Kindred Charge

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Leviathan Legal
1v1 Commander Legal
Duel Commander Legal
Commander / EDH Legal

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Set Rarity
Commander 2017 (C17) Rare

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Kindred Charge

Sorcery

Choose a creature type. For each creature you control of the chosen type, create a token that's a copy of that creature. Those tokens gain haste. Exile them at the beginning of the next end step.

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Kindred Charge Discussion

ZendikariWol on Reaper King Harvest Time

4 days ago

The red one ( kindred charge ) is a game-winner, the green one (Kindred Summons) is a pretty good tutor, the white one (Kindred Boon) is protection (slow and only-okay protection), the black one (Kindred Dominance) is a one-sided wrath, and the blue one ( Kindred Discovery ) draws sh--piles of cards.

hookedonkronix on Purphorous, God of Goblins

1 week ago

Check out Purphoros, God of the Nuke, it's my purphoros deck. It's got a slightly different theme to it as my focus is on putting creatures onto the battlefield to proc his 2 damage ability but it might give you some ideas. I'd suggest Kindred Charge and also Mogg Infestation from my list.

ZendikariWol on Dragonic Dominance

1 week ago

Wait wait... isn't Dragonlord Kolaghan a total dud in singleton? Also Dromoka, the Eternal is a surprisingly large threat. It really comes out of nowhere. He almost made my dragon deck white. Also the kindred cycle, or at least the good ones ( kindred charge , Kindred Summons, Kindred Discovery , and Kindred Dominance) are really good, and I guess Kindred Boon is nothing to sneeze at either. Coat of Arms is immensely powerful, as well.

ZendikariWol on Don't Poke the Slivers Hive!

2 weeks ago

Ooooh buddy. I have modern slivers, you may have tempted me to move her to commander. Brass Herald, Vanquisher's Banner, and the kindred cycle (Kindred Boon, Kindred Dominance, kindred charge , Kindred Boon and Kindred Summons) are all worth looking at. Four instant-ish game enders (one's a tutor, but you'll probably hit something hasty), and one gradual game-ender.

wisegreenbean on Bladewing, The RB Undeath

3 weeks ago

Vanquisher's Banner is $2 exactly on tcgplayer.

C17 Chaos Warp is legal. Same for Myriad Landscape. Skullclamp miiiiiight be a worthy inclusion?

Maaaaaaaaaaybe Kindred Charge? idk. Mirror of the Forebears also has potential.

Foul-Tongue Invocation seems awful. Dunno how much work Spawning Pit will do for you. Avaricious Dragon just doesn't seem good enough; you like your graveyard, but not THAT much.

You have 10 cards in your reanimator package, + your general, which may be overdoing it a touch. 1-3 of the weaker cuts there might be fair.

Exsanguinate is >$2. Night of Souls' Betrayal also, and I'm kinda skeptical of it regardless.

bushido_man96 on Need some help dusting off ...

3 weeks ago

Verdant Force gives you a saproling token on every upkeep, and Verdant Embrace makes another creature a Verdant Force. Second Harvest could be a late game win for you, and a similar option in red is Kindred Charge. All are well within your budget. Throwing in a Goblin Bombardment could help out as a finisher, too.

Lunarwing7 on Anya Gon Give It To Ya

3 weeks ago

Cards I think are very good in this deck:

Cards I would heavily consider cutting:

