Karmic Guide

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Eternal Masters (EMA) Rare
Vintage Masters (VMA) Rare
Commander 2013 (C13) Rare
Urza's Legacy (ULG) Rare
Promo Set (000) Rare

Combos Browse all

Karmic Guide

Creature — Angel Spirit

Flying, protection from black

Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)

When Karmic Guide enters the battlefield, return target creature card from your graveyard to the battlefield.

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Karmic Guide Discussion

Pieguy396 on Kokusho the lifegain dragon

20 hours ago

Hey there! Cool deck you have here! I'm not fully sure whether you want a Kokusho-focused deck with a lifegain subtheme, or a lifegain-focused deck with a Kokusho subtheme, so I'll give you tips for both:

Kokusho-focused:

You generally want a lot of ways to find your Kokushos, as well as ways to return them from the graveyard, so I'll focus on those two.

If you're focused on more of a lifegain theme, I'd go with some of the following:

I should also say that I'm generally not a fan of cards that do nothing but gain you life. Chaplain's Blessing and Alms of the Vein can be good, sure, but they generally don't actually do anything.

Regardless of which version you're actually looking for, I would also recommend adding in some more removal, probably at least 5 copies total of the following: Doom Blade, Murder, Oust, Condemn, Dismember.

In any case, good luck with your deck!

Mardu_Maniac on Weenies Who Smile At Death

23 hours ago

Steffen8910: Thanks for commenting! Arcbound Overseer is really just a huge body that Alesha, Who Smiles at Death can reanimate. I didn't add it for any synergy with the deck, but just solely for it's 6/6 P/T. The fact that it grows is just a bonus! I guess I could use something like Solemn Simulacrum if it's on the field, but that would just be a chance thing.

RayRamos02 I might consider that, but the problem is it is mostly useless without the combo pieces, and people will remove it once they see that Karmic Guide is in the graveyard. 4 combo pieces for a combo is too much in my opinion!

luther on Meriekes Rise to Power

1 day ago

Thornbite Staff and sac engines like Ashnod's Altar, Phyrexian Altar, or Viscera Seer makes it so you can machine gun their squad. It also goes inf with your Adarkar Valkyrie

If you are looking for creatures that are control, I suggest Fiend Hunter, Angel of Serenity, Faceless Butcher, Leonin Relic-Warder, Mesmeric Fiend, and Tidehollow Sculler. These are all decent control on their own, but pull double duty when paired with a sac outlet (which i feel you should have). Using the stack correctly, you play fiend hunter and target their ulamog with the first part of fh ability. While the ability is on the stack sacrifice fh and the second part of fh ability goes off and since the first part hasnt triggered yet, nothing is returned. Finally your opponent loses their ulamog.

I also think you could use some more recursion, such as Sheoldred, Whispering One, Hell's Caretaker Karmic Guide, and Reveillark. The last two are part of a group of infinite combos that get called either karmic guide and friends or reveillark and friends that you could add in.

Looks like you have a pretty solid deck as is, so I totally understand if you completely ignore my suggestions.

+1

Suns_Champion on multimedia

2 days ago

Hi! Wow!

I want to thank you from the bottom of my heart for the kind words, advice, and upvote! I'm glad you like what I have so far for the description. I always get those up before asking for help on decks because if there's no description it's near impossible to help. Anyway, I wanted to make a Intruder Alarm combo deck and a Zur deck, so putting them together seem perfect! I wanted a really unique deck since my last deck was heavily based on someone else's.

I see your point about streamlining the combos. I've been worrying I was going a little too far in some places(especially with #2) and I agree with your assesment.

Combo #1

Yeah those two creatures, Steward of Solidarity, and Necrotic Ooze(with them in the 'yard) is the main game plan. All others are secondary and may be cut. I know the Steward isn't as good and is near useless alone but I needed some consistency without having to cash out for Demonic Tutor haha

Sun Titan is great. He hits half my deck :)

Standstill seems okay. It looks kinda easy to play around and doesn't help me if my opponent's board presence is greater. Still, I'll consider it.

