Song of Freyalise

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Song of Freyalise

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

, — Until your next turn, creatures you control gain ": Add one mana of any color."

— Put a +1/+1 counter on each creature you control. Those creatures gain vigilance, trample, and indestructible until end of turn.

Song of Freyalise Discussion

Dracoson on Tapping Creatures and the stack

4 days ago

If they are starting the turn with Song, the trigger to add a lore counter to Song of Freyalise will go on the stack at the beginning of their precombat main phase. Until that resolves, their creatures won't have a mana ability yet that turn (it's chapter 1 having expired when they began this turn). So either in their upkeep or draw step.

Argy on Tapping Creatures and the stack

4 days ago

I'm going to try to explain a situation correctly.

My opponent had Slimefoot, the Stowaway , Bontu the Glorified , Song of Freyalise . and six Saprolings on the field.

We were playing two headed giant.

Is there any way I could use Elder Deep-Fiend to stop him from tapping his Saprolings for enough mana to pay for Bontu the Glorified to sac all the Saprolings, dealing 24 damage to my team in the process?

Juha on Merry Merrow 3.0

1 week ago

Thanks for the link! Your deck is a pretty rough draft, and it's heavy on the tap-for-mana side... One of the tricks in this deck is to balance the combo with the win conditions, and the opponent interference.

I've thought about Shrouded Lore as it basically is a one draw card, and that's what this deck wants. Song of Freyalise would sometimes be a better alternative to Cryptolith Rite . But it really locks your play for the next turn...

I think the most important card in this deck is Past in Flames as it gives the combo-play more flexibility.

Mono_Land on Ghave: Guru of Spores

1 week ago

Okay well I´d start with Growing Rites of Itlimoc  Flip which is pretty much just a budget gaea´s and obvi Parallel Lives Doubling Season and Primal Vigor I believe Phyrexian Altar would be good Aura Shards is good removal Eldrazi Monument is very strong if you have a lot of creatures Westvale Abbey  Flip is a good outlet a good mana sink is Rhys the Redeemed some maybe cards would be Mirri's Guile Sylvan Library and Song of Freyalise

n0bunga on Oviyaltine Garden

4 weeks ago

Beast Whisperer seems like a solid inclusion here!

You also seem to have a number of sources here, so maybe Karametra's Acolyte could be worth it?

Ulvenwald Tracker could also be sweet.

Lignify and Song of the Dryads are pretty solid in mono-G decks. Song of Freyalise could be pretty good here too!

Night Soil is nice if you have some GY decks to hate on.

Earthcraft could also be good (if you plan on sinking some coin into this)

Enogvizush on We Don't Need No Education

1 month ago

Dang! It seems every deck idea I think of is already done! Nice deck, it lays low enough to not be hated while it builds up and doesn't really present any real threats to target except for your commander and looks effective while not playing dirty. I might suggest Edric, Spymaster of Trest as a backup Bident of Thassa if you need more cards. Song of Freyalise could help your mana ramp some (even though the mana is short-lived) or serve as a player killer late-game if you don't get any other mass trample effects.

SharpRaptor on Rhys Tokens

1 month ago

Hey :)

Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.

Cut Recommentations

Creatures

Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.

Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.

Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.

Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.

Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.

Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.

Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.

Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.

Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.

Enchantments

Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.

Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.

Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.

Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.

Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.

Sorceries

Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.

Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.

Artifacts

Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.

Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.

General Ideas For Improvement

More Interaction

First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.

More Card Draw

You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.

Ramp

We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.

New Cards

Obviously, there has been some new cards printed since this was updated last so we can get them too :)

Card Recommendations

Interaction

Path to Exile Swords to Plowshares - Sometimes you just need that creature gone. An apposing Platinum Angel or Elesh Norn, Grand Cenobite can ruin our day so we will want it gone.

Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering

Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .

Card Draw

Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.

Huatli, Radiant Champion - Her ultimate does not say 'Non-token'

Camaraderie - This one requires a board presence but can be well worth it

Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.

Harmonize - Straight up draw 3. Never bad.

Ramp

The standard suit of the rampent growth effects will probably do you fine here. Rampant Growth Nature's Lore Farseek Kodama's Reach . Harvest Season might be good for you?

New Cards

The New fun things!

Anointed Procession - Another Parallel Lives, but in white

Divine Visitation - Just read it.... its a bit good

Growing Rites of Itlimoc  Flip - A cantrip that turns into another Gaea's Cradle

Cryptolith Rite - Lets all of our guys tap for mana

March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.

Second Harvest - Instand speed 4 mana Rhys activation for double everything.

Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.

Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.

Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.

Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.

Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.

Sandwurm Convergence - Good protection and starts making 5/5 Wurms.

Other Recommendations

Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.

Illusionist's Bracers - Doubles all of Rhys's Activations

Triumph of the Hordes - Kill everyone without them expecting it?

Load more

Song of Freyalise occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.02%

Golgari: 0.09%