fair way.), then Elixir of Immortality should be enough. (Usually, people won't be trying to exile this.)

I notice you are running both Vedalken Orrery and Leyline of Anticipation. While individually powerful, they are also kinda non-bos with Muldrotha, as she will still only allow you to play from the bin on your turn. Generally, you'd rather maximize your recursion value each turn than hold up an instant speed creature. (Planning around having Seedborn Muse is too much work for not a huge reward, as you still can't play from the bin.)

There are several big dudes in this list, namely Vorosh, the Hunter, Void Winnower, Archfiend of Despair, and Multani, Yavimaya's Avatar. While they are all pretty good at ending games, none of them have much synergy with graveyard decks (Multani's is a little loose, as "BIG DOOD" doesn't usually kill people very well when you look at the other, more potent threats in this format.). My personal favorite of these is Void Winnower, as it nulls 1/2 of your opponents' spells, and win very quickly. While these are certainly not bad cards, big fatties aren't as good when against three players worth of removal.

Hoo boy, is Kamahl's Druidic Vow a card I never thought I'd see in a deck. Currently, you have around 16 legendary permanents, with an average CMC of roughly 5. That means to get even an okay druidic vow, you have to spend at least 7 mana. 7 mana to get ~1 legendary permanent, ~2 lands, and then to bin ~2 other cards really just isn't that great, especially compared to Genesis Wave.

The last two cards that I think might be a little sketchy are Jace Beleren and Damia, Sage of Stone. Both are fun cards, and very good, but again, don't seem to help your deck too much. I assume your reasoning for Jace was that you would mill yourself with him, but he has to survive for FOUR turn cycles before you can ult him, simply milling for twenty. Jace, Memory Adept does pretty much everything Jace Beleren does, but faster. In that four turn cycle, he could have milled almost half your deck, or drawn just you four cards and milled you for four, etc. Damia is a lot closer to being really good for this deck. She allows you to refill if your bin gets wiped a la Rest in Peace or something similar, and can solidify your winning position. However, I ultimately think that Jin-Gitaxias, Core Augur does all that but better. By the stage in the game that they're relevant, mana cost shouldn't really matter too much.

Now to cards worth considering: 1. Perpetual Timepiece. 100000%. This card is repeatable mill and protection for 2 mana. It's pretty much an invaluable asset to Muldrotha decks. 2. Caustic Caterpillar. I see that you took this card out from theoriginal list, and if that was do to yuor meta/playgroup not having a heavy reliance on artifacts/enchantments, then ignore this. But most commander decks do care about them, and the overlap between it and Seal of Primordium is totally okay. 3. Pernicious Deed. This card can, admittedly, be a little awkward sometimes, as you often want to keep your support permanents around, but a repeatable board wipe like this is still very strong. 4. Sakura-Tribe Elder. This card is stupid in Muldrotha. I've had all the basics out of my deck before some of my opponents could even play their commanders. I don't think there's any reason not to run it. 5. Kiora, the Crashing Wave. She ramps, draws cards, is effectively removal, and her ult can win the game. Nuff said. (really though, she's very good, and great for early game when Muldrotha deck struggle to get off the ground with their 6-CMC general) 6. Ramunap Excavator or Crucible of Worlds. Now this is a bit of a controversial one. I'm still not entirely sure that they are worth it, but have found good results with the excavator. Basically, regardless of how many lands you can play for turn, Muldrotha will only let you play ONE from the bin (NOTE: Muldrotha won't let you play an extra land each turn (one from hand, one from bin)). So Ramunap Excavator +Azusa, Lost but Seeking will let you play three from the bin each turn, and pretty soon you have 20-someting lands on the field. Again, just something to consider, they are definitely still undergoing testing.