Yeah, the lack of haste in the colors is killer. Swiftfoot Boots, Lightning Greaves and their tutors, and Hall of the Bandit Lord are all I have atm. The pillowfort strategy how I live the extra turn to win and I'm glad you noticed and appreciated that!

Grand Abolisher, Shielded by Faith, and Teferi, Mage of Zhalfir are all being considered. Great suggestions!

I agree with you about all the extra creatures, but I'll keep Steward of Solidarity for now because of the cheap cost and because Sun Titan can get her back.

Combo #2

Yeah, honestly... someone telling me I'm overcommiting on #2 is exactly what I needed. You're right haha

I'll probably end up shuffling this part around a bit. I like the schoolmaster and I like how he can also combo with Sunstrike Legionnaire. I'll leave them, Hermetic Study, and Psionic Gift, then probably toss the rest.

Vedalken AEthermage is good. I'll pick one up!

Combo #3

Gray Merchant of Asphodel will probably be cut but Hell's Caretaker has a lot of synergy with my recursion package of Karmic Guide, Reveillark, Sun Titan, Fiend Hunter, and Auramancer. He's just generally very good and near infinite with Alarm out. I'll ditch the combo but I think he can slide into another category.

While all that's going on.

I've decided Suture Priest and Soul Warden are out. Altar of the Brood and Hair-Strung Koto will stay for now.

I like Trinket Mage because he's a cheap tutor, but I don't have many other targets for him.

Martyr's Cause is one I have actually! I haven't tested it out yet but we'll see!

After streamlining Combo #1 and Combo #2 here's what they could look like:

Thanks for laying everything out for my like that! Extremely helpful!

I like that way of looking at it. Pillowfort first, combo second. Thanks for that advice!

Again, thanks for laying all the suggestions out like this! It's especially helpful when you've already talked about the deck a ton and now you're giving the suggestions to go off of what you've already said. I'm finding this extremely helpful and will try to do it like this when I help people!

Ethereal Armor is an easy addition. I already have one so I'll throw it in there!

Empyrial Armor will be good when I get my Necropotence!

Once again, loving the summarized lists. It's nice to see what the deck could look like in this way. You are good at what you do friend. You deserve that top helper rank.

I'm glad you recognize some creativity and uniqueness in the deck. I'll gladly take all of your advise into consideration.

I'm going to be updating the deck soon, perhaps this weekend. I'd love it if you'd look at it again once I do... though I know you've definitely spent a lot of time on it haha! Let me know if it'd be okay to tag you or something :)

My sincerest thanks!

Force_of_Willb on Fading Away

3 days ago

Some Spirits you may want to consider.

Karmic Guide - Reanimation Dungeon Geists, Topplegeist - Tap down effects Nikko-Onna - Enchantment Destruction

If you go away from spirits you can have much more common blink targets like: Angel of Finality, Archaeomancer, Champion of Wits, Cloudgoat Ranger, Felidar Guardian, Flickerwisp, Reflector Mage, Fiend Hunter

If you need some ideas look up my deck from my profile

Gypsyhatten on alesha testtest

4 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

Ocelot44 on Gisela, the broken commander.

5 days ago

If you are planning on making this more, angel tribal, Seraph Sanctuary could be useful, and Urza's Incubator would be amazing if you can afford it, and Karmic Guide is one of my favorite angels in the game :)

MoonTurtle7 on Cards that should be banned in EDH

6 days ago

Reveillark is one that really should be banned. I mean Karmic Guide can and is used outside of combos. But Reveillark is used exclusively as a means for degenerate combos.

On another note, their logic for unbanning Protean Hulk was absolutely stupid. It hasn't been preforming well lately (IT WAS BANNED! WHAT!?!?) and there are more answers to it... no... just no... that is untrue. Where is this new mystical card that answers it that came out recently? I need one, and 3 more differently named reprints of this card and they better all be 1 or 2 cmc.

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