Serene Remembrance

Legality

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

Printings View all

Set Rarity
Gatecrash (GTC) Uncommon

Combos Browse all

Serene Remembrance

Sorcery

Shuffle Serene Remembrance and up to three target cards from a single graveyard into their owners' libraries.

Serene Remembrance Discussion

[email protected]_only on Budget Prime Speaker Vannifar EDH

8 months ago

love the concept! solid combo deck minor recomendations:

Instill Energy is a good green haste effect with the added benefit of adding an extra untap

Elixir of Immortality trumps feldons cane for recursion

Serene Remembrance is sorcery speed, but is self recursive

Insist are decent counterspell-buffers if you wanted to run extras

Savage Summoning lets you opt in at the end of an opponent's turn, bypassing summoning sickness on your turn.

mkmi on Groundhog's Day

2 years ago

Hello again. About Serene Remembrance, it's a rather inferior card for the intended role. It does not guarantee that you will end up having any of your combo pieces in your hand, and it does not replace itself (it gives you a card disadvantage). Something like Eternal Witness would be much more efficient to re-use the cards in your graveyard, but it's not exactly budget-friendly. Overall, I don't think that graveyard recursion is a well-fitting strategy for this deck - you play with quite a few "growers", when they come back from graveyard there'll be back to being 0/1s, 1/1s and 2/2s. You could think of some other way of protecting your creatures - for example cheap counterspells, like the green instants I mentioned in the previous post. If you'd rather not play with those, you could also include some protective equipment, such as Swiftfoot Boots. Simic Charm is also quite a versatile card, with little setup it allows you to kill creatures, and you can also use it to protect your MVPs from sweepers with the bounce effect.

Going back to Serene Remembrance, it can be a useful card in certain circumstances, e.g. when you play against a dredge or reanimator deck, and want to remove Griselbrand or Life from the Loam from their graveyard, or when you play against a mill deck, it can keep you alive a little longer. However in both cases, there are far superior cards that do the same, budget version include Gaea's Blessing, Elixir of Immortality, Tormod's Crypt etc.

TheMightyDead on Groundhog's Day

2 years ago

First of all, mkmi that was a rather in depth analysis of what my deck needs. Thank you so much.

Now, down to business. The first thing that I want to really clarify, and get your (or anyone's) opinion on is Serene Remembrance. The reason i have it in the deck is to act as a strategic safeguard. In case anything at all goes wrong, and Sage of Hours, Elvish Mystic (When i include it in the deck), or any other card that I need ends up in the grave yard, I use Serene Remembrance to put them back in the deck.

as for the other stuff, again I thank you immensely and will take your advice to the best of my ability.

mkmi on Groundhog's Day

2 years ago

I like the Sage of Hours and Bioshift combo with the growing creatures. However, you could increase the tempo by removing cards like Inexorable Tide (too slow), Verdant Haven (you use almost entirely fast mana, so you could add some 1-drop mana dork, like 4x Elvish Mystic instead). I'm also not sure what Serene Remembrance is doing in the main deck, it's more of a sideboard card. You could get rid of Wildcall, the probability of getting it to work with Sage of Hours is really small, and you really don't want to Unexpected Results into it. A card you could consider acquiring for this deck is Increasing Savagery, since it instantly enables Sage of Hours's ability. With a 1-drop mana creature you could possibly get an extra turn on turn 3:

  1. Forest, Elvish Mystic
  2. Island, Sage of Hours (1 green mana open)
  3. land, Increasing Savagery, extra turn.

Also, keep in mind that Sage of Hours is quite fragile, and will attract removal. Perhaps some cheap protection spell, like Ranger's Guile or Blossoming Defense would be worth considering?

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