  • Anafenza, Kin-Tree Spirit - While the deck has a lot of nontoken creatures, most of the counters will end up on utility creatures, not Angels, and you don't have any synergy with +1/+1 counters.
  • Blaze Commando - You have 5 total sorcery spells that deal damage, and all but Disaster Radius and Meteor Blast kill all your Elementals (and probably the Commando). It just isn't a fit for this deck.
  • Firemane Angel - This card is just a lot of mana for an underwhelming creature. It's recursive, but you already have Defy Death and Gift of Immortality to recur creatures, and you're running so many big creatures that it's not a huge concern.
  • Firemane Avenger - I'm not super sure on this one (it might be alright), but it feels very low-impact, and if you can attack with three creatures safely, you're probably in a position where you don't need a free Lightning Helix. This is probably one of the last cuts to make.
  • Flamewright - This card just isn't doing anything this deck wants.
  • Fumiko the Lowblood - Maybe I'm wrong, but this just doesn't seem like an effect this deck needs, especially after cutting the Humans side of the deck.
  • Glory-Bound Initiate - Again, just too low-impact for Commander.
  • Goldnight Castigator - I misremembered this one - it's not as good as I thought it was. Probably too low-impact, and dangerous (it puts a big target on your head when you take double damage).
  • Hanweir Lancer - Do you really need first strike when all your creatures are probably better than anything your opponents will likely have? It beats deathtouch, but so does indestructible, and that also protects the creature from removal. We can do better.
  • Hero of Oxid Ridge - Are 1-power creatures blocking Angels that often? Probably not. Without that relevant clause, this is a 4/2 with battle cry - not very relevant for a big creature deck. And it's not on theme.
  • Iroas's Champion - See Glory-Bound Initiate.
  • Jareth, Leonine Titan - This card is okay, but we can probably fill this slot with a better creature for the deck. One of the last cuts, most likely.
  • Jor Kadeen, the Prevailer - This effect is powerful, but we aren't heavy on artifacts, so metalcraft is unreliable, and we aren't a deck that can make the best use out of it.
  • Odric, Lunarch Marshal - We can get something very similar with Angelic Skirmisher, which is an Angel and does something on an empty board.
  • Shepherd of the Lost - See Glory-Bound Initiate.
  • Skyknight Legionnaire - See you-know-what.
  • Sun Titan - This guy is awesome, but he's not likely to bring back much of value in a deck filled to the brim with big Angels.
  • Thalia, Heretic Cathar - Is this an effect this deck really wants? If it is, Blind Obedience is an enchantment that hits artifacts instead of nonbasics, and also extorts (It is legal in this deck).
  • Truefire Paladin See...yawn
  • Victory's Herald - We're an ANGEL deck! We don't need to give our creatures FLYING! In all seriousness, this is very redundant with a deck made up of 30% fliers, 30% support spells, and 40% mana.
  • Deathrender - This card is just kinda expensive and difficult to use, and it only lets us cheat out Angels we can just cast anyway.
  • Banishing Light - This is a small upgrade, but Grasp of Fate is probably just better.
  • Citadel Siege - This card draws a bunch of hate, but isn't so impactful it wins us the game (like Sunbird's Invocation). We can do much better.
  • Curse of the Nightly Hunt - Like Fumiko the Lowblood, I'm not convinced we want this effect.
  • Faith's Fetters - I'd rather run something more like Banishing Light as enchantment-based removal, because it deals with static abilities like, for example, Angel of Invention.
  • Battle Hymn - This card is both really awkward (makes red mana when most of our expensive stuff is white) and not actually going to produce much mana outside of a token deck. We really don't need an effect like this one.
  • Martial Glory - Our creatures are already big, so do we really need a combat trick to make them good? I don't think so.
  • Ancient Amphitheater - We aren't running Giant tribal, so this is just a worse Wind-Scarred Crag 95% of the time. I'd rather run a basic, or a Reliquary Tower or something.
  • Evolving Wilds, Terramorphic Expanse, Vivid Crag, Vivid Meadow - We're a 2-color deck - we really don't need to run what amount to tapped basics most of the time.

Cards I'm unsure about:

  • The token cards: Adriana, Captain of the Guard, Sunhome Guildmage, Assemble the Legion, Cathars' Crusade - These cards are all great (and gave me an idea for a deck to build) but I don't think they're a fit for this deck. Either expand on the token plan, or cut these.
  • Emancipation Angel - I don't think we need this? If it had flash, I'm all for it, but as it is I don't think we want to bounce our expensive creatures.
  • Thalia's Lancers - I don't think we have enough legendary permanents that this is worth playing. If you end up adding more, then go for it.
  • Meteor Blast - We're running white - we can get less expensive one-sided boardwipes, I feel.
  • Nevermore - If we end up running ways to tutor up enchantments, this is a great silver bullet answer to almost anything, but even in that case, I think Gideon's Intervention is better most of the time. Maybe you run both?

Cards I recommend:

  • "Voltron" cards - Since Anya can easily become indestructible and is already evasive, she's a good candidate for winning with commander damage. Loxodon Warhammer is already in the deck, as is Lightning Greaves, so we've got a head start. Some cards I'd recommend are:
  • Swiftfoot Boots - Basically Lightning Greaves, but you can target the creature. If you intend to pile a bunch of equipment on Anya this is probably a better option.
  • Grappling Hook - Gives Anya double strike, as well as helping you get rid of problem creatures (Remember Anya has flying, so a nonflier can't block her).
  • Argentum Armor - Much like the Hook, this makes Anya a serious threat while helping deal with problematic permanents.
  • Assault Suit - Get Anya attacking on everyone else's turns, too!
  • Champion's Helm - Protects Anya while also making her big.
  • Godsend - A bit pricy, but discourages opponents from attacking into or blocking Anya, and a combo with Grappling Hook
  • Inquisitor's Flail - Anya's indestructible, so this card's downside is completely meaningless.
  • Pariah's Shield - When equipped to Anya, this basically makes you invincible.
  • Puresteel Paladin - If you go hard on the Equipment theme, this guy will put in work. Probably not the best if you stick with Angels, though.
  • Stoneforge Masterwork - This one should be obvious.
  • Steelshaper's Gift - Again, if you go deep with Equipment, consider this.
  • Sword of the Animist - Ramp sword? Ramp sword.
  • Sword of Vengeance - Give Anya every keyword ever printed on a creature. And +2/+0!
  • Worldslayer - This one is just to silly to not bring up.

