Slate of Ancestry
, , Discard your hand: Draw a card for each creature you control.
|Want (3)||SirSpiffy , thejordan0 , Styrex|
Printings View all
|Duel Decks Anthology (DD3)||Rare|
|Duel Decks: Elves vs. Goblins (EVG)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Slate of Ancestry occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Slate of Ancestry Discussion
1 week ago
Skullclamp in your main board gets really useless once your vamps start getting counters. I would think about swaping it out for something you could get card draw from even after your creatures get a little tougher. Carnage Altar doesn't tap but only gets you one for three instead of two for one. Slate of Ancestry could get you quite a few cards. Just something to think about.
1 month ago
Your rock suite could use work. I've never found 3-mana rocks (i.e. Chromatic Lantern, Mana Geode, the cluestones) to be very good at all: a two mana rock on turn two means you can land your general turn three (assuming you make a land drop), but three mana rocks rarely speed you up by a whole turn. Consider running some of the following instead: Talisman of Progress, Talisman of Dominance, Azorius Signet, Dimir Signet, Orzhov Signet, Sky Diamond, Coldsteel Heart, Mind Stone, Thought Vessel... In general, I've found categorically replacing 3-mana rocks for 2-mana rocks is a good way to improve a deck.
I'm not a fan of the anthems route, since it means Skullclamp isn't a viable card-draw engine. That said, if you want to go after the anthems, I suggest Favorable Winds in addition to your other effects.
I don't know how many creatures you usually have out, but if you have 4+ pretty consistently you may want to run Slate of Ancestry. It's a highly underrated card in token-based decks. Also Distant Melody and Windfall. And Thirst for Knowledge/Thirst for Meaning.
Ponder and Preordain belong in any blue deck. One-drop cantrips that provide card selection don't look like much, and a lot of people write them off as not effective enough, but there's a reason these are both banned in modern and overplayed in legacy. I do think you should run Brainstorm, but if you do you should run at least two more fetches to make sure you don't get locked under the cards you put back.
One combo I think is pretty cool is Counterbalance + Sensei's Divining Top. Both these cards trigger your general, and you can flip top to recast it if you need to squeeze out extra triggers. Paired, they produce a pretty tough counter-wall for your opponents to fight through, which notably does not cost you cards.
Right. That's all I got.
1 month ago
Hey man! Welcome to magic. I have a few suggestions... feel free to ignore any/all of them.
Dorks are one mana creatures that tap for mana. A lot of the time people don't like them, because before you play with them you don't realize how absurdly powerful they are; people are wrong. I highly suggest running at least a handful of these guys, like Llanowar Elves, Elves of Deep Shadow, Birds of Paradise, Deathrite Shaman, Fyndhorn Elves, Elvish Mystic... In general, ramping turn one is REALLY strong, since it lets you play a turn ahead of everyone else. Though they aren't one mana, you could also consider some cards like Priest of Titania or (if you're rich) Bloom Tender, which are also pretty strong.
Slate of Ancestry is an interesting card to consider. You're running a lot of creatures, so I think in general using Slate of Ancestry will be card-positive for you. Note also that if you discard a creature card with it, Meren of Clan Nel Toth can just get it back for you.
Plaguecrafter: This guy is messed up, and he gets you an experience counter from sac-ing himself. Also, once you're at 3 exp, you can just keep recurring him.
Abrupt Decay/Assassin's Trophy: Personally, I like Abrupt Decay more since I play in a meta with a lot of counterspells and low-to-the-ground decks, but both are good. Being able to kill any card type is generally pretty powerful.
If you're in a counter-heavy meta, Veil of Summer is an absurd card.
Finally, running Ancient Tomb is worth considering. It's pricy, but the price is lower these days than it has been in a while; the ramp it offers is really, really good.
Cards I'd consider cutting:
Eldrazi Monument: Your experience may be different from mine, but I feel like this card is probably a win-more type thing in that it's only really good if you're already winning the game. You're probably better off just running card draw by something like Phyrexian Arena or Slate of Ancestry.
A few lands: If you run the dorks mentioned in (1), generally people don't play more than 33 lands.
Black Sun's Zenith: Like Butcher of Malakir, I think you have plenty of ways to make your opponents lose creatures already. You're probably better off running more universal removal, like Windgrace's Judgment.
Also, since you're a new player, I'd like to point out edhrec.com is an excellent resource I use a lot. You should check it out if you haven't already.
2 months ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!
2 months ago
Here's some suggestions:
Would auto include the following cards:
Eldrazi Monument : Cause you have a ton of tokens to keep this up
- Teferi's Protection : Needs no explanation
- Enlightened Tutor : Tutoring is great
- Idyllic Tutor : What's better than 1 tutor? 2 tutors
- Storm Herd : You have lots of life gain and this card is hella funny as a finisher too. Death By flying horses
- Secure the Wastes : Lots of tokens fast/ Specially good late game with lots of mana to burn on it
- Rootborn Defenses : Gives all your creatures and tokens indestructible. The populate is extra spice
- Luminarch Ascension : Staple in White token decks, also very good early game cause they can't contest it easily
Worth considering: - Slate of Ancestry Can lead to a huge card draw if lots of tokens are out
- Heliod, God of the Sun Gives Vigilance and can create more tokens
3 months ago
Cool Thread! I came back to my own Krenko brew and was immediately hit by the comment of TheGeneralAdvisor - great advice, man!
If you play Combo and your Commander is part of the combo, it is mandatory to ramp your commander out a turn or two earlier. The before mentioned rituals and lands are a great place to start. Depending on a player's budget, a turn 2 or 3 Krenko should be number one goal. This reduces the amount of interaction your opponents will have since they either tapped out to ramp or don't have all their land colors yet.
Brightstone Ritual and Battle Hymn are very synergistic cards in this deck, but especially the latter won't be useful in early game, unless you had a very specific course of turns. You simply don't have the early game tokens/creatures to cast your commander a turn earlier and therefore a classic Ritual/Petal might do the job a bit more reliably. A higher Artifact count will also help towards Welder and Engineer!
Card Draw: Paired with your extra turn spells, you can do some prepairment in the form of Commune with Lava or Slate of Ancestry . They synergize well with Mana Echoes and might give you the confidence to built up your game-finishing combo a turn earlier. Thrill of Possibility to discard Anger in your opponents end step. So these are my suggestions.
Your removal package is also quite lacking. Depens on your meta, but Abrade , By Force can really help you out against stax and give you some interaction against non-blue spells - in case you need it.
X cost spells also have the neat synergy of working well with your leftover ritual/echoes mana.
3 months ago
Think you had mentioned that you already have Cascade Bluffs on the way, and Spire of Industry was a possibility we talked about, and you might want to consider Castle Vantress . I think now is about the time that you'll want to start honing in on what you want the deck to have a focus on; given the push for eldrazi and X spells, I think you could drop Brudiclad, Telchor Engineer and Thopter Engineer . I'd personally cut Reverse Engineer , Saheeli's Artistry , and Masterful Replication and start looking into more payoffs for Saheeli's +1. You may want to consider one or two of the following for casting on other people's turns to avoid as much trouble on your own turn: Shimmer Myr , Vedalken Orrery , and/or Leyline of Anticipation ; these will also play well into Unwinding Clock . I think Palladium Myr is droppable given if it doesn't have haste it's functionally a Worn Powerstone , and Pristine Talisman , Prismatic Lens , and Izzet Locket can be pretty underwhelming. Blue Sun's Zenith and Expansion / Explosion are draw spells that use Saheeli's ability as a payoff, and BSZ will shuffle back in. If you want more draw, Slate of Ancestry is good if you find yourself with a lot of creatures, Tower of Fortunes if you end up with a lot of extra mana to spend, and Loreseeker's Stone if you find yourself empty-handed most of the time.
3 months ago
well somehow my comment broke. that sucks. Recommend to remove: Voltaic Servant Sprite Noble Empyrean Eagle Golem's Heart Cathedral Membrane Heraldic Banner Journeyer's Kite One of the things you have that makes things enter tapped. Maybe. And some lands.
Recommend: Anthem(1-2 more of at most) Spear of Heliod Obelisk of Urd Leonin Sun Standard Stuff cost less Helm of Awakening Jhoira's Familiar Hatefull Diversionary Tactics Suppression Field Protec Retract Draw Slate of Ancestry Etherium Astrolabe Does Everything The Immortal Sun