Seething Song

Seething Song

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Add to your mana pool.

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Printings View all

Set Rarity
Duel Decks: Knights vs. Dragons (DDG) Common
Archenemy (ARC) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Mirrodin (MRD) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Seething Song occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.36%

Seething Song Discussion

multimedia on Plasma In The Sky

3 weeks ago

Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.

Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.

You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.

What's the budget for your deck? Cards $1 or less each to consider adding:

Lands

Mana Rocks/Other Ramp

Dragons/Cards that support Dragons

Dragons who can pump their own power which is called "firebreathing" are good with double strike.

Knights

Draw

  • Mask of Memory: an equipped creature with double strike who isn't blocked does combat damage twice to an opponent meaning you draw four cards.
  • Rogue's Gloves: with flying it's easier to do combat damage.

The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.

Removal

I offer more advice. Good luck with your deck.

multimedia on Grixis prototype

1 month ago

Hey, some good cards here for a budget concept.

The concept of ramp with Kess is interesting. It's not the direction I would go with Kess, but it's a unique concept. The Thraximundar + It That Betrays interaction seems good. For the concept this interaction and Architect + Pili infinite mana combo are the best parts of your deck. Consider expanding on each of these parts and how Kess can be better used with them?

Kess has an advantage for ramp with rituals. Rituals make mana when they resolve. They make more mana than they cost to cast therefore they make ramp. You can cast instant or sorcery rituals from your graveyard with Kess resulting in making a lot of mana to cast big creatures or other spells. You can use the mana you make with rituals to cast that same ritual again from your graveyard with Kess.

Rituals to consider adding:

These are good rituals in Commander and they're all budget cards. Dark can make 5 black mana when cast and then cast again with Kess. Song can make 7 red mana when cast and then cast it again with Kess. Geyser is good in multiplayer Commander because it looks at all your opponents tapped lands which if you have three or more opponents can be a lot of mana especially when you can cast it again with Kess.

The mana these rituals make is either all red or all black which would be fine to help to cast most Eldrazi, but can be problematic if you want to cast a spell that's blue. Signets lets you use any colored mana to then make different colors of mana.

These two drop mana rocks are staple budget ramp and color fixing in Commander. Thief of Sanity because it has flying can be repeatable stealing of your opponents cards. Sanity is a powerful card in multiplayer Commander because you'll have many opponents to choose from to attack. Cards you steal with Sanity can be cast by you using any colors of mana. Red and black ritual mana can be used to cast cards you steal with Sanity.

High Tide and Bubbling Muck are one drop spells that make more blue or black mana when you tap an Island or Swamp until end of the turn. These spells are better in mono blue or mono black decks than three color Grixis, but they can ramp.


Sorcery tutors are good with Kess because you can cast them again from your graveyard. These cards can help to assemble Architect + Pili or get an Eldrazi into your hand after assembling the combo. The best tutors are not budget cards, they're expensive prices, but there's a few tutors that are budget.

Another way to help to find important cards is to dig for them and draw them. Dig spells that Kess can cast from your graveyard can let you see a lot of cards.

Reanimation can be used with Kess. Reanimation is a way cheat big creatures onto the battlefield. It's also a way to assemble Architect + Pili by either cheating them onto the battlefield or getting them into your hand via your graveyard. Instants and sorceries that enable reanimation and reanimation spells have interaction with Kess because she can cast them again from your graveyard.

Buried can tutor for three creatures and put them into your graveyard. It's among the best enablers for reanimation. Madness is called a wheel and what that means is all players discard cards and then draw cards. It's good with Kess since she has flying, you can cipher Madness to her after you cast it. When it's ciphered to Kess then any time she does combat damage to a player then you can cast Madness without paying it's mana cost. The wheel effect is a way to fill your graveyard with spells to cast with Kess as well as drawing cards.

If you have any questions I offer more advice. Good luck with your deck.

firestorms90 on skred

1 month ago

What you're describing sounds more like a prison deck than what I typically think of from the "skred red" archetype. Having said that, if I recall correctly, the lists I was referencing when I first tried to build this included some number each of Chalice and Bridge in the sideboard, so what you're describing probably isn't actually that different of a beast. You're right about not dropping money on either of those, however; though I have most of the cards you listed in my collection, I have no copies of Chalice or Bridge. What did the decks you've seen ramp towards? Was the point of SSG and rituals simply to slam lock pieces ASAP? What did they do to win once the board was controlled?

