Reveillark

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Modern Masters (MMA) Rare
Morningtide (MOR) Rare

Combos Browse all

Reveillark

Creature — Elemental

Flying

When Reveillark leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

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Reveillark Discussion

JoeBlondie on Sram - Dwarf Enchantress

6 days ago

IN:

Sword of Feast and Famine well, I said that I wouldn't include swords. I don't have them on paper but I use them online. On paper this is replaced by Loxodon Warhammer. In EDH this is the strongest sword probably, it enables very productive turns and directly attacks the opponent's hand.

Sword of Fire and Ice second best sword, preferable in some matchups. Draws cards and kills dorks. Nothing particular to say. I feel that the 2-equip cost of the swords is very important for the deck in 1v1. Tipically you want to T2 sram, T3 sword and draw, T4 try to equip. If opponent doesn't kill sram it's all good, but even if they do, you have 2 mana open to play something else and mitigate the tempo loss. Most cards in the deck are 2 cmc so you should be able to do that on average. This is not possible with Warhammer, Godsend and Strata Scyte, which are the main substitutes for the swords.

Aven Mindcensor decent hatebear, flier, can hold a sword, can be recurred by Sun Titan and can be eaten by skullclamp. Pretty much all we want from our 2-3 cmc creatures.

Phyrexian Revoker same as above, except he doesn't fly. Instead, he is tutorable and more easily recurrable and he is a good target for Restoration Angel. Ability is almost always relevant and can stop/slow down some very bad things.

Felidar Cub a second copy of kami of ancient law

Monk Idealist a second copy of Auramancer

Solemn Simulacrum In general I don't like sad robot very much. There are better things to do at 4 mana. However, in this deck he almost always has a purpose. He ramps, blocks, can hold a sword very well and doesn't care about removal. Can be recurred by a bunch of things, tutored (bad play, but still..) and is part of a wonky combo with emeria shepherd and any altar that allows you to basically fetch all plains from deck to field, draw half your deck while filling the yard or generating pseudo infinite mana. Also, decent (kinda..) target for Resto Angel or Gift of Immortality. There is always something that sad robot can do.

Reveillark well, we could run the obvious Karmic Guide + Reveillark combo. The problem is that being mono white we don't really have a way to tutor the combo consistently (even adding Recruiter of the Guard we could tutor only half of it). And without the combo I don't see Karmic Guide as a very strong play that justifies occupying a 5 mana slot. On the other hand, I think Reveillark is good enough to include. It brings back 2 creatures (most of our guys are good targets) or can live without asking you to invest a whole other turn of mana into it. Flies, decent body, great target for Resto Angel.

Altar of Dementia and Ashnod's Altar these two bad boys turn opponents' removal into something useful, even saving from exile. But their purpose is not only defensive. When paired with some other pieces (Gift of Immortality, Deathrender, skullclamp) they can start some nice value engines, even degenerating into combo when Deathrender is involved. Ashnod clearly does it while generating mana, while Dementia can fill the yard of nice targets for our many recursion cards.

Arrest better pacifism

Aura of Silence powerful card, can be staxy and buy you time, prevents things from being played, and if the opponent plays a threat into it, you can easily call the bluff and wait for the real threat. It can berecurred in a bunch of ways, including Sun Titan, tutored by Enlightened Tutor and can trigger Mesa Enchantress. Lots of applications for it.

Seal of Cleansing weaker but cheaper version of Aura of Silence.

Day of Judgment second copy of Wrath of God, mitigates the scarsity of mass removal.

Finally, a bunch of lands. Homeward Path for the occasional pesky blue decks that want to play with your cards, Ancient Den and Darksteel Citadel can be tutored in desperate situations, but mostly are there to enable a faster activation of Puresteel Paladin, Ghost Quarter to blow up the annoying Maze of Ith or to stop the usual broken ramp lands, Inventors' Fair for the hypotetical tutor and New Benalia for the occasional T1 scry 1 which is nice

bosny on Brago

1 week ago

Archaeomancer doesnt have enough targets to be worthwhile, which makes Eerie Interlude and Ghostly Flicker seem less viable as they only get one use. Reveillark also has too few targets. master of waves loses his creatures every time he bounces unless there is a pump spell in play like Angel of Invention or Elesh Norn, Grand Cenobite. cut Magus of the Moat, yur flyers aren't enough to win the game. i cut Peregrine Drake for Cloud of Faeries in my deck, i found it did a lot more for me to drop it earlier on, especially with Azorius Chancery, Temple of the False God and Coral Atoll. Darksteel Mutation is worse than Journey to Nowhere or Oblivion Ring as they can really lock out opponents' commanders by getting repeatedly bounced. not a lot of colourless sources for Eldrazi Displacer - cut it or add mana rocks. I would add about 4 lands (40 lands minus one per 2 mana rocks 2 mana or less is a good general rule).

Other than that, there are a lot of high-costed cards - I would have a lower curve, with game-winners at the top.

