Shamanic Revelation


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Fate Reforged (FRF) Rare
Promo Set (000) Rare

Combos Browse all

Shamanic Revelation


Draw a card for each creature you control.

Ferocious — You gain 4 life for each creature you control with power 4 or greater.

Browse Alters

Price & Acquistion Set Price Alerts




Recent Decks

Shamanic Revelation Discussion

NV_1980 on Teeth, Claws and a Huntress God

1 hour ago

Hi JuQ, thanks for the ton of feedback. You've noticed correctly that this deck isn't fit (yet) to be some sort of land-drop paradise. I do not intend to let it become about that. At least not all about that :) That takes out a lot of the fun I've had with the original idea of this deck; swinging with some good bruisers in plain old combat.

Having said that, I will definitely take some of your recommendations for a spin. Burgeoning will (at least temporarily) make room for Birds of Paradise and Bow of Nylea will make room for Oracle of Mul Daya. Though I've not had much issues with draw in this deck, I'll also replace Overwhelming Stampede with Shamanic Revelation. Last but not least, I think using Champion of Rhonas could be more efficient in in all green deck compared to Quicksilver Amulet; so that'll be my final replacement.

Again, thanks for the ideas. I wish you happy brewing and good games.

JuQ on Teeth, Claws and a Huntress God

6 hours ago

Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.

In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.

If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.

So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.

At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.

If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.

Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).

If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.

To get some extra juice from Seedborn Muse and Elemental Bond you could use Splitting Slime.

Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).

Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.

shub on Instant Green

4 days ago

You have tons of ramp: might want more card draw. Harmonize, Shamanic Revelation, perhaps Freyalise, Llanowar's Fury. Seedborn Muse also seems like a good fit, but isn't budget friendly.

ThallionDarkshine on Ezuri, Claw of Progress Combo

6 days ago

Sweet deck! I really like the combo of Shrieking Drake and Earthcraft to get infinite etb triggers.

I think you might be a bit light on draw currently. Especially in lists with this many mana dorks, powerful draw engines are very important. Because of the amount of cheap creatures and self-bounce, I would suggest Lifecrafter's Bestiary and Zendikar Resurgent as draw engines. In addition, one-off effects that draw for each creature you control are very powerful. Shamanic Revelation and Tishana, Voice of Thunder are two very powerful draw spells. Finally, since you mentioned that you really like Faerie Artisans, there's one very powerful draw engine that synergizes incredibly well with it. Greater Good lets you sacrifice useless tokens that were buffed by Ezuri for tons of cards, and with Faerie Artisans lets you sacrifice tokens before they are replaced for cards.

Since you have lots of support for elves, Fauna Shaman feels like a great card to include here. It ups your elf count and gives you a redundant copy of Survival of the Fittest to find Sage of Hours.

JuQ on Angry Omnath on a Budget

1 week ago

Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.

I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.

You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.

Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.

I'm starting to like a lot Mouth / Feed, it's almost a second Shamanic Revelation that has some use on the early game giving you a 3/3 body to block with, not too shabby.

Teekith on Green White tokens

2 weeks ago

Garruk, Primal Hunter draws cards equal to number of creatures
Elemental Bond + Sigil Captain will let you draw per token
Shamanic Revelation

JuQ on Dinosaur Commander Deck

2 weeks ago

Huatli's Snubhorn

You could focus it a bit more to Enrage, there are still many enrage dinos you could use: Ranging Raptors, Bellowing Aegisaur, Needletooth Raptor, Raptor Hatchling, Siegehorn Ceratops, Silverclad Ferocidons, Trapjaw Tyrant and use enraging cards like AEther Flash, Pyrohemia, Powerstone Minefield, Lightmine Field, Reckless Rage, Savage Stomp, Subterranean Spirit, Wave of Reckoning. The best part of the enrager cards is they also work on their own stopping token mechanics and many other decks. Just the AEther Flash on its own stops so many decks.

Other cards that may prove usefull are Path of Discovery, Thunderherd Migration and you will also need a ton of card advantage to keep the stomping going Elemental Bond, Harmonize, Hunter's Prowess, Mouth / Feed, Seasons Past, Shamanic Revelation, Soul's Majesty...

Grimpachi9918 on 3DH Hapatrah

2 weeks ago

Alright so just a few things that have made my list because they are amamzing and are budget could be:Ammit EternalCarnifex DemonWickerbough ElderShamanic RevelationContagion ClaspGrim AfflictionThrone of the God-Pharaoh

Load more