Quest for Renewal
Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal.
As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step.
|Want (4)||abby315 , brdobb , @Trapcard , GeorgeMirza|
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|Commander / EDH||Legal|
Quest for Renewal occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Quest for Renewal Discussion
12 hours ago
I would remove Narset, Parter of Veils. Her static ability may come in handy, but her loyalty ability doesn't work with your deck since only 33% of the deck is noncreature, nonland. Instead, try running Guardian Project so you can get some more card draw.
I would remove Deconstruct and replace it with Beast Within. A free artifact removal spell sounds nice, but you lack serious removal spells. Beast Within offers flexibility and is fairly inexpensive. Unravel the Aether is another solid option that can remove indestructible artifacts/enchantments.
Next, take out Pelt Collector. It will take awhile for him to get big enough to become a serious threat, and even when he does it will be easy to kill him. Even a Fatal Push would kill him. Try replacing him with Evolving Wilds. This will raise your land count and also help with deck thinning.
You should consider removing Folio of Fancies. This really just helps all players and doesn't necessarily further your own agenda. Yes, it will give you card draw but it also helps give your opponents more opportunities to mess with your board. And with so much removal in the format, creature=based strategies can be fragile at times. Everyone is running board wipes. I'd substitute it with River's Rebuke. It's not a Cyclonic Rift, but can help still remove problem boards. Ensnare is a sweet option that you can play on someone's end step so you can swing in with beefed up elves.
Replace Planewide Celebration with Reap. The proliferation is nice, but you want at least some ways to get back key pieces from the graveyard. Reap can potentially be a whiff, but black is a popular color in Magic so it's possibly to get back a lot of cards with this cheap spells.
Finally, I would recommend removing Ezuri's Archers, Quest for Renewal, Personal Tutor and Hypnotic Sprite. The archers is an okay turn 1 play, but won't stack up to some flying threats. Quest for Renewal is an okay card, but in this deck it's kinda useless. You don't have instant speed ways to take advantage of the mana you are cashing in on other than Folio of Fancies. You run very few sorcery spells that really won't impact the game, so Personal Tutor is pretty underwhelming. Hypnotic Sprite is nice since it offers some flexibility as a counterspell, but the counter side is only good in the early game. If you're in the late game and someone plays a Damnation, you will want a Counterspell more than a Hypnotic Sprite. I would recommend replacing these with x3 Forests and Counterspell.
Hope this helps.
3 months ago
Did a search for (non-Planeswalker) permanents that say "untap all". Only 33 hits across all magic. Here are the ones that might be useful for you, beyond Seedborn:
Quest for Renewal (thanks Isabelle)
Awakening Probably worth hooking others up if played as a finisher
Curse of Bounty Could be very interesting
Murkfiend Liege This one seems super good
4 months ago
4 months ago
Thank you! Those are all great. I put a few in and retooled the deck a bit.
Elvish Guidance and Growing Rites of Itlimoc are definite includes.
Cutting Nath and Mind Slash makes sense. He was only in there for the token generation.
I know Copperhorn Scout would up my elf count, but I'm thinking Quest for Renewal might get better value in the long run? Not sure.
Joraga Warcaller is always good. I don't often swing with more than Rhys, though. Although, to have a good board state of blockers, too.
5 months ago
PraetorianGuard I felt that Stasis was a nonbo in the deck and the untap enchantments like Quest for Renewal were too slow and needed a full board for any relevant pay off while Seedborn Muse could work off a few lands and rocks
5 months ago
Thanks for your comment and upvote.
You're probably right in saying that I need to cut a few lands, I have more ramp cards than usual as well as having higher lands than needed. I think I should take out all the lands you mentioned instead of adding any more, because there were some cards that I forgot to add, which were Helm of the Host, Cathars' Crusade and Regna, the Redeemer, as well as Quest for Renewal which you mentioned.
This means that I need to take out 6 more cards, which probably be The Great Henge (seems more like a win-more card), Finale of Devastation (X has to be 5 or more to make it actually worthwhile in this deck I think), Sublime Archangel (If I have enough creatures for this to be worth it, I probably should be attacking with all of them anyway), Unclaimed Territory (I'll keep Cavern of Souls, but I think I can cut this one because I only have 20 Angels, not including things that can make Angels like Decree of Justice and Serra the Benevolent, which may be a problem as well) and Farseek (I probably have enough ramp cards).
5 months ago
If you’re looking to cut a few cards I’d maybe just cut a few basics, your commander helps you ramp + you seem to have a good few ramp cards in the deck too, I tend to run about 35-38 lands per normal list, land matters I’d go 40 max. Since you’re more than then maybe cut 2 forests and a plains? Or look at some of your non basics and see if they need to be there. Personally I’m not a huge fan of Arch of Orazca because I think 5 mana for 1 card is too much, you could run Mikokoro, Center of the Sea instead, yes it gives each opponent a card but your commander does that too. I also don’t think Stirring Wildwood is great, maybe Riftstone Portal would be better for mana fixing.