Lastly, figure out what your win condition is. Your deck should go all in on that. My guess is you want to produce a bunch of tokens and have them beat face. If you can pump them, that would help a lot. I would get a tutor for Cathars' Crusade (something like Idyllic Tutor or Long-Term Plans) and if I had one card to suggest it would be Elesh Norn, Grand Cenobite.

Hope this helps!

redace10 on The Last Guardian (Control)

1 week ago

Karmic Guide and Reveillark for recurring creatures is what you're looking for, they're ETB triggers are strong. Angel of Serenity, Sun Titan, or Sword of Light and Shadow are other options.

Speaking of an ETB deck, no Brago, King Eternal here? Looks like a value city kind of card in this deck.

You run Isochron Scepter, I recommend running it in conjunction with Pull from Eternity to get back that exiled spell when the scepter is inevitably removed. Also stuff just gets exiled in commander, p.o.e. can do some work.

Nice deck, +1 cause it looks for the grind/combo win, which Azor...ius decks just want to do naturally. I run a voltron themed Azor deck, Azor will have Order, take a look as it may give you some ideas for your own.

redace10 on Control the Senate

1 week ago

Fair enough, it seems strange that a planeswalker not named Ugin or Karn would draw so much hate in a deck without access to Doubling Season. Your meta sounds really into removal, ever consider Karmic Justice? My meta doesn't really call for me to include it, yours sounds like it might. If exile happens more often Pull from Eternity might be worth a look. I like it and Expropriate at the least :)

In looking at your deck you actually interact with your graveyard very little. Is that by design because of RIP? It seems like if you don't look at you gy, a few delve cards might be of use. Namely Treasure Cruise and Dig Through Time. Otherwise Karmic Guide and Reveillark would love to get in on the action with Deadeye and co. You run some high costing and high value creatures worth keeping around.

enpc on I think it was pretty ...

1 week ago

Had a game (a while ago) where my opponent was playing a Mayael beatdown deck against my Saffi Eriksdotter deck. He had a lot of fliers so to buy myself a turn I played my Reveillark purely as a blocker.

Somehow I top decked an Ashnod's Altar which let me get infinite mana, but I needed an outlet. I had an Acidic Slime (when I used to run it) sitting in the graveyard, a Sun Titan in hand and a Nim Deathmantle on the battlefield.

What did it though was the Mikokoro, Center of the Sea I had in play. Ended up killing my land with slime only to get it back with titan and draw indefinitely. My oppoent was (justifiably) a bit salty. Did a double take when I saw the combo and knew I had an out though, it did feel pretty good.

I now run that as one of my listed backup win conditions (I use Strip Mine instead of Slime to kill my land).

enpc on Just Stay Dead

3 weeks ago

The problem with Fanatical Devotion and Martyr's Cause is that outside of either the boonwevaer or hulk combos, they are basically dead draws. On top of that, since the deck is designed so that the creatures form recusion engines and the outlets provide value, neither of those two work with any other combos in the deck. Basically they seem useless here.

Natural Order isn't bad, but my problem with it is that you have to sac a creature to get value. This means that from a worst case scenario situation, it is nowhere near as good as a Green Sun's Zenith which can help me get back in the game. The fact that it's limitied to only getting green creatures as well is frustrating. I know GSZ has the same limitation but it is easier to cast, recurable and forms part of a combo.

I was thinking about lines to get hulk working and the best two I came up with (without having to add a bunch of situational cards) were:

Option 1:

  1. Play Saffi and Hulk.

  2. Sac saffi targetting Hulk.

  3. Sac Hulk to a single use sac outlet (e.g. High Market).

  4. Saffi ability triggers. Bring back Hulk.

  5. Resolve Hulk's ability, getting Reaper of Flight Moonsilver - (you need to have delirium on line).

  6. Sac Hulk to Reaper. hulk's ability triggers, getting Karmic Guide.

  7. Guide's ability triggers, returning Hulk.

  8. Sac Hulk to Reaper, triggering Hulk and getting Reveillark.

  9. Sac Guide to Reaper.

  10. Sac Lark to Reaper, bringing back Saffi and Guide.

From here you can loop so that you get back Hulk who can fetch something like Inquisitor Exarch. This line is ok, but you have to have Saffi in play and delirium online before you start to combo. total mana required on combo turn: 7. Total number of added cards to the deck: 3.

Option 2:

  1. Play Saffi and Hulk.

  2. Sac Saffi targetting Hulk.

  3. Sac Hulk to oneshot sac effect. Saffi ability triggers bringing Hulk back.

  4. Resolve Hulk's ability, getting Stoneforge Mystic, Hidden Herbalists and Inquisitor Exarch.

  5. Stoneforge mystic triggers, getting Demonmail Hauberk (you can technically use Grafted Wargear instead, but Hauberk is simpler)

  6. Cast Hauberk.

  7. Sac Hulk to Hauber, getting Karmic Guide.

  8. Guide triggers, bringing back Hulk.

  9. Sac Hulk to Hauberk, getting Reveillark.

From here you can form a loop with Reveillark, Karmic Guide and Demonmail Hauberk and looping Inquisitor Exarch for the win. Total mana required on combo turn: 9 (8 if you use wargear). Total number of added card to the deck: 4.

