Slate of Ancestry
, , Discard your hand: Draw a card for each creature you control.
|Have (2)||Horizon97 , Bluboltar|
|Want (3)||husakan , Soulmontez13 , Swagmcmuffin321|
Printings View all
|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
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
1 month 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.
1 month 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.
1 month 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
1 month ago
So after looking at it real quick, here are lists of lists:
Things I would definitely take out: Show
Things I might take out: Show
Cards to consider adding. Show
The List Show
The Why Show
What? Why? Show
1 month ago
My first suggestion is you include the big three xerox spells: Ponder , Preordain and Brainstorm . They may not look like much, but superior card-selection for one blue is hard to argue with. I run them in every blue deck, though I think you'll need more shuffle effects to make Brainstorm good. Though I don't recommend them, you can also consider second-class cantrips like Serum Visions , Sleight of Hand and Opt .
My second suggestion is that you include the one-mana mana-dorks. I see you have Elvish Mystic , but running Birds of Paradise and Arbor Elf can be very helpful too. Utopia Sprawl works really well with Arbor Elf .
I think some of the two-mana ramp spells could be improved; I've never been a fan of Rampant Growth . Consider Nature's Lore (or its $100 cousin, Three Visits ) and/or Farseek . These can get non-basics, like your Breeding Pool , and Nature's Lore etbs untapped.
Evolution Sage is a card that MAY be good, but I'm not sure. Not having an immediate board-impact is a major downer, but its ability may be good enough to make it worth including. Playtesting can help.
Windfall is an excellent card-draw spell if you're down on cards. I suggest running Narset, Parter of Veils to act as a stax piece that is particularly abusive with Windfall . (Note that if you do end up with proliferate effects, you can proliferate her and get extra activations.) Other good card-draw spells include Fact or Fiction , Concentrate , Tezzeret's Gambit , Harmonize ...
Mystic Remora is a GREAT card. I personally think it's better than Rhystic Study , but I'm sure that'll raise a lot of hell (I also think Griselbrand should be unbanned, so I'm used to getting yelled at).
Wirewood Symbiote is a card you may want to consider. It words well with cards like your Reclamation Sage and can protect your guys from getting Toxic Deluge -d, and can buy you more triggers with your mana elf etbs for your general.
Depending on how many creatures you tend to have out, Slate of Ancestry could be a powerhouse. If you don't want to use that, running something like Collector Ouphe to fetch off Green Sun's Zenith can raise your decks chances against storm and the like significantly.
Opposition is a card I've been seeing more and more in powerful EDH decks these days. If you pair it with tokens and Seedborn Muse , Opposition can win the game on the spot. Adding something like Winter Orb to the mix can yield even more fun.
You can get more 'at the beginning of combat' triggers by having more combat steps. Consider extra-turn spells, like Temporal Trespass , Temporal Manipulation , Expropriate , Karn's Temporal Sundering , Nexus of Fate ...
Finally, counter magic is a good thing. Idk what the budget for the deck is, but the best counters are Force of Will and Mana Drain . More affordable cards that are still REALLY good are Spell Snare , Arcane Denial , Negate , Fuel for the Cause and the like. Counter-counters (I call them 'second-order counters,' since it makes me feel smart) are also good. Veil of Summer is the best right now, but Autumn's Veil and Dispel are also really good.
Right. That's all I got. Good luck!
2 months ago
Hey man! I got some suggestions. Feel free to ignore any/all of them:
I've never liked Chromatic Lantern , especially for two-color decks. Three mana is a real investment, so I think you'd be better off just running the Talisman of Dominance also above suggested. Coldsteel Heart , Sky Diamond and Charcoal Diamond are all valid forms of ramp as well. It is important also to not overlook the colorless ramp: Prismatic Lens , Mind Stone , Mana Vault (if you have $30), Everflowing Chalice ... Generally, I've had better luck with these two-mana rocks, even if they produce colorless, than with three-mana colored rocks.
You're running Ponder and Brainstorm , which are pretty dumb-good cards. Have you considered also running Preordain ? The three of these together make a hell of a cantrip suite, and will (along with an increased number of rocks) allow you to cut four or five lands.
There're some zombie lord/tribal cards you're not running you may want to consider. Zombie Master is one of my favorites (I like them old cards), and he's especially potent if you have the ability to throw an Urborg, Tomb of Yawgmoth into the mix. Depending on who you're playing with, Noxious Ghoul can be a one-sided boardwipe. Graveborn Muse is a great way to draw cards, and Undead Augur is similar. Undead Warchief is around $7 nowadays, but he's also worth running if you can.
I don't know how many creatures you typically have on the board at any given moment, but considering you're running 31 in the deck I'm guessing you tend to have a board presence. Consider Slate of Ancestry , which is generally a better Distant Melody people have forgotten about.
