Slate of Ancestry

Slate of Ancestry


, , Discard your hand: Draw a card for each creature you control.
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Slate of Ancestry Discussion

Lanzo493 on Atlantis Rises

5 days ago

Deep Analysis and Ugin's Insight are pretty good for draw. Brainstorm, Ponder, Preordain, and the more expensive Serum Visions are classic blue draw spells. If you feel you run enough creatures maybe a Slate of Ancestry. Blue Sun's Zenith and Mind Spring are good to poor mana into.

insaninater on Token Elf Guy

6 days ago

Nice! I have a Rhys deck a lot like this one. Some cards that you could definitely take a look at.

--------------------GOD TIER--------------------

These are all REALLY good with rhys, and you should really make a serious effort to find a place for them if you can get your hands on them.

-Illusionist's BracersThis card it totally bonkers in this deck, put it on rhys, and you double, and then double. For a total of QUADRUPLING your tokens. You can also put it on seeker of skybreak for infinate untap, which in rhys generally means infinate mana and infinate creatures, Or put it on fauna shaman to get tons of creatures into your hand It's totally insane and great!

-Wirewood LodgeUntap your elves, can be rhys, can be your super mana dorks (priest of titania/archdruid/chaneller) It's really good!

-Coat of ArmsThis is a great game-ender. People may be suspicious of 20 elves, but they might not be ready for that to suddenly become 20 20/20s, lethal for multiple players at one turn (and this is actually an absurdly conservitive estimate, from my personal experience, it can as often or more end up like at least 200 200/200s with whatever else you might have by then). I can't stress enough how much it's important to at least have that sort of ambush strategy as a resource in your deck.

-Slate of AncestryIncredible way to fill up your hand fast and repeatedly. The discard sucks, sure, but the fact that you can keep using it is really useful, and with rhys, you're making enough mana to play what you want, and refilling is vital later game! Same goes for Shamanic Revelation and the strictly worse, but still good Collective Unconscious.

-Thousand-Year ElixirHoly hell this card is bonkers. You can untap for 1 and tapping it, AND it gives everything haste for their activated abilities. With cards like rhys and super mana dorks. This gets very out of hand very fast, and is also a great ambush card, since you can then play cards with activated abilities and use those abilities immediately.

Joraga WarcallerWith lots of mana, this guys get's huge. He's not as good when you don't have Immaculate Magistrate in the deck to combo with him, and magistrate is only marginally good without him, but with all the creature filter you have, it might be worth putting the combo in, and i personally run it. Even without magistrate, dropping this guy with a lot of kicks on your turn can be a game-winner.

--------------------GREAT TIER--------------------

These are cards that i personally use, and are really great! But might not end up being as good as other things in your deck, depending on how you want to play it.

-Elvish PiperPlay any card from your hand, at instant speed, and uncounterable by normal means, for G, onto the field. It could be Elesh Norn, Grand Cenobite or Craterhoof Behemoth or whatever you want. I know you already make tons of mana, but it's still a great asset for being ready to play what you need to play when you need to play it. If your opponent just set up a combo with an artifact, you can instant speed drop your Reclamation Sage on them. Did you opponent just make and give haste to a bunch of 1/1s or 2/2s and they're coming right at you? Cheat Norn in! This of course can be abused with ability copying and untap!

-Skyshroud Poacher

Any elf, 3, instant speed. A lot of what's cool about this card is what i've already said about piper, but you get the added bonus of accessing your library, and the downside of being limited to an elf. Again, very abusable.

--------------------GOOD TIER--------------------

I run these, and they are good, but there could easily be better cards for the deck, depending on how you build it.

-Immaculate Magistrate

As i said with joraga warcaller, this card combos with warcaller, plus you can just use it to protect your creatures from dying to -x/-x or burn spells. I use it mostly with warcaller, and honestly, it's not great without him, but wow are they an intense combo, your huge level of creature filter makes this combo very feasible to get out, and when you do, you can pretty easily with the game with even a marginal amount of elves. I wouldn't play it without warcaller though.


He's a really good plan-b. For when you've been boardwiped and need to start over, or lost something you really like. People generally can't really do much about him once he's in your graveyard. He's not higher up because the deck should be focused more on the initial punch, and not as much on preparing for disaster, but it's still good to have insurance.

--------------------Overall Tips--------------------

Thing I've learned after playing and building my own rhys deck for 2 years. You probably know at least a few of these, but still, the deck can get really complicated to pilot, so here's some stuff i wish i knew when i first started playing rhys.

-Rhys wins when he wins.

