Choose a creature type. You gain 2 life for each permanent you control of that type.
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|Commander / EDH||Legal|
Luminescent Rain Discussion
6 months ago
9 months ago
Here is why I have chosen these cards: Child of Alara - This is my Commander - This is Sakura. Alara reads "When Child of Alara is put into a graveyard from play, destroy all nonland permanents. They can't be regenerated. Now we all know how much it sucks to have to worry about the threat of a board wipe being on the field - so I have chosen to put 1 restriction on Alara. In the series during The Final Judgement, Sakura essentially has her memories wiped and life as she knows it as a Cardcaptor never existed. This only ever happens to Sakura ONCE. For this reason, I am putting a restriciton on her, that I can only choose for her to go to the Graveyward ONCE per game. This means timing of this is crucial. Other reasons for why I have chosen Alara and the Commander: - She is a Child, like Sakura was when she encountered the cards - You will need recursion as a key element in your deck building to ensure you can continue to use Alara. Sakura always has access to her cards, so having the ability to pull things back from the grave fits in perfectly with that aspect.
Yuriko, the Tiger's Shadow - This is Shadow. Has shadow in the name as well as gives you the ability to draw a card and have your opponents lose life based on its CMC
Voice of All - Voice. The cards title is the essence of what the Voice Card does.
Tishana, Voice of Thunder - Thunder(1). I chose this card 1) because it has Thunder in the name but also because the artwork is of Tishana who is controlling the 'thunder' (but is actually water) Tishana would be Sakura. This card allows you to have no max hand size - which isnt an essential element to this deck but again- access to all cards. She allows you to draw a card and her 'Thunder' is as strong as you can make it. Just as it would be is CCS.
Thunderbolt - Thunder(2). Some cards are too hard to not have in when they fit so perfectly with a CCS card. This card speaks for itself as to why I would choose it as Thunder
Soul Manipulation - Illusion(1) My first thoughts when i though about Illusion as a MTG was making something appear as something it isn't - Like a Morph card. Another thought I had, which i feel fits more correctly with CCS is that Illusion would appear in the disguse of what that person feels. Manipulating the space in front of them so see something else. This just lead me on key word search for Manipulation and this seemed to be a reasonable result. Also allows for graveyard recursion.
Illusionary Servant Illusion(2). Has Illusion in the name. Is essentially just another creature.
Maze of Shadows Maze. Has maze in the name and allows for a 'Fog' on target creature.
Etali, Primal Storm Storm. Has storm in the name, is a big creature. Storm is an aggressive Card. Etali, feels just that. In the series Saoryan became the first Cardcaptor to control Storm, essentially taking the card away from Sakura. So, Etali, Primal Storm, will take others cards away from them.
Mirror Mockery Mirror. Mirror had always been used to make a copy of Sakura (until Clear Card) but Mirror was never the real Sakura. So I searched for something that would create of copy of a creature that wouldnt become a permanent. Essentially this would need to be used on a card with an ETB trigger or with Haste.
Blood Mist Mist (1). Has mist in the name. Originally i was thinking of a creature that had deathtouch as everything Mist touches gets destroyed. Instead I went with a card that has Mist in the name and allows for Double Strike.
Dread Return Return. I know from the start that any of the Time element related CCS Cards would have be graveyard related. I felt this was the best of my options and has Return in the card name.
Dragon-Style Twins Twin. CCS Twin Card are 2 twins who fight in unison. This creature has Twin in the Title, The art is of twins about to engage in combat and has Double Strike.
Valley Dasher Dash. Dash is a super fast card that panics when scared or flees. Valley Dasher has Haste and has to attack each turn if able. I think that is a pretty close similarity in the fact that this card is "always on the go"
Sandcrafter Mage Sand. Art work is of a Mage casting Sand Magic. That alone fits in the CCS.
Carpet of Flowers Flower. Im not gonna lie originally i was going to go with Flower / Flourish simply because the card is called Flower however, Carpet of Flowers allows for colouring fixing if used against an island deck. An essential element in a 5 colour deck.
Pit Fight Fight. I always knew what style of card I wanted for Fight. This seemed like a reasonable option.
Shu Yun, the Silent Tempest Silent. Has silent in the name. In the art Shu Yun is in a temple. A quiet place. Just like the museum was in the series. This card has the ability to allow additional damage.
Snowhorn Rider Snow. Besides from running One snow covered land. This seemed like the next best option.
Agony Warp Little. There are no LEGAL cards with little in their name. The little card is known for making things smaller. Whilst my BIG card does not currently do this in reverse. I felt Agony Warp was a good alternative.
Wall of Wood Wood. A gentle card that does essentially nothing but defend. My RAIN card was originally going to be a card that allows walls to attack as if they have no defender but I am not running enough walls in this deck for it to be worth while. instead I went with once that could be used with Wall of Wood being on the field or any other card.
Angelic Shield Shield. Makes your creatures tougher- giving them more protection. Allows for Graveyard recursion.
Ashiok, Dream Render Dream. Has dream in the name. Looks somewhat similar to the CCS Dream Card Art. Allows for Graveyard control.
Drana's Emissary Sweet. There are NO CARDS with Sweet in their titles. Sweet only appears in flavour text. Out of all the options. This seems the most beneficial.