That being said, I personally prefer option 2 over 1 as the combo feels cleaner and doesn't impact the average CMC of the deck as much (plus Hidden Herbalists is good with Karmic Guide, Reveillark and Greater Good). Having a semi-tutorable sac outlet (on Hauberk) is not weak either. That being said, it's not the strongest sac outlet. Obviously the optimum Hulk line involves a sac outlet on a creature though. Without it, the lines are messy and there are a lot more dead cards in the deck than I would like to be.

I just feel like without access to cards like Viscera Seer or Carrion Feeder that it feels too much like running Protean Hulk is trying to force it because it's a graveyard combo package and it can be good. But without the support to make it work it just feels too clunky as you have to add sub-optimal lines. Ultimately it's about evaluating a card in the context of the deck. If this were a Karador, Ghost Chieftain deck I would run it without hesitation, however here I don't think it's worth the slot. It's for the same reasoning that the deck doesn't bother with the Boonweaver combo.

TaegukTheWise on What archetype is my deck?

3 weeks ago

Allow me to provide context so you guys can better understand my question.

I know my Roon, Mayor of Value Town deck is a good stuff control deck, but I have a friend who constantly makes new decks and wants to test them out. But sometimes he can't make it to the cardshop and he has to settle for 1v1 to see what his decks need to work on. My Roon deck is made for 4 player EDH with its control aspect stemming from the toolbox which is the rest of the deck, Roon is for gaining me more value with my creatures to gain advantage or control the board, politics (such as blinking an opponents value creature for favors), and blanking blockers/attackers for extra control. The deck runs counterspells and also has some cards that serve multiple purposes but primarily serve to hate out Torpor Orb and Hushwing Gryff/Tocatli Honor Guard, a perfect example: Bant Charm.

My other two decks are Nekusar and Krenko so he chooses to face Roon since Roon is not as fast as Krenko, but not as vicious as Nekusar. Whenever he does play against Roon, no matter what deck he plays I find some way to stabilize the board and gain victory. My win cons can be: creating enough tokens with Trostani's Summoner/ Avenger of Zendikar sometimes paired with Cathars' Crusade, Meadowboon or Gavony Township, having a bunch of creatures and dropping Craterhoof Behemoth, or having an infinite combo with Reveillark, Karmic Guide, Ashnod's Altar and a creature that can draw me cards like Mulldrifter or Cloudblazer to get Minion Reflector to make an infinite army of creatures to win the game, or a creature that can remove things like Nevermaker, Trostani's Summoner or Hornet Queen to make an infinite army of creatures to swing with on my next turn, or using Acidic Slime to destroy pesky artifacts and enchantments or lands.

The most common occurrence is that I hose his creature based aggressive decks with Stonehorn Dignitary until I get a threat online or I draw into removal I can abuse, or he scoops. Nevermaker to stall his board when he can't draw more cards to lock him in place until I drop a threat, or he scoops. Or the previously mentioned infinite combo, recently and more specifically, destroying his lands in response to a board wipe that would reanimate him a threat to make him scoop (I mention this because if he didn't wipe the board I wouldn't have blown up his lands, thus I gave him the option to take back the wipe, he didn't, so I blew up his lands and he scooped). The way Roon wins in these scenarios isn't shocking since I'm only facing my friend instead of 3 opponents dividing up my resources to maintain defense while being relevant in a subtle fashion, and 1v1 speeds up the game of EDH tremendously.

After losing so hard to Roon under these conditions (8 times mind you) he is convinced that my Roon deck is a hate deck, or at least in 1v1, and will never 1v1 it again because I can stop his decks so easily (which is completely fair). I think the thought that my Roon deck is not a control deck but a hate deck is utterly preposterous since I don't have cards like Gaddock Teeg or Ethersworn Canonist or Aven Mindcensor making up a good chunk of the deck. The only real hate cards in the deck are Thought-Knot Seer, Angel of Finality, and Stonehorn Dignitary but their effects aren't passive and that I need to commit resources to them to keep using their abilities, and that Stonehorn is more considered control than hate in a 4 player game. But I think I need more opinions to further solidify what archetype my deck is.

My question to all of you is can you look at my EDH deck and tell me what my deck's archetype actually is?

TaegukTheWise on Is Contol a hate strategy, ...

3 weeks ago

What about cards like Acidic Slime? Its last ability destroys lands, so is it removal or is it a hate piece? I know its not an Ethersworn Canonist but I know cards like Pyroblast hate out blue spells and permanents, and to a lesser extent Reclamation Sage does effectively the same thing except without land destruction and deathtouch (and a sometimes relevant point of toughness).

You could also perform an infinite combo with Reveillark Ashnod's Altar, and Karmic Guide to bring back Acidic Slime over and over again, is that considered land hate or a form of removal? (or in the funnier case, player removal)

So where would Acidic Slime place, Removal or Hate?

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