Windfall is an amazing card, especially if you can pair it with Narset, Parter of Veils . In general, midrange decks like zombie tribal can get out-valued if your opponents draw too many more cards than you, and these two can put a stop to that. Ashiok, Dream Render is another planeswalker to consider, since it will stop greedier decks (like mine) from fetching or tutoring.
Speaking of tutors, you should run some. Demonic Tutor and Vampiric Tutor are the gold-standard, but unfortunately together the pair is around $100 nowadays. Fortunately, there're other options, like your Diabolic Tutor . I suggest you run cards like Dark Petition , Lim-Dul's Vault and Mastermind's Acquisition , which are all FAR more affordable alternatives to the classical tutors.
In terms of removal, I see you're running a lot of one-for-ones. In two-player formats like modern and legacy, these are good; in four-player formats, where you're usually facing about three times as many cards as you have access to, they're simply not good ENOUGH. Most of the removal in EDH decks should be at least two-for-ones, combining targets between opponents. For example, Geth's Verdict only makes one opponent sacrifice a creature, while Liliana's Triumph makes all your opponents sac (a three-for-one) -- so I think Liliana's Triumph is better. Also note that the one life lost to Geth's Verdict is generally not relevant. There're some other cards to consider in this multi-for-one vein: Reckless Spite , Ashes to Ashes , Cyclonic Rift , Decree of Pain , Innocent Blood , Barter in Blood ... These last two are especially potent because zombies tend to recur their creatures rather easily.
Creature-midrange decks also tend to be soft to mass-removal pointed their way. Consider Living Death as a way to get around this problem, or Patriarch's Bidding (though the latter is more expensive).
3 months ago
So I'm kinda surprised no one has suggested this (apologies if someone did and I didn't notice while I looked at the other comments), but Skullclamp seems stupid-good with an X/1 token producer in the command zone.
You may want to revisit your artifact-ramp suite. I see you've included the signets, but I think the talismans ( Talisman of Dominance , Talisman of Progress and Talisman of Hierarchy ) are probably better. You may want to run all three of both -- that's a call playtesting will help a lot with. In general, two-mana mana-rocks are a lot better than three- or four-mana rocks, and that rule is especially true with four-mana generals. (...because landing a rock turn two into a land-drop turn three means you're casting your general a turn early.)
Though it may go without saying, I feel like I should mention that tutors are good cards. If you have access, you should consider running Enlightened Tutor and/or Demonic Tutor . If not (or even if you do have access to the former and just want more tutors), consider Dark Petition , Diabolic Intent , Diabolic Tutor , Beseech the Queen and/or Lim-Dul's Vault . The more tutors you have, the more consistent your deck will be. More importantly (at least in my opinion), you have to have fewer redundant effects, since you'll just tutor a card when necessary. This frees up card slots for more powerful spells.
In a similar vein, I see you're running Cloudstone Curio . I've obviously never played your list, but intuition tells me that that card is pretty busted in this deck. I suggest you try running something like Whir of Invention to tutor it to the battlefield at instant speed. Also worth considering is Reshape or, if you have a few spare kidneys to sell, Transmute Artifact . Granted, this does not get you a cast-trigger for the Cloudstone Curio itself, but I think the effect more than makes up for that fact.
I feel like I suggest these in every blue-deck comment I make, but I really, really think Ponder , Preordain and (if you have fetches/other reliable shuffle effects) Brainstorm belong in every blue deck. They're just that good. Having one of them in your opening seven means that a borderline hand goes from OK to good pretty easily, since they'll dig you to land if that's what you need, or past land if you don't. Your Terramorphic Expanse and Evolving Wilds are good for shuffle, but I'd add two or three more fetch-type lands before I'd add Brainstorm .
I'm unsure of what your meta is like, but I think you may have luck running Ghostly Prison instead of Hissing Miasma . Unless you're facing something like a Splinter Twin combo-kill, I feel like having a second Propaganda -effect is a better deterrent for potential attackers. Worth noting is that if you don't want to run two Propaganda effects, I think Ghostly Prison is better than Propaganda itself since Ghostly Prison does not die to Red Elemental Blast or Pyroblast .
I've always LOVED Tidespout Tyrant . You should consider a reanimation package, in order to turbo that mo' fo' out onto the field. Buried Alive or Entomb are good ways to put him in the graveyard, and running Animate Dead , Necromancy and/or Dance of the Dead will all bring him back while triggering your general.
Depending on how much mana you have access to in a typical game, you might want to think about a Words of Wind loop. ( Words of Wind has, since I first saw it, been one of my favorite cards.) If you pair it with a permanent you can trigger your general with that draws a card on ETB, you can make your opponents return their stuff all while netting faeries. Some such ETBers to consider: Ichor Wellspring , Alchemist's Vial , Baleful Strix and Disinformation Campaign . I especially like Disinformation Campaign .
Idk how many creatures you usually have on the field, but I have a feeling that Slate of Ancestry is worth running if you have 3+ creatures out on a routine basis.
Right. That's all I got. Good luck, man! Looks like a fun deck.