Also, weren't Desperate Ritual and Pyretic Ritual banned at one point? I could have sworn they were out before even Seething Song, and must have forgotten having read about their unbanning... or perhaps I'm merely imagining it all?

gavriel1136 on 'Tis but a Scratch!

1 month ago

Hi there! Good looking deck with an underused commander. I have some suggestions though, if you're still having trouble with gameplay.

My first suggestion is to consider the cost of your commander. Ideally, turn 2 ramp cards like the talismans are standard. However, considering you'll still be ramping on turns 4, 5, and even 6, maybe consider higher costed CMC ramp, such a Firemind Vessel or Gilded Lotus. It's easier to create lots of colorless mana than colored, so if you find you dont need that much color, maybe switch in a Worn Powerstone or something similar?

Second, since I run an equipment deck myself, possibly consider the balance of creatures to equipment. Do you run into games where you have too much of one over the other?

And third (off the top of my head.) Sunforger is an incredible powerhouse, especially if you have Syr Gwn out to cheat its equip cost. Consider abusing it more! I like cards such as Seething Song to give you the mana to search for multiple things in a single turn.

If you want more recommendations, let me know!

Suns_Champion on Brothers Yamazaki

1 month ago

Creative? Check

Unique? Check

Mono Red? Check

I love it. Here's some ideas.

Draw: Tome of Legends will be great in here. Maybe add Manifold Key for double untap/unblockable synergy. Endless Atlas, Ignite the Future, Humble Defector(use Homeward Path with it), Light Up the Stage are all cheap draw that I love in red. Prophetic Flamespeaker, Neheb, Dreadhorde Champion, Knollspine Dragon, Tectonic Giant and Grenzo, Havoc Raiser all provide card advantage and/or push the aggro theme.

Ramp: Let's think about this for a minute. I think instead of turn 3 brother #1, turn 4 brother #2, we should try to get both brothers out turn 4 (with 4 land drops). That way we don't waste their haste or leave one brother out alone to get removed/wiped. For that, focus on cards that will get both broths out turn 4: Sol Ring, Generator Servant, Dockside Extortionist, Worn Powerstone, Coalition Relic, Seething Song, Ruby Medallion, Myriad Landscape + any 2cmc mana rock, Cloud Key, Hazoret's Monument, and Herald's Horn all allow you to get both Brother's swinging turn 4.

Helm of the host is a good idea. One combat and they're all 6/5s. Trample will be important then, so yeah Archetype of Aggression seems great. Blackblade Reforged will be consistently good.

As suggested, Godo, Bandit Warlord will be a powerhouse and wincon. Torbran, Thane of Red Fell will be good if you're going wide.

Themes to consider:

  • Anthems
  • Historic matters cards
  • Legendary Matters cards
  • Equipment
  • Aggro/go wide

This is a cool idea, I will be back later! Get a decklist up TypicalTimmy, I already want to upvote it!

psionictemplar on Phoenixes of Invention (Mono-R Phoenix Tribal)

1 month ago

Regarding the speed aspect of the deck, I gotta say I'm not surprised it seems slow given how many expensive cards you are running. It's the main reason I suggested more lands, especially since you can't always have a fires on the field. If you are wanting to run a lot of your deck through the fires, then it might be a good idea to add at least one more for consistency purposes. You could also add a couple rituals like Rite of Flame or Seething Song to speed your game up as well.

A side thought I had was that since you'll be playing at sorcery speed for the fires you might want to look into sorceries instead of instants. A lot of time they are more powerful at the sacrifice of speed/flexibility.

ZendikariWol on Card creation challenge

2 months ago

Adrin, Mana Blossom

Legendary Creature- Human Peasant

When Adrin, Mana Blossom enters the battlefield, add for each card in your hand.

2/3


Too strong? Might be. Idrk- def not too strong for modern (by turn 3 you have like 5 cards in hand, TOPS, and by then he's just a better, more mana-intensive Seething Song at sorcery speed.)


Make a really solid <=jeskai aura. Nvm, I have been ninja'd.

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