Mother of Runes

Legality

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

Printings View all

Set Rarity
Eternal Masters Rare
Duel Decks: Elspeth vs Kiora Uncommon
MTG: Commander Uncommon
Urza's Legacy Uncommon
Promo Set Uncommon

Combos Browse all

Mother of Runes

Creature — Human Cleric

: Target creature you control gains protection from the color of your choice until end of turn.

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Mother of Runes Discussion

Daedalus19876 on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

3 days ago

Agieryna: I've...considered it before. It used to be in the deck, but it was pretty slow - it doesn't matter if Avacyn survives if I die to a combo, after all. So I pulled it out. If I was going to make this into more a midrange control list, I'd windmill-slam it in ;) I do have some good protection (Mother of Runes and friends) in addition to the hexproof, though.

TzickyT: Honestly, I'm not a fan of Chrome Mox outside of fast combo decks. The loss of card advantage is BRUTAL in Boros colors...I would not suggest that substitution unless you're very, very desperate.

NV_1980 on Whipping out the 'facts

1 week ago

Hi CrazyDanPsycho, thanks for that comment; I've learned something new! It's too bad I can't use Elbrus, he's so bad-ass in a deck like this. I've decided to replace him with Pariah's Shield. Makes for a couple of nice combo's in this deck. Also, Brave the Elements has had to go in favor of Mother of Runes. Thanks again!

enpc on Box o' Fun

1 week ago

Sorry for the delay getting around to looking at the deck.

From the list, it looks like you're trying to build this as a stax deck. One of the biggest issues with stax builds is that they need exponentially more money sunk into them to make them as effective as combo builds. But working with what we got, a few things:

Overall, I would recommend having a look at this list: Stop Being Such a Sisay - it's a good example of a top end Sisay Stax deck and might give you a bit more direction.

pskinn01 on Daxos Homebrew

1 week ago

I would run more equipment or auras to help get commander to do damage more often to opponents.

So :
Sigarda's Aid to flash them in, and equip instantly.

Fireshrieker - double strike triggers his ability twice each combat he gets through.

Duelist's Heritage - same, and you get to play politics when opponents attack each other.

Bident of Thassa - if your landing damage each attack, might as well draw cards.

Cyclonic Rift - because you are blue, this is expected..just saying

Thassa, God of the Sea - you get to scry each turn, and make unblockables.

Mother of Runes - since you playing a white creature based deck. Good at protecting and sometimes getting damage through.

You can look at edhrec.com to look at what is most played in each commander. Not necessarily the best cards, but the most played cards.

enpc on Saffi Synergy

3 weeks ago

Typically I wouldn't use GSZ on a Spore Frog, however having the option there is better than not. If you're going to tutor for it, you want to preemept them by 1-2 turns max. don't give them too much time to figure out how to remove it but enough time to buy yourself more.

Yeah, Eidolon of Blossoms isn't he cheapest cantrip creature, however I generally I have founder her easy enough to cast. She doesn't draw as much hate as Soul of the Harvest and is easier to cast than Soul.

If Saffi is getting removed too often, Mother of Runes and Sylvan Safekeeper are both good options.

As for board state, that's basically an issue with the build of the deck. because you're running a hybrid combo/combat dmage build, it means that you have a bit of both. I have built my deck to run a lot lighter battlefield wise as I have purely focused on combo (there is very little in the way of combat damage). As such, I run a lot of point removal to help defend against opponnet's big boards. It's also a meta thing though, I typically play in a bit more of a combo heavy meta.

BestBuds on Angels Grace

1 month ago

Combat Celebrant, Sun Titan, Boros Signet, Balefire Liege, Legion's Initiative, Thalia, Heretic Cathar, Firemane Avenger, Ogre Battledriver, Bruse Tarl, Boorish Herder, Mother of Runes, Thalia's Lancers, fun combo possibly Restoration Angel +Kiki-Jiki, Mirror Breaker, more later but these could possibly be worked into the deck, ill leave a list of cards to cut later

DrunkManSquakin666 on Kaalia has ADD (Angels, Demons, and Dragons)

1 month ago

I can't help but wonder why everyone else seems to like running Sunforger without Reito Lantern. O.o It's odd to me, but I'm quite strange, myself, lol.

There are a few things you might wanna consider adding to your package, as well, depending on your meta. Rakdos Charm is good for grave hate and utterly hilarious against token strategies or in response to someone's Triumph of the Hordes. >=3 Orzhov Charm is a good get out of jail free card for Kaalia, and can be used to rez your Mother of Runes, if needed. Hide/Seek is a decent combo breaker, Master Warcraft is a bit situational, but still fun, and Return to Dust is a long-lived staple in the format; one which may be especially useful against a Breya, Etherium Shaper deck, if they get their impending Darksteel Forge out.

Your creature package is also impressive, though I'm not sure how I feel about Malfegor I prefer Thundermaw Hellkite over him, personally, but that's your call to make.