You shouldn't be pining people for 5 or so damage by swinging with a handful of tokens every turn. Attack when you can murder everyone on the table in a shameful display of overkill! (it really does get super dumb if you do it right) You get some crazy interactions going with your boardstate, and kill everyone at the table in one turn.

-Keep a low profile

There's VERY little concern about anyone outpacing you, so try to keep attention away from yourself until it's time to win. You'll inevitably draw some attention when you have to ask the player next to you to scoot their playmat over to make room for your absurd board state, but try to keep low-key as best as possible.

-Know when to combo and when to tribal

This is weirdly phrased, but here's my point. This deck has a ton of infinite combos in it. Priest of Titania and other super mana dorks + Staff of Domination/Umbral Mantle, Seeker of Skybreak + Illusionist's Bracers/Rings of Brighthearth ect. I won't type all the iterations down, because there's a to; But, you can also just non-infinitely use your cards together to generate an army and win. It's something you need to get a feel for with practice but it's worth it.


Things your deck can do without.

-come-into-play-tapped lands.

Your deck is about speed. The tiny advantage that those lands might give you is not worth waiting an entire round of the table to act.

-Low and Medium-tier boosters

Things like Intangible Virtue and Beastmaster Ascension Are not good with rhys. They seem good, but the problem is, they bring attention to you. You want to go from zero threat to winning the game with as little in between drawing you attention as possible. These things might give you a little boost, punch a little harder, but back to the first tip of playing rhys. Rhys wins when he wins. That tiny bit of damage or protection you might be getting yourself isn't worth the attention from your enemies. Instead, run things that make your stuff absurdly huge the moment they come out, like Coat of Arms, Joraga Warcaller, and things you already have, like Craterhoof Behemoth and Ezuri, Renegade Leader. You want to boost your stuff by at least double-digits in one turn.


I hope some of this helps. I'm absolutely in love with rhys, and it took a lot of doing for me to stop tinkering with him and play new EDH decks, as he was my first commander deck, so it's always cool to see more people playing him.

Here's my decklist. It's probably not 100% up to date with my IRL deck, but it's like 95% accurate at least, and worth checking out if you want to get a better feel for my take on Rhys. Best of luck!

sonnet666 on Something original with hazezon tamar?

1 week ago

I'd put a lot of token effects that scale off of the number of creatures you have, like Chancellor of the Forge, Nomads' Assembly, Saproling Symbiosis, Deploy to the Front, Descent of the Dragons, Devout Invocation, Mogg Infestation, Rhys the Redeemed, Collective Unconscious, Shamanic Revelation, and Slate of Ancestry.

That way:

  1. Someone can't wipe your field simply by taking out Hazezon, and
  2. If someone does wipe your field, the army you just lost was only created by Hazezon and one other card, so you haven't gone down that much in card advantage.

Basically, this is an unusual approach to Naya tokens, where instead of trying to get your body count as high as possible for as little mana as possible, you're focusing on ramp and large cards that are canned armies in and of themselves. Avenger of Zendikar is another good example.

And, of course, buffs are important too. I suggest going big just like the token spells, and only put in cards that buff for 2 or more, preferably 3: Beastmaster Ascension, Collective Blessing, Crescendo of War, Archangel of Strife, Coat of Arms, Dictate of Heliod, Glory of Warfare, Gratuitous Violence, Gisela, Blade of Goldnight, True Conviction, and Jor Kadeen, the Prevailer (if you think you have enough artifacts to support him); unless they have special dispensations for tokens, like Intangible Virtue.

Sam_I_am on Hybrid Elves

1 week ago


  • Nettle Sentinel has good synergy with Heritage Druid, and it actually helps you generate mana once you have Heritage Druid going. It's one of the cards that allows the Glimpse of Nature chain finish the game in one turn. Since it does rely on Heritage Druid to be good, and since this is a hybrid deck and not all in on the glimpse plan or the Craterhoof Behemoth plan, I do consider it the least essential part of this deck. Every successful competitive legacy elf deck runs these.

  • Regal Force, In order of importance from most important to lest important can be fetched by Green Sun's Zenith, counts itself, and costs 1 less mana that Slate of Ancestry. This is how you win the game when you have a bunch of mana, and a Green Sun's Zenith. This use to be the bomb of choice in competitive legacy elf decks.

  • Wirewood Symbiote's ability to bounce your elves is actually more important than it's ability to untap them. It saves your elves from spot removal, where Instill Energy makes you more vulnerable to spot removal. It lets you play your Elvish Visionary 2 extra times per turn(one for your opponent's turn, and one for yours). It lets you block Umezawa's Jitte and Batterskull without issue. It also helps out Heritage Druid/Glimpse of Nature chains since it effectively untaps 2 elves, the one you targeted, and the one you bounded. Every successful competitive legacy elf deck runs these.