Goldenglow Moth Glow. Only card with glow in its name. it is similar to CCS Glow Card and allows for life gain. A gentle card that is really - Just a 'pretty' card just like in CCS.
Spirit Loop Loop. Has loop in the name. Allows for life gain and the card itself, essentially in undying... just like a loop.
Luminescent Rain Rain. The only card with Rain in its title that seemed some what in resemblance to the CCS Card and could still work with WOOD.
Avenger of Zendikar Create. Create is a card that creates creatures. Avenger seemed to be a good fit. Avenger being the book and the plant tokens being the creatures that Create makes. This card will be changed out for Deep Forest Hermit(UNRELEASED) which creates squirrels and works with your graveyard.
Sword of the Animist Sword. Allows you to attached a sword to target creature and allows for ramping.
Archangel's Light Light. Originally I wanted a card that was similar to Dark- just like in the series. It was hard to find any that that worked that included the words light and dark. There is the potential that the 2 cards could become One single card in future, as in the series the 2 cards must always be used in unison. This card has light in the name and has graveyard recursion.
Erase Erase. REMOVAL. No further explanation needed.
Floating Shield - Float. Has float in the name. Allows you to choose WHITE as the protection colour without it being removed from enchanted creature.
Pathway Arrows Arrow. We never for to see much about how Arrow works as a card when being controlled. But we do know that it shoots arrows. So, this card has Arrow in the name, the artwork is of a bow and arrow and is an equipment allowing equipped creature to tap to deal a damage to another creature - almost as if it were shooting an arrow.
1 year ago
What are your reasons for limiting yourself to the plant tribe? The only thing I see in here that mentions creature type is Luminescent Rain and Avenger of Zendikar. I like the idea of capitalizing on the avenger's landfall ability so, if that is the goal, you should focus more on it. Max out your Wall of Roots, Sylvan Caryatid, and Utopia Tree. That way you can ramp quickly to the 7 mana for avenger. Then you can also add stuff like Sakura-Tribe Elder, Cultivate/Kodama's Reach, Harvest Season, Scapeshift and/or Khalni Heart Expedition. Maybe even have some other landfall creatures in addition to Jaddi Offshoot like Tireless Tracker. And of course, got to max out that Assault Formation. good luck with the deck
1 year ago
Its hard to make good suggestions without seeing a deck list but some possible cards to consider: Angelic Chorus, Ivory Tower, Luminescent Rain, Selvala, Explorer Returned, Fracturing Gust, Fumigate, Venser's Journal
1 year ago
Im looking for mono-green topdeck manipulation and or tutoring effects to increase consistency of getting Leaf-Crowned Elder online for my treefolk tribal deck. I am already running 4x Treefolk Harbinger but I think he can use some help. Im leaning towards cutting/replacing Lurking Predators/Luminescent Rain in favor of these effects
SCORE: 11 | 7 COMMENTS | 1115 VIEWS | IN 3 FOLDERS
2 years ago
Hi LeaPlath, Thanks for your suggestions. I personally think that Luminescent Rain is useful in this deck, because it can save you at the last moment, even during your opponent's turn, maybe allowing you to survive even with your slivers tapped or without blocking any attacking creature. Moreover, there are only 2 of them in the deck, so you don't risk to draw them when they are useless. As for the blue and the black spells, they can also be cast using Manamorphose, which is a card that is rarely countered by opponents. Also, putting in some swamps or islands would only result in making the deck worse. I also used this board vs Mono-black control decks and, generally, people think it is better to kill a Muscle Sliver or something like that, than a Gemhide one.
3 years ago
This is a great starter deck...here's some cards to consider adding to your shopping list: Lignify, Luminescent Rain, Wolf-Skull Shaman, Elvish Harbinger!!! and Elvish Promenade!!! Cant wait to play it with you!
3 years ago
Here are some cuts i'd make and why. It's not the full 37 but they are what I personally think are the weakest cards in your deck.
Fire-Belly Changeling: In a 3 color deck you might not have that much red to pump into it. Even if you do, it costs your whole turn and so i'd include this in only the most aggressive decks. With 40 life, it isnt worth it.
Goblin Welder: Great card but this isn't the best setting for it. You don't have much in the way of super expensive artifacts to cheat into play and it seems a bit out of place here.
Slobad, Goblin Tinkerer: again good card but I feel this inst the right home for him
Mycosynth Lattice: other than allowing you to sacrifice a permanent to make someone everyone sac one this seems pretty expensive. Even then I don't think it would be the most efficient way to do this.
Quest for Renewal: You don't have enough shenanigans with this card for it to be worth it.
Luminescent Rain Unless you have life gain synergies, cards that gain life and do nothing else aren't generally worth it. For rain to be good you already need to have a lot of goblins in play and would rather just have a way to buff them all. If the reason you need to gain life is that you keep getting bashed by that one annoying creature, you would rather have an answer to it rather than just a card that buys you a turn to find said answer.
Bower Passage/Chaosphere/Crosswinds/Dense Canopy/Windstorm: You seem very concerned about creatures with flying. I'm not saying you should cut all of these affects but personally i'd just rather play cards like No Mercy, Deadly Recluse, Fetid Imp, Thornweald Archer, or Dread etc. Makes opponents think "well i could just swing my flyers at thattallguy but then they would just die. Maybe i should swing at someone else instead"