All-in-all, though, this deck is not bad at all. In fact, it inspired my own's redesign, when I was looking to convert it into a Sunforger build. :)

ToolmasterOfBrainerd on 3-Color Dead Stuff

1 month ago

I'm glad to help! I spent close to a week with this deck open in a tab on my phone looking over it before I figured out the curve stuff. I knew there was some input I could offer and the deck looked sweet, but it took me awhile to figure it out.

I think the 10-8-10-4 split is just fine for your curve. That is, 10 1-drops, 8 2-drops, 10 3-drops, and 4 Collected Company as the 4-drops. Then 6 interaction spells and 22 lands, for the main 60 cards.

I think sticking to those 8 2-drops and not forcing a 9th is just fine because it's fringe percentage points, which just aren't worth playing a significantly worse card for. Legacy Death and Taxes has the same problem with their 1-drops - there just isn't a 9th 1-drop worth running that can compare to Mother of Runes or Aether Vial.


For the 6 interaction spells, you have some flexibility. The cards worth considering for those spots, in my mind, are Inquisition of Kozilek, Thoughtseize, Path to Exile, Fatal Push, Abrupt Decay, Collective Brutality, and Dismember. I don't think Inquisition of Kozilek or Thoughtseize are right because they are best on turns 1 and 2, but you want to be playing creatures then. Also you already have Tidehollow Sculler. Abrupt Decay is expensive and misses too many relevant things to be in the mainboard when you have so few interaction slots.

That leaves Collective Brutality, Path to Exile, and Fatal Push. You would only play at most 2 Brutality, so you get at least 4 in a split of Path, Push, and Dismember. Honestly, Path is just a better card than the others. If for no other reason, then because it hits Tasigur, the Golden Fang and Gurmag Angler without costing life or excess mana. Dismember I don't think is worth playing either, but it is an option to keep in mind. I suppose Murderous Cut is too, but nevermind that.

That leaves 2 slots for either Collective Brutality or Fatal Push. The reason I think Brutality is better is because of its versatility. Fatal Push is better against Shadow, but almost everywhere else it's a tossup or I'd rather have Brutality. Push is the better removal spell, but the life swing on Brutality means that against decks where your life total matters, like Burn or Affinity, you can gain a little life, and against decks where they don't have much to kill, like Titan Shift or Eldrazitron, Collective Brutality gives you a little bit more damage or another hand disruption or both.

As far as curve goes, Push is better in a hand that has both a 1-drop and a 2-drop, but Brutality is better if you only have a 1-drop or have multiple 1-drops, as you can play it on turn 2 pretty easily.

I can't say which is better without testing against a mix of deck in the modern meta. My gut tells me Brutality, but I can also see there being too many hands where you simply don't want Brutality, which would make it an out-of-place card. At the same time, Fatal Push is efficient, yet dead more often.


I don't know what's correct for your sideboard, but I think I know some tips for making one. What's going to be most important with this deck is what you are removing, not what you are bringing in. Don't play sideboard cards because they're good, but rather play them because they replace cards that you remove.

That said, you want 15 cards of hate in your sideboard. You're going to be mostly cutting interaction cards and 1-drops to add sideboard cards, so because of that you'll want most of your sideboard cards to be 1 mana.

You might want Nihil Spellbomb instead of Rest in Peace, but honestly I have no idea. Spellbomb is so much better against any Snapcaster Mage or Tarmogoyf deck, but whether you should be diluting your creatures to play Spellbomb in the first place is questionable. RIP hurts you too, but that doesn't matter against, say, dredge.

The best sideboard card against Eldrazitron is Thoughtseize I think. Almost tempted to say you should be sideboarding 4 of them for Eldrazitron, Titan Shift, and Control. It's good enough against Affinity as well, but I'd only sideboard 4 if your burn matchup is good enough that you can sacrifice those sideboard slots. Just some stuff to think about. I think I'm rambling at this point, so I hope you can at least sort of understand what I'm saying.


Last thing I want to touch on is mana. All of your 2-drops are white. That means I think you should be running 4 Concealed Courtyard. The untapped painless mana early is so good. Because you have Geralf's Messenger I don't know if you really want to be playing Forest or Plains, especially because white and green are such light splashes. Maybe 1 Forest, but I don't think you want Plains. You never need more than 1 source of white or green mana, so I think you can get away with something like:

4x Concealed Courtyard

3x Cavern of Souls

4x Verdant Catacombs

4x Marsh Flats

2x Overgrown Tomb

1x Godless Shrine

3x Swamp

1x Forest

That gives you 16 sources of white mana and 14 source of green mana. The reason I am more okay with Forest than Plains is because you really only need white mana on turn 2, and with Geralf's Messenger on turn 3, you will never fetch plains for turn 2. However, I could totally see fetching for a forest on turn 4 or before a Blood Moon. But you should be able to play your white cards before they get down a Blood Moon, so white mana seems unnecessary.

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