Song of Freyalise

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander 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.

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Song of Freyalise Discussion

Church_of_Rakdos on Abzan Tokens

2 days ago

I feel as if you're going to have more success modeling your list more after the Selesnya typical token list. Venerated Loxodon is usually going to do far more for you in a tokens list than Divine Visitation will. It is also worth testing Song of Freyalise to generate loads of mana and flood the board even more.

Demarge on Dueling Within The Swarm (WIP)

2 days ago

the deck atm is a bit all over the place in strategies, you could easily cut out cards like Spellbook Beacon of Immortality and most of the mana doubling. the majority of the deck is to make tokens and make them hit hard, you also only have one of the mana sink token maker spells, so normal green mana ramp should get you there.

Now while you're in the middle of making cuts I can't really help myself and suggest cards, Song of Freyalise is kind of good as a somewhat 2ndary cryptolith.

Divine Visitation is very strong for a deck aiming to build small tokens, and while I'm at a guilds of rav card I should also suggest Dawn of Hope

and finally I'd suggest running mana dorks as the more aggressive mana ramp method, in terms of ramp that when you don't need it's ramp you can hit people with it, they also make green sun's stronger and any of your creature buffing spells.

The7thBobba on Explosion - Black/Green

2 weeks ago

this is an awesome idea! if you need more stuff like cryptolith rite, Song of Freyalise might do the trick :) stay frosty!

multimedia on Slimefoot, the Stowaway

2 weeks ago

Hey, consider adding sac outlets? Creatures or other cards that have an ability to sacrifice a Sap:

The nice thing about these cards are they are all repeatable sac and most have no mana cost activations to sac a Sap. Ashnods is not a budget card, but I'm suggesting it because it's very good with Slimefoot since you make colorless mana when you sac a creature. Skullclamp is amazing draw with 1/1 Sap tokens or sac outlets.

Budget lands to consider:

Other Sap themed cards to consider adding:

Cards that give you a repeatable source of Saps for no or little mana cost are very good: Satchel/Tendershoot/Mycoloth/Necrogenesis

Other cards that have good interaction with Saps to consider:

Other good support cards:

Intent is not a budget card, but I'm suggesting it because it has a very powerful effect when you sac a Sap.

I offer more help. If you like some of these suggestions I can help you to make cuts.

Good luck with your deck.


Osbert on Muldrotha Sacrifice Deck (Beginner)

3 weeks ago

I see a lot of huge mana cards and only 7 sources of ramp, and not even abusable ramp....

Llanowar Elves, Birds of Paradise, Elvish Mystic, Farhaven Elf, Wood Elves, Song of Freyalise, Coiling Oracle, Growing Rites of Itlimoc  Flip, World Shaper, Reclamation Sage all becomes considerably more powerful when you can reuse their body via Skullclamp, Birthing Pod, Grave Pact, Ashnod's Altar, or Phyrexian Altar and have the upside of being reused from grave if they are thrown off for an effect or destroyed for being too powerful. Also note that most of those effects are elf based and thus an elf tribal game plan is very potent.

If you don't like mana dorks then at least don't pay full price for your big creatures. Cheat them into play with Reanimate Dead, Necromancy, Journey to Eternity  Flip's flip