Other recommendations

  • Herald's Horn - Makes your Angels cheaper, and helps you draw them.
  • Door of Destinies - This should be fairly obvious.
  • Kindred Charge - This card will win you games, I guarantee it. Especially with stuff like Angel of Serenity.
  • Vanquisher's Banner - Similar to Herald's Horn. Makes your Angels big instead of cheap.
  • Angel of Sanctions - Banishing Light on a stick? That you can use twice? Seems good.
  • Angel of the Dire Hour - Get 'em! Just don't play this on your combat phase.
  • Angelic Skirmisher - Give your team some nice abilities, and on an Angel to boot!
  • Archangel of Tithes - Makes life hard for token decks and discourages attacks.
  • Aurelia, the Warleader - How are you not already running this? Well, whatever, I won't judge.
  • Basandra, Battle Seraph - Prevents opponents getting tricky in combat, and helps deal with problematic utility creatures that are otherwise hard to get rid of.
  • Exquisite Archangel - Saves you from death once, which damn well better be enough.
  • Karmic Guide - Recurs your big threats which would otherwise rot in your graveyard forever.
  • Linvala, Keeper of Silence - A hefty price tag, but an upgrade to think about. Completely shuts down powerful utility creatures and mana dorks (it doesn't care whether the ability is a mana ability).
  • Platinum Angel - You literally can't lose. The purpose is obvious, although the target on your head is just as visible.
  • Reya Dawnbringer - Basically a repeated Karmic Guide - who wouldn't love to make their Angels unkillable?
  • Twilight Shepherd - Having this card sitting on the battlefield makes nobody want to boardwipe, since you just get all your creatures back anyway.
  • Avacyn, Angel of Hope - Expensive, but well worth the price - it's really hard to deal with an indestructible field of anything, let alone big fliers.
  • Hour of Devastation - Three mana boardwipes are quite strong, and this card almost always costs three mana in Commander. This one even hits artifacts, enchantments, and planeswalkers!
  • Boros Charm - A versatile spell that can save you from a boardwipe, make an Angel a major threat, or just burn someone out of the game, if need be.
  • Master Warcraft - Completely blowing out two opponents seems well worth four mana to me! If need be, it can even just be a Fog.
  • Wear / Tear - Versatile artifact and enchantment removal.
  • Return to Dust - Just like Wear / Tear. I put this one in basically every white deck I make.
  • Swords to Plowshares - Spot removal that deals with just about any creature.
  • Grand Abolisher - We wouldn't want any pesky blue mages countering our Angels, would we? Also has the upside of preventing combat trickery on your turn.

On the manabase:

I like that you put in so many mana rocks and lands (a lot of first-time deck builders might skimp in this regard) but the colors are a bit strange. You have more red sources than white, despite the fact you have more white cards than red. I would cut a few Mountains and replace them with Plains.

In closing:

Obviously you can't run all of these recommendations, but pick the ones you like the best to fill the empty slots. Overall, I quite like the premise of the deck, but it could use a lot of polish.

Byuante on Leviathan Edgar Markov IXN

4 weeks ago

Dusk isn't really useful here, Dawn is, but you can get cheaper cards that have just the Dawn effect. Since you're placing a ton of counters on your stuff, Dusk will become a wrath of God, or in some cases, a one-sided board wipe only affecting you. ('Cause y'know [Primer] Doran the Unstoppable exists)

Maybe remove the "vanilla" vampires, primarily Falkenrath Reaver. I also don't feel as though you should run anything but Vampires, as Markov prefers vampires over anything, so Pious Evangel and Mentor of the Meek might be worth taking another look at. (Evangel might work, but I don't think you can make enough mana for Mentor to be that useful)

On to card suggestions!

Legion's Landing  Flip

Rootborn Defenses

Cathars' Crusade

Teferi's Protection

Kindred Charge

Blasphemous Act

Eldrazi Monument

Impact Tremors/Goblin Bombardment/Raid Bombardment/Pandemonium

Skullclamp

(I can't actually suggest any of these cards, 'cause according to tapped out, everything but basic lands in banned in Leviathan. I swing at you for lethal with 3 mountains and a swamp, lol)

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