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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.
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Song of Freyalise Discussion
6 hours ago
Hey, Soulcommando, haha lets hope :) The explosiveness is definitely back and there's so many avenues/lines of play that can be good with Selesnya and convoke. Pelt Collector is the one drop Elf who the tribe needed and Guilds of Ravnica delivered. I've surprised myself how fast the pieces fell into place to make Selesyna work. And I'm happy with the results.
The most damage I've done playtesting so far attacking turn four is 20 damage. That's with a god hand: turn one Llanowar, turn two Collector and Emmara, turn three Loxodon, turn four 2x Clancaller and attack with a 6/6 Collector, 4/4 Llanowar, 4/4 Loxodon, 5/5 Emmara and 1/1 token. That's 25 power on the battlefield turn four. Even with only one Clancaller turn four I'm still attacking for 17 damage.
Venerated Loxodon brings the speed with his convoke. He's the new addition and one of the main reasons the deck is now Selesnya instead of Abzan. He replaced Song of Freyalise as the convoke enabler for Emmara. I really like the interaction of Loxodon with Elves especially Pelt Collector putting two counters on him just by convoking. Loxodon can also be slow if I can't play him turn three, but even so he can make a very powerful board state for the next turn. Knight of Autumn being a Knight is super helpful for the manabase with Territory (big reason I can consistently play it turn two) because Steel Leaf Champion is also a Knight. It also helps that both Autumn/Trostani are Dryads and Emmara/Loxodon are Clerics. This makes it easier to craft a hand with these creatures around Territory as my white source.
4 days ago
1 of each creature is going to be pretty inconsistent. It'd be good to play some turn 1 ramp like Llanowar Elves and you'll wanna see it a lot so I'd use 4 of them. Then you can focus on combo and such. So 4 Slimefoot, the Stowaway and I would think 4 Sporecrown Thallid. Then you just need token generators. You have Fungal Infection and Yavimaya Sapherd which are good. I really like 4 of Spore Swarm too. Then fill in with your finishers. Ghalta, Primal Hunger and Demon of Catastrophes are strong. Play some removal like Cast Down and hand hate like Duress. Maybe a couple cards that can help return your big finishers from the graveyard or a way to help ramp into them, Song of Freyalise is my choice in my saprolings. Does wonders with 4 creatures on the board already.
In the end, you only need 4 Tendershoot Dryad to make saprolings really work.
4 days ago
Brewing with Elves for Guilds of Ravnica Standard has been amazing fun because Elves have so many options right now (and more are still to be revealed). More than any other time I can remember there's been this many playable Elf options in Standard :) Elves are in both Golgari and Selesyna guilds and each guild brings something different to the tribe. So many possibilities; why not combine them? This weekend I've done just that and as a result this deck has changed, it's now Abzan.
White for Emmara, Soul of the Accord and Trostani Discordant and black for Assassin's Trophy and Swarm Guildmage. Having access to both black and white for the sideboard will open up a lot of versatile options; some are Knight of Autumn, Shalai, Voice of Plenty, Midnight Reaper and Duress. Emmara and Trostani add a new Solider token theme with Elves. New Trostani is pretty powerful for a five drop with Elves because she can give them all +1/+1 as well as make tokens who have lifelink. She's great at stabilizing against aggro as well as making my army of Elves and tokens safe from Goblin Chainwhirler's ETB ability.
Shes another anthem effect for the tribe to go along with Elvish Clancaller. Against control she puts out 5 power, 8 toughness over three bodies, good recovery from a board wipe. Trostani is great with ramp with Elves following a Trostani after a Steel Leaf Champion is a power play. Currently I'm playing 2x Trostani main deck, but I could see playing a third copy since she's another anthem effect for Elves.
A three color manabase is tricky and it's the main thing I worked on this weekend; can't play three colors if the manabase is shitty. I came to conclusion that Abzan could work with Steel Leaf Champion and Assassin's Trophy because of Overgrown Tomb, Temple Garden and by adding two cards District Guide and Song of Freyalise. Both these cards can help to fix colors of mana.
Guide is an underrated card. I tested Elvish Rejuvenator instead of Guide, but came to the conclusion that Guide is better even though if I reveal a land with Rejuvenator I can put it onto the battlefield tapped (including a dual land). Guild only puts the basic land I tutor for into my hand, but the difference is Guide can as long as I have a basic land in my library tutor for a land. Rejuvenator can miss in the top five of my library. With 30 creatures I was finding this was happening and Rejuvenator is a terrible card if he doesn't get me a land.