MEAN STUFF: Discalimer: These cards are often, to some degree, good at making the game less fun for everyone else, and sometimes you too. If you have a specific playgroup, I recommend asking how people feel about these cards first, so as to avoid uncomfortable situations of salt and dejectedness. All right, you've been warned, now, in no particular order, the mean stuff: 1. Glacial Chasm. This card with Muldrotha makes you nigh-invincible, at least to damage. (Loss of life/ "win the game" cards will still get you). Often, this card isn't perceived to badly, as most decks run some way of dealing with lands, but to a more casual player with a heavily creature-based deck, this might be upright cruel. 2. Possessed Portal. This may look like an awful card, but trust me, this is pretty good at locking people out of the game, especially with Jace's Archivist. Just make sure you have a way to survive under it! 3. Bottomless Pit. For you, pitching cards doesn't really matter (early on it might a little, but usually far less than it does for other decks.) This is good at shutting down just about any deck trying to do fancy things. 4. Oppression. This card is very well named. Often filling a similar role to bottomless pit, Oppression eats away at players, effectively halving the number of cards they can play. Except for you, of course. 5. Stasis+Claws of Gix. Claws is arguably worth including without stasis, as a sac outlet that can sac anything, but with Stasis, slaws will just lock every opponent out of the game. this is a reliable two-card combo, that requires only 3 mana, and Muldrotha to be out. However, Stasis is pretty much unplayable without Claws of Gix, so when you do play it, you basically just win, meaning that you often don't really get to "play" with stasis. 6. Smokestack. The namesake of the "Stax" archetype, Smokestack can very quickly turn a fun game of magical cards into a vicious game of french revolution, with you as the monarch. Smokestack does, I feel, get a little too much hate, as it takes several turns to really do anything. But it can quickly turn the game in your favor when you just play back everything you just sacrificed.

And that's it! I love Muldrotha decks, and how many ways there are to build them. There's not really any way to make them wrong, so keep trying new things out! I apologize for this little wall of text, but hopefully some of it is useful.

JBRedPhoenix on Jodah, Archmage Eternal

1 month ago

Fistly I'd switch Phenax for a path or swords (probably swords first) Cut Jhoira's Familar for another mana rock. YOU NEED THESE!!

Removal and mana fixing is gonna be the MOST critical thing here, making sure you're on color to cast most of your spells without your commander is gonna be very beneficial. you cant just rely on your commander to be the ultimate haymaker. Either protect it or find ways to play around it.

Protection: Lightning Greaves Swiftfoot Boots

Assuming that you add these two, I'd actually keep most of the creatures on that list.

my cuts: Gahiji, Honored One: Not that impactful, and the +2/0 is kinda meh compared some thing like Heroes Podium... Would swap this creature for Heroes' Podium

Omniscience even with Jodah out this is just 5cmc counterspell bait. yes its valuable once you get it but if you draw this on your opening hand... its god awful till turn 5 if you're lucky. other than that is just 10 mana "win the game even more". awful when behind. Would switch this for something like Maelstrom Wanderer

Opal Palace another "Win more" card, makes your commander bigger, which is pretty irrelivant. Would use something like Kor Haven or Shizo, Death's Storehouse or even Yavimaya Hollow

at the time of post I'm sick so most of my includes right now are only the tip of the iceburg.

Growing Rites of Itlimoc  Flip Digs through your deck, then ramps you later. SUPER strong and very hard to get rid of. Amazing if you cant jodah in creatures.

Legacy Weapon Gets rid of problematic permanents, even at 12 mana (Cast and use) i'd recommend this... also the ability is INSTANT SPEED!!! :D

Sunbird's Invocation hello 3rd way to basically cascade through your deck. VALUE ENGINE.

Yomiji, Who Bars the Way Grave recursion if you protect this guy. Better than Athreos in the grave recusion part, but worst if you're forcing players to either pay 3 or return to hand. its nice to have both.

Urza's Ruinous Blast Better than WoG, Damnation. bad against Captain Sisay decks.

Zacama, Primal Calamity Just like legacy weapon, deals with problematic permanents.

Raff Capashen, Ship's Mage We talked about this guy being really good. surprised hes not here.

Decree of Pain board wipe + card draw??? YES PLEASE.

Time of Need Would run in Captain Sisay, so if its worth it there, its worth it here.

Kamahl's Druidic Vow another Genesis Wave. Best when you have TOO much mana. not bad if you're flooding either. Great card.

Austere Command Just does everything. but makes food or coffee... Im sad.

Merciless Eviction Amazing board wipe when behind, amazing ANTI PLANESWALKERS card.

The Immortal Sun Value for 6 mana... This thing is STUPID.

Paradox Engine ONLY WITH A LOT OF MANA ROCKS, DO NOT INCLUDE UNLESS YOU HAVE A LOT OF MANA ROCKS

Load more