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Ritual of Rejuvenation
You gain 4 life. Draw a card.
Ritual of Rejuvenation Discussion
1 day ago
Dawn of Hope can combo with Fountain of Renewal but Fountain is a meh card. You can use Treasure Map Flip, I personally used to doubt this card but people will literally counter this with a Syncopate which shows how much advantage it gains you. There's also the simple draw spells of Discovery / Dispersal which you already have listed, Revitalize / Ritual of Rejuvenation , and Sword-Point Diplomacy .
1 month ago
I don't know what you tested against but I've had nothing but issues with your mana base. If you're happy with it though, that's what matters.
For the SB you have:
- 2x Cleansing Nova - too expensive for what you need it for
- 2x Demystify - lack of versatility isn't worth the low cost in this environment
- Despark - why only one? This card is awesome
- 2x Divest - why? Why not Last Gasp instead
- 3x Duress - in a control dominant environment this is a main deck card. Even in SB you should run a full set
- 1x Mortify - why only one and why is this not main
- 3x Revitalize - The decks you'd bring this against are going to inflict a lot more than 3. Try The Wanderer or since you plan to make a lot of tokens what about Ajani, Wise Counselor or Ajani's Welcome . Or Ritual of Rejuvenation is just better if you're worried about burn
- Sorin, Vengeful Bloodlord - he doesn't impress me.
So there's that. Can you PLEASE do me a favor... you don't have to keep it this way but can you at least TRY taking out Risk Factor because it absolutely sucks in your deck and replace it with Chromatic Lantern ¿ just for a little bit? Give it a few games and if it doesn't work then change it back. ..
2 months ago
3 months ago
6 months ago
Thanks for replying so quick DangoDaikazoku! I have indeed watched After Story. No lie, I sobbed.
Thanks for your recommendations on the 3 drops, I was thinking a few of those as well. After looking over some more cards on Gatherer, I came up with a couple more ideas as well, if you wouldnt mind giving me your opinion? I know you're not used to the standard meta, which is totally fine.
The ones I'd like feedback on, and why I chose them, are these:
Chromatic Lantern, replacing 2 Pillar of Origins, opening another two 2 drops, which I would replace with Amulet of Safekeeping, Blink of an Eye, Board the Weatherlight, Discovery / Dispersal, Find / Finality, Revitalize, Root Snare, Search for Azcanta Flip, Song of Freyalise, Thaumatic Compass Flip, or I could add back some more walls.
Quasiduplicate, for extra Walls, plus Jump Start.
Ritual of Rejuvenation, for life gain plus card draw
Wayward Swordtooth, land advantage, plus possible win condition
Sinister Sabotage, counter spell, plus surveil to potentially get rid of something I dont need.
Slaughter the Strong, could potentially board wipe my opponent
Sprouting Renewal, convoke, plus 2/2 creature, or artifact/enchantment removal
Sylvan Awakening, potential alternate win condition
Unwind, counter plus untap lands
Broken Bond, artifact/enchantment removal, plus land advantage
8 months ago
So, although the appeal of cards like Sovereign's Bite is obvious, it doesn't necessarily change the board any or give you anything else. Another card that suffers from this is Healing Grace. Bite does give you damage and Grace could help a creature stay alive in a fight, but I'm sure that's worth it. Do you see what I mean? You could totally run cards that give you the life you're looking for with other abilities such as Revitalize, Ritual of Rejuvenation, Shield Mare, etc.
For some ideas, you could look at my similar deck.
SCORE: 1 | 35 VIEWS
10 months ago
I would love to have Disallows, but I was trying to keep the cost down just a touch. Instead of going for counters for control my goal was to allow opponents to cast what they wanted and rely on white enchantments (Seal Away, and Ixalan's Binding) to do a lot of the control for me, while relying on the other white spells (Healing Grace, and Ritual of Rejuvenation) to keep me in the game long enough to slowly mill them away. With the advantage of Healing Grace being that it can also keep my unblockable creature's from dying some of the time.
I was going for a more consistent mill approach - if I can get Psychic Corrosion out on the field, plus either Navigator's Ruin or Fraying Sanity then I'm steadily milling them for a good amount every turn.
I didn't include Patient Rebuilding for the exact reason you mentioned, the mana cost, and it is the same reason I side-boarded Fleet Swallower - most of the games I've played in the current meta play quickly, so I didn't want to rely on Patient Rebuilding for my mill since it wouldn't come online until later. All three of my main mill enchantments cost three mana, so by turn 3 I can start the mill and use other turns to either ramp it up, or protect it from stopping.
That is my thought process at least, but I'm certainly no expert and I'm open to suggestions about how or why my reasoning is flawed, or if there is something I'm missing.
11 months ago
The best way to improve this deck would probably be to take out a lot of the low impact cards, like:
Ritual of Rejuvenation (one shot, doesn't really do much)
Renewed Faith (same thing)
Valor Made Real (if you want this effect, get an enchantment that does a similar thing, like High Ground, Brave the Sands, or a creature with this ability, like Palace Guard or Guardian of the Gateless)
Retreat to Hagra (Really slow, especially for 40 life).
Cards I would consider adding that are still pretty budget:
Soul's Attendant (since you have Warden)
Wretched Confluence has a lot of good modes and is an instant.
Sacred Mesa is good in a slow, grindy deck like this to keep chumping or eventually fly over for victory
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