The 1 toughness vs 2 toughness is another factor since I'm relying on Elvish Clancaller as the tribal lord (reason to play Elves) or Trostani as anthem effects. A 3/3 Guide is much better than a 2/2 Rejuvenator with one of these anthems. 2/2 Guide survives Chainwhirler's ETB, 1/1 Rejuvenator doesn't.
I've been waiting for a reason to play Song of Freyalise with Elves and Emmara, Soul of the Accord is now the reason. Emmara and the tokens she can create have amazing interaction with Song. With Song Emmara can be ramp of any color as well as create more fuel for even more ramp the next turn. This interaction creates more creatures for more ramp, more color fixing, but these creatures are also making Song much better for it's chapter three ability which can be a win condition now.
Another reason I added Song is to make Beast Whisperer better. Using Elves as ramp instead of attacking to play even more Elves and draw cards. This is doing things that are good with Song it's adding more creatures to the battlefield who can be more ramp the next turn and it's creating a bigger army to smash my opponent with chapter three of Song.
I don't want to be attacking with Whisperer unless I know for sure it's safe. He's much better to have alive on the battlefield then attacking and doing some damage. With Song I can use Whisperer as ramp to help to play Elves which in turn is making Whisperer double useful (draw and ramp). Whisperer's draw allows me to trim the numbers of cards making it easier to build a clear core (4x Llanowar, 4x Thorn, 4x Clancaller, 4x Champion, 4x Trophy) while also having enough draw power to help to draw supporting cards.
I'm playing both Swarm Guildmage and Conclave Guildmage. It's amazing that both the Golgari and Selesyna Guildmages are Elves; these guys provide a lot of utility for the tribe. I'm been very impressed with Swarm, much less so with Conclave. Swarm in combination with Song's chapter three ability can wreck my opponent. Song gives all my creatures vigilance, I can attack with all of them including Swarm and then with five mana I can tap Swarm and give all my creatures a pump and menace. Song gives vigilance, trample and indestructible to my creatures until EOT and Swarm gives them menace EOT making my army pretty much unstoppable for the turn potentially winning the game.
Conclave is a lone 1 of because it's abilities while good are less needed and as impactful as Swarm. Giving Steel Leaf Champion or 6/7 Thorn Lieutenant trample are good reasons to play Conclave, but these are too situational scenarios. Emmara is the same exact casting cost as Conclave and she's a much more integral part of this deck's new strategy.
Assassin's Trophy is a card that's worth playing and heavily testing a three color manabase to play it. This card is powerful that theoretically I don't need to play any other removal because it can destroy anything including a damn land. Giving my opponent a basic land that they can put into play untapped does have it's disadvantages though when against aggro especially red with burn spells. As a result Trophy is a not good removal spell for the early the game, it's a mid and late game removal spell when lands matter much less to my opponent. I'm playing 4x Trophy main deck right now, but if aggro is dominate in Standard then I could see cutting some for other removal early game removal like Seal Away or Cast Down.
1 week ago
I was thinking about Song of Freyalise too. I'll try my best to fit it in. Thanks! Also, checked out your deck, seems really cool!
1 week ago
Love the deck I am working on a couple of deck in GRN Standard. But once Guilds is available Liliana will rotate out. Have you thought about Song of Freyalise?
Hey check out my deck Selesnya Tokens (GRN Standard)
2 weeks ago
I feel like this needs some mana ramp. You can keep the majority of your and add some for Llanowar Elves and Song of Freyalise then use Thran Temporal Gateway with Voltaic Servant to cheat out historic permanents for at least once every turn(Including opponent's!).
2 weeks ago
I like Intangible Virtue over Coat of Arms. It draws less hate and the lower CMC is good. It lets you get incremental value over multiple turns and Vigilance is extremely underrated in Commander. It significantly opens up your attack options without having to worry as much about the crack back.
Song of Freyalise is great even if you just get one or two turns to ramp out with it and if someone wastes removal on it, it is not a key piece and you keep going. That being said, finding room for it is always hard to do.
2 weeks ago
Hey bem77! Thanks for commenting and the great suggestions!
Heroic Intervention and Secure the Wastes would be awesome in this deck! They're just not included right now by budget reasons. I look forward to adding them as soon as possible, although I do feel that I'd need to add more non-cat anthem's like Intangible Virtue or Coat of Arms, what do you think?
As of Song of Freyalise, I feel like the saga mechanic would draw too much attention at the table, especially because it would take forever to hit "lore counter III". It would be a splash play that would lead directly to a board wipe as soon as it hits the table. Have you played with it before? I might try it!