Kindred Charge

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare

Combos Browse all

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.

Price & Acquistion Set Price Alerts

C17

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Kindred Charge Discussion

Catalog9000 on Blue Creature Cloner?

5 days ago

Here's a list of what I could find.

dsigsbee on Burn, then Pillage. No! Pillage, then Burn! (HALP)

3 weeks ago

Thanks for the suggestions.

I should also like to mention that the deck should probably be considered a "budget" deck -- I actually try to keep most around $125, which allows for a few really strong cards, but the rest have to be cheap and synergistic. This means that things like Cavern of Souls, Blood Moon, Braid of Fire, Mana Echoes, Shared Animosity, etc. are not really options, unless I already own them.

Second, given that this 1v1 the overall CMC (currently 2.75) needs to stay low. So, I'm trying not to include anything over a four-drop, unless it has great synergy (e.g. Kindred Charge or Berserkers' Onslaught) or can be considered a win-con (e.g. Burn at the Stake).

On that note, I've already included a number of the cards that you suggest, including Kindred Charge, Caterwauling Boggart, and Gempalm Incinerator.

All that being said, if you could give me an idea of which cards, out of those suggested, you think are strictly better than cards already included, then I could get a better idea of which possible changes to make. Again, thanks for the suggestions.

elgosu1337 on Inalla, Arch Musclemancer

1 month ago

If you really want to do aggro, Door of Destinies and Coat of Arms are obvious anthems, maybe Obelisk of Urd as well. Since Inalla gives extra ETBs, Naban and Panharmonicon can enhance Ambuscade Shaman, Boltwing Marauder, Ogre Battledriver, and In the Web of War. Kindred Charge can help end games. Flameshadow Conjuring can make even more copies. Replace Heat Shimmer with Twinflame.

Drop the monuments, the fixing cards, and some of the weaker creatures and play more lands, Command Tower, and signets. Drop Psychic Trance for Voidmage Prodigy or Glen Elendra Archmage or something. Drop the Arcane Adaptation stuff. Drop Gray Merchant since you don't have that much black costs.

elting44 on Markov EDH

1 month ago

Yeah, I would cut Dark Ritual. In EDH the upside of ramping using spells is often diminished, unless you are playing storm. Mana rocks are a much better alternative.

Replace Terror with Terminate.

I would cut Blood Tithe for Exsanguinate. It's basically the same card, only Exsanguinate scales better into late game.

Vanquisher's Banner is a great inclusion if you are going to keep all of your one drop vampires. Heirloom Blade could be replaced by it?

I would cut Kindred Charge

Feast of Blood is underwhelming to me at sorcery speed, and you already have a bunch of single target removal. I would run a board wipe in its place, Damnation or Black Sun's Zenith.

Urge to Feed is cool flavorwise, but I don't think it fits, you have better single target removal and better pump elsewhere.

Grave Peril - Isn't a "may", and is easier to play around, gives your opponent the ability to creature they want to trigger it with. Might as well be a Chainer's Edict type spell, which I don't think you need as you are flush with single target removal.

Edge of Divinity - Is good for Edgar, and is great for the cost, but he will be dying often, and there are only 2 other targets for it in the deck that get full benefit. I think there are better persistent pump options.

Don't get me started on your Ajani bromance....

Artatras on Edgar Allan Markov

1 month ago

Kindred Charge is a nice card, but I'm not a huge fan of it. Sadly, the tokens don't copy whether the creatures had any +1/+1 counter on them: if your team is buffed by something like Stensia Masquerade, Edgar Markov or Patron of the Vein, just to name a few, the tokens will still enter the battlefield as 1/1s. However, global anthems like those provided by Captivating Vampire or Legion Lieutenant will work just fine. Still, my biggest concern about Kindred Charge is it's one-time use, all-in nature. We have no ways of getting sorceries back from the graveyard, so you have to time it correctly.

On the other hand, Kindred Charge would work extremely well with some of our other tools like Anointed Procession and, most importantly, Cathars' Crusade. These combinations would likely allow you to oneshot an opponent or two, as you have said. There are even other minor tricks that you can do with it, like creating more creatures to tap for Captivating Vampire and steal more things.

Overall, a case can definitely be made for Kindred Charge. The card does have nice synergies with the deck. Personally, I think that it would fit a little bit better in other decks such as Krenko, Mob Boss, where you can use the tokens to create even more tokens. If you want something that can end the game on the spot, you can consider Shared Animosity. Being an enchantment, it is a little more reliable. And, if you really want an overkill, you can even include both since they work so well together!

LeaPlath on Dinosaur Rampage

1 month ago

So you only need about 40% of your deck to be dinos or interact with them for it to feel like a tribal deck. This gives you a lot of options in my opinion.

I would cut Territorial Hammerskull, Majestic Heliopterus, Kinjalli's Caller, Frilled Deathspitter and Drover of the Mighty as they are all rather low impact for what they are. Thundering Spineback is probably worth a look in as a mana sink

There are lots of generic support, that fit with dinosaurs as gods type stuff. Kindred Boon protects them and provides value. Kindred Charge is just a big alpha strike as your dinosaurs double.

Steely Resolve helps provide spot protection.

You need more lands/mana sources/ramp. Rule of thumb is you probably want about 42-46 mana boosts, of which about 36-38 of them should be lands.

For artifacts, Primal Amulet  Flip is rarely going to flip for you given how few you run so the value is minimal.

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