PJPlaneswalker on Hybrid Elves

1 week ago

@Sam_I_am fortune favors the bold but I meant no disrespect, honestly constructive criticism, I got some good ideas from your deck list and I think you'd get some from mine, that's what this site is for. it's just my opinion but Nettle Sentinel doesn't seem on topic and Regal Force seems needlessly expensive (mana-wise) you'd do better with Slate of Ancestry or better yet Sylvan Library and Wellwisher, also Wirewood Symbiote is a popular choice but I think Instill Energy is better, though I use Seeker of Skybreak. of course the fun part is everybody having different decks so take my advice lightly

SealableZero on Wrath of Prossh

2 weeks ago

Hey sexy man...Prosh is an amazing commander because of his ability to be used as a utility bitch and that being so, some janky combos go along with it. I'll just start making a list of card choices that I think might be a great addition, if the costs is high, i'll add a budget version of it which can be used in place, since magic is a wallet eating game.

---Mana Acceleration---

  1. Wood Elves is a great addition because the land comes in untapped.

  2. Solemn Simulacrum is a staple card that all EDH decks should run.

  3. Bloom Tender and Somberwald Sage is a great card for 3 color decks.

  4. Oracle of Mul Daya just continues the ramp process, especially when you can alter the top of your library by shuffle effects, etc..

  5. Birds of Paradise, turn 2 3 mana.

  6. Crop Rotation, the ability to grab any land is strong, also a shuffle effect.

  7. Finally Mana Vault, Grim Monolith, Basalt Monolith, Thran Dynamo, and Gilded Lotus and signets are all good burst starts.

  8. Mana Echoes, Mana Reflection, and Vorinclex, Voice of Hunger gives you lots of mana.

We could spend all day listing mana acceleration, but I hope that gives a start.

---Cards that draw, give field advantage, or control draws---

  1. Sensei's Divining Top and Sylvan Library are probably over the budget, but luckily there are a couple of alternatives. Mirri's Guile and Crystal Ball are 2 more cost friendly.

  2. Necropotence is just a broken EDH card that says win.

  3. Tooth and Nail cuz green.

  4. Tutors. Demonic Tutor, Vampiric Tutor, Worldly Tutor, Green Sun's Zenith. Are expensive, but tutors are pretty much the best cards for EDH decks, because of consistency in deck building. Some budget options would be Beseech the Queen, Sidisi, Undead Vizier, Diabolic Intent. Also not many players do this, but its amazing, but you can use transmute cards to get specific card you know will get you closer to the win.

  5. Birthing Pod in many decks is pretty much a win con on its own. It's like an alternative form of gameplay while you are working on your main strategy. Fantastic card.

  6. Fecundity is a card you have to time when to play, but it works well since you have sac engines.

  7. Slate of Ancestry, Greater Good, Genesis Wave, Regal Force... etc....

Once again, many possibilities, being a control player, and I heavily favor massive draw engines. So drawing lots of cards gets you the win faster.


  1. Viscera Seer, just so good.

  2. Earthcraft, unfortunately no alternatives.

  3. Nim Deathmantle with Ashnod's Altar gives you an infinite etb effect.

  4. Mikaeus, the Unhallowed is great for recurring things.

  5. Xenagos, the Reveler, is mana.

  6. Falkenrath Noble is another piece to the puzzle of getting you that win.

  7. Lots of Mass Removal, Decree of Pain, Damnation etc... Don't be afraid to wipe the field, even at the cost of your stuff dying. Your deck is built to be a continuous utility abuser, you will always recover the quickest.

  8. Sadistic Hypnotist. I'll just let that Ponder a minute...


  1. Purphoros, God of the Forge. I play my commander, you all lose the game...

  2. Food Chain, the most necessary card but little pricey card for the deck. It basically says I win.

  3. In the Web of War is another Ogre Battledriver.

  4. Craterhoof Behemoth, just says gg.

  5. Xenagos, God of Revels is a General KO.

I hope that gives you a lot of input. There are 2 things that make EDH decks more effecient, Mana Acceleration and card draw. If you can master those 2 things when you build decks, you'll decrease the chances of variance becoming an issue. I didn't want to tell you what to take out, but I'll hint out that one time use cards, and targeted removal (yes a lot of people disagree with this point) are generally not that good, as always there are exceptions. Any engine that you can continuously keep going will pay off really quick.

Raging_Squiggle on Best Commander for an Eldrazi ...

2 weeks ago

If card draw is something to worry about, Howling Mine, Slate of Ancestry, Scroll Rack, Memory Jar, Tower of Fortunes, or even Temple Bell could fill that gap.

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