Reforge the Soul

Legality

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

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Avacyn Restored (AVR) Rare

Combos Browse all

Reforge the Soul

Sorcery

Each player discards his or her hand and draws seven cards.

Miracle symbol:1[[symbol:R (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Price & Acquistion Set Price Alerts

C16

AVR

Ebay

Recent Decks

Reforge the Soul Discussion

NV_1980 on Locust GODLIKE

3 days ago

Hi,

I like what you've done here. Might I suggest:

  • Library of Leng; incredibly useful in case you want to wheel yourself (and others) but not at the cost of losing important cards to the graveyard.
  • Tolarian Winds; sort of the Winds of Change for blue, but only affects you instead of everyone. Similar card I could recommend would be Reforge the Soul.
  • Keep Watch; with a bunch of attacking Locusts on the field, this one is just mean.
  • Preordain; just a great card, like Ponder it allows you to both filter and draw.
  • Purphoros, God of the Forge; not exactly cheapish, but imho no red deck involving lots of creature tokens is complete without one.
  • Burn at the Stake; quite awesome with multiple Locusts on the field.
  • Breath of Fury; can mean the end of a or multiple player(s) if you have a nice Locust army.

Hope this helps you. Here's my Locust God deck, in case you're curious. Have fun playing this.

Regards,

NV_1980

Pal00ka on Touched by an Angel

6 days ago

I am unsure what you are trying to do because your card choices are kind of all over the place (like why have Abzan Falconer, co. with almost no +1/+1 counter support?). Here are a few ideas to hopefully make the deck function better in general:

I would get up to 36 lands and ~10 mana rocks (Fellwar Stone, Mind Stone, Coalition Relic, etc.) because with so many high CMC spells you won't be doing much without em.

You also have near to no card advantage; Mind's Eye, Cathartic Reunion, Reforge the Soul, etc. let you find what you need and get rid of what is not helpful at that time. And reanimation spells like Defy Death, Karmic Guide, and Breath of Life can get back discarded creatures later.

With so many big angels I am unsure why you have fogs. They generally would only be good early game but then the damage is negligible. I would add ways to give your aerial forces vigilance so you can attack without leaving yourself vulnerable. Heliod, God of the Sun, Serra's Blessing, Brave the Sands, and Angelic Field Marshal are all solid additions.

SynergyBuild on Bolas' Caress (Discard-Bounce Tribal)

2 weeks ago

+1! Love the list!

Would you consider Reforge the Soul?

Heliogabale on Edh wheel deck ?

3 weeks ago

As mentioned by cdkime, the most common deck revolves Nekusar, the Mindrazer's ability, and other permanents with similar effects, like Fevered Visions, Phyrexian Tyranny and Underworld Dreams. Your opponents lose life when they draw a card, so you make sure they do that as much as possible, using wheels like Reforge the Soul and Windfall, wheel-like effects of creatures like Barbed Shocker or Jace's Archivist and of course powerful artefacts like Teferi's Puzzle Box.

Here is my decklist as an example of a deck relying on this mechanic : Drawing Your Last Breath

SynergyBuild on Why Every Commander is Competitive

3 weeks ago

TheBloopKing - I went over Beatdown in the win-cons!

starsky - Yo thanks man! I think every deck with the right combination of colors, ramp, card draw, interaction, and win-conditions can win against any other deck, or at least compete!

TheBloopKing - Plenty of the cards you mentioned are not competitive. The idea behind card draw isn't I want cards in my hand, it is I want answers to the board, or a way to win (obviously it depends on the situation and deck's strategy, but that is besides the point). If I go over many of the mentioned card Mentor of the Meek/Alms Collector work in many a stax builds, but Wall of Omens, Aura Blast, and PureSteel Paladin are much too weak to see play, white would rather a Spirit of the Labyrinth than them.

Harmonize is too slow, Explore isn't powerful enough outside of Tatyova, Benthic Druid, Soul's Majesty leads to blowouts where you have a suited up 16/16 commander or whatever, and it gets Swords to Plowsharesed and you lose the creature and the 5 mana and card on Soul's Majesty, Primordial Sage/Soul of the Harvest effects are good in Animar, Soul of Elements, but that's about it.

Red should generally only use tutors like Gamble, Imperial Recruiter, and wheels like Wheel of Fortune or Reforge the Soul. Bad cantrips like Expedite aren't powerful outside of a Zada, Hedron Grinder deck or something, most of those draw/discard effects are sub-par anyway. Scroll Rack, Sensei's Divining Top and other good colorless options are all they need.

Black has Ad Nauseam and every tutor they need to find it. Necropotence, Night's Whisper, and call it a day. Phyrexian Arena is pretty bad in comparison to Dark Confidant, and Underworld Connections is going to get you Strip Mined, and is just generally worse than the arena. Damnable Pact just isn't good, if you have enough mana to make it better than Ad Nauseam, run Torment of Hailfire and win the game.

Your multicolored options are pretty bad, if you are in abzan use black draw, blue draw is insane as is and so never needs Edric, Spymaster of Trest, as it gives opponents card draw, which is almost the worst thing to do. Spiteful Visions and Fevered Visions are for Nekusar, the Mindrazer and no one else, it tosses out cards like Oprah, and will stop you from winning any game you are trying to win.

Staff of Nin and Mind's Eye are generally too slow, even for colorless decks, and Howling Mine and Horn of Greed fall into the Oprah level of bad cards. They will kill you faster than anything else, unless you are Tatyova, Benthic Druid in which case I could argue for Howling Mine.


Outside of Blue or Black, use tutors in your color, Sensei's Divining Top, and Scroll Rack, tutors are the best way not to need card draw, but trying to run sub-par replacements for card draw never is the answer, it just makes your deck slow and clunky. Trust me, I have tried and failed.

TheBloopKing on Why Every Commander is Competitive

3 weeks ago

this is a very well made post. My personal suggestions

Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.

Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm

White Draw: Wall of Omens, Alms Collector, Mentor of the Meek, Aura Blast, Puresteel Paladin, and anything with "cycle on it"

Green Draw: Harmonize, Explore, Elvish Visionary, Soul's Majesty, Primordial Sage, Shamanic Revelation

Red Draw: Tormenting Voice, Wild Guess, Faithless Looting, Magmatic Insight, Cathartic Reunion, Wheel of Fate, Reforge the Soul, Expedite, and any of the guys that say "Discard a card, Draw a card"

Black Draw: Phyrexian Arena, Damnable Pact, Grim Haruspex, Sign in Blood, Ambition's Cost, Underworld Connections, Night's Whisper, Read the Bones, Harvester of Souls

Multi-coloured Draw: Abzan Charm, Shaman of the Great Hunt, Fathom Mage, Fevered Visions, Spiteful Visions, Painful Truths, Edric, Spymaster of Trest

Artifact Draw: Skullclamp, Staff of Nin, Mind's Eye, Mask of Memory, Howling Mine, Horn of Greed

I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.

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