Slate of Ancestry

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Goblins (EVG) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Onslaught (ONS) Rare

Combos Browse all

Slate of Ancestry

Artifact

, , Discard your hand: Draw a card for each creature you control.

Price & Acquistion Set Price Alerts

EVG

9ED

ONS

Ebay

Recent Decks

Slate of Ancestry Discussion

BigBoyBeau on Hyper Markov

3 weeks ago

Sweet recommendation Last_Laugh! I've brought in Reconnaissance and Stensia Masquerade in place of Sol Ring and New Blood. Although they do require red and white color mana, they are cheap to play and are better for the aggressive creatures focus of the deck.

As for Falkenrath Aristocrat, I haven't decided yet what to substitute her in for, but I'd like to include her. Let me know what she could replace.

I have tried Sorin Planeswalkers before and they are awesome Heliogabale. Because they are not vampire creatures they are too slow for my preferences with this deck.

Regarding card draw, I highly prefer the conditional repetitive card draw opportunities over single use draw spells. Each single use draw spell (Night's Whisper, Read the Bones, Promise of Power, Moonlight Bargain) causes problems for this deck because it's only time use. Slate of Ancestry, Dark Prophecy, Necropotence, Phyrexian Arena, Dark Tutelage, Vanquisher's Banner, and Herald's Horn can provide dozens of cards over several turns. That way if the vampires get killed or you empty your hand you get enough draw to keep going strong.

Regarding removal, Hyper Markov is not a control deck. Hyper Markov doesn't care what your opponents play in their first 5 turns. The wager is that this horde of vampires will be more aggressive and fun than anything the opponents bring out. The focus here is exclusively on consistent creature aggression and aristocrat strategies. That's why you won't see removal instants in this deck. Although some control cards would shut this down; Speed, Repetition, and Sympathetic Players are your Allies. This aggressive style makes for a different experience than the usual. It's a blast for you and a fun surprise for your opponents.

BigBoyBeau on Markovia

3 weeks ago

IronTiger the themematic nature of this deck is cool. I play Hyper Markov which lacks the connection to Sorin that you have created. A possible card about Sorin would be Declaration in Stone. Also the card Slate of Ancestry caught my eye for it's draw capabilities. Would it be worthwhile in your deck or Edgar Markov decks in general?

Pal00ka on Hail the Eldrazi

1 month ago

-2 lands and more mana rocks that are Fellwar Stone, Darksteel Ingot, Izzet Cluestone, Izzet Keyrune, Wayfarer's Bauble, Iron Myr, Silver Myr, etc. The main reason is the more mana rocks you can play T1-3 the better Saheeli's 2nd +1 will be when she hits the board.

I think focusing on outlets that make artifact tokens would be fun and have synergy with Saheeli. Recent sets have given options for treasure (Brass's Bounty), clues (Tamiyo's Journal), servos (Servo Schematic), and thopters (Pia and Kiran Nalaar). Adding in bounce/blink effects would let you keep the army growing.

A fun alternative win-con to ramping into a scary Eldrazi is transforming your token army. Day of the Dragons, Descent of the Dragons, and Dragonshift + Surge of Zeal/Burst of Speed allow a lethal strike out of pretty much nowhere.

More card draw too; Mind's Eye, Staff of Nin, Slate of Ancestry, Ichor Wellspring, Howling Mine, Temple Bell, etc. all get the job done in their own ways. Spell-based draw is good too; Jace's Ingenuity, Ponder, Telling Time, Faithless Looting etc.

Some cards that should also be considered: Trading Post, Kurkesh, Onakke Ancient, Goblin Welder, Slobad, Goblin Tinkerer, Solemn Simulacrum, Nevinyrral's Disk, Shimmer Myr, Feldon of the Third Path, and Hellkite Tyrant.

t3hdarkness on Selesnya Wolf Deck V1 MOAR WOLVES!

2 months ago

It looks like you could use some more card draw. Slate of Ancestry is better in decks that can use the graveyard, but it is easily reusable. Regal Force is another option.

Have you tried Wren's Run Packmaster? I think you have enough Elves to make it work.

Riptide Replicator Its not the strongest, but it is usually pretty funny.

elgosu1337 on Krenko, Mob Boss

2 months ago

I would suggest focusing on having large numbers of low cost Goblins and ones with utility rather than big ones. Battle Squadron, Voracious Dragon, and Berserkers' Onslaught could be cut.

You might cut some of the anthems, or just play more efficient ones. Vanquisher's Banner gives card draw which is really helpful for this deck. Adaptive Automaton is worth a shot as a 2 CMC Goblin lord. Goblin King gives mountainwalk which could be relevant in multiplayer games. The new Goblin Trashmaster is a lord that also provides artifact removal. Ogre Battledriver and In the Web of War give haste and also pump your Goblins, so could replace Hammer of Purphoros.

Goblin Lackey and Warren Instigator can put into play any Goblin from your hand. Goblin Chirurgeon can protect Krenko. Sensation Gorger and Slate of Ancestry provide more wheeling.

Mana Echoes could be good to generate mana whenever you make or play Goblins, and also goes infinite with Umbral Mantle or Sword of the Paruns on Krenko if you would include those in your deck. Thornbite Staff can untap Krenko for free whenever a Goblin dies, so it goes infinite with any sac outlet. Ashnod's Altar is another good one.

xram666 on Lin Sivvi's Rebels

2 months ago

@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.

I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:

So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)

ForTheOldFrame on Lin Sivvi's Rebels

2 months ago

Upvoted and saving for future reference; I'm debating building something similar myself at some point. Rebels strike me as an archetype that's strong to the point of being dishonorable -- even today when a 4/4 for 4 is a little expensive.

If it weren't for Lin-Sivvi, I'd suggest going WB for black's excellent card draw, and access to Deathtouch and a few black rebels; but I think Lin-Sivvi is stronger than the entire color black, in this deck.

Understand that I know very little about EDH -- I've only played a few games, and never won any -- but I've been reading up and gathering advice; hopefully what follows will be worth it.

Glad to see that you're running Devout Chaplain and Allay, and that you're considering Mentor of the Meek and Concerted Effort. I really like Ramosian Revivalist.

Thoughts, from how I understand EDH so far:

  1. Rebels are playing a long game by definition; use land fixing to match. Journeyer's Kite and Thawing Glaciers can thin out the deck as well as Green can. Land Tax might also be worth it, but definitely keep your Tithe.
  2. Run Concerted Effort (tutor it out with Lost Auramancers, Plea for Guidance, or Windbrisk Heights), and tutor out Rebels with abilities you want to share. It looks like you're running most of them already -- I'm especially happy to see Thermal Glider and Rappelling Scouts.
  3. Mana ramp? I've heard it says that whoever gets the most mana tends to win an EDH game, and I can particularly believe it for this deck. Temple of the False God is reliable, especially with the tutoring solutions I mentioned. Sword of the Animist would also work.
  4. Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
  5. Light of Day if your play group will tolerate it.

Breaking off here, since there's only so many cards you can propose in one comment. Will resume in a moment.

cdyrdr on Krenkin' Out Infinite Goblins!

2 months ago

@louisjrt No worries at all. I made changes to this deck just a couple days ago, so I'm definitely not above improving it. If you want a great resource for commander deck-building edhrec.com is what I use for a lot of ideas and then test out what I like best. So since you made so many suggestions, I've decided to give each one a quick blurb based on my experience and a letter grade for simplicity's sake.

-Arcane Lighthouse C, by my quick count there are only 8 cards in this deck that would target opponents' creatures and most of them are of little consequence, more useful in other decks

-Buried Ruin A, there are several useful artifacts in this deck and if they are destroyed or milled this can be a saviour

-Haunted Fengraf C, could be useful sometimes, but the fact that it is random and Krenko, Mob Boss is usually the only creature you really 'need' make it mediocre to me

-Strip Mine A+, very useful card especially if you play with players who run things like Gaea's Cradle, Academy Ruins, Glacial Chasm, etc.

-Homeward Path A-, can be a lifesaver sometimes no doubt, especially for the surprise Insurrections

-Myriad Landscape C+, can be useful if you get stuck on 3 lands and need to cast Krenko, Mob Boss, but more often than not I find it slows me down because it enters tapped and only taps for colourless

-Combat Celebrant A, a good, cheap way to get an extra combat, don't expect him to last long though

-Voracious Dragon B+, good way to deal quick damage and can be a powerhouse with evasion, though it can be taken out with targeted removal and lose your goblins for almost nothing

-Zealous Conscripts A-, can be very useful to finish off an opponent, is also beautiful with Kiki-Jiki, Mirror Breaker

-Paradox Engine A, great card in general, but if you have a way to generate a lot of mana and can keep refilling your hand this can be very, very powerful

-Slate of Ancestry A+, speaking of which I love this card, make sure to have a copy of Reliquary Tower as well

-The Immortal Sun C+, solid card that provides several benefits, but I think it's better served in other decks, the cmc is a bit high for goblins as well

-Splinter Twin C, I just think Kiki-Jiki, Mirror Breaker can do it better, the fact that you're stuck with whoever you enchant when you cast it is also a drawback

-Ashling's Prerogative B, the fact that the haste can cover both Krenko, Mob Boss and the goblin tokens is a huge boon, might have to do some testing on this one though

-Kyren Negotiations C+, can be good for getting through blockers/pillow forts or comboing with infinite untaps, usually better to attack though

-Kindred Charge B-, can be useful as a finisher, requires a fairly good board state to be worth it though

-Burn at the Stake B-, pretty much same as above

-Last-Ditch Effort B-, pretty much also same as above, cmc is a lot more affordable though of course you lose your goblins

-Goblin Trashmaster A-, this card might replace Vandalblast, I'll have to do some testing with it though, also excited for Dark-Dweller Oracle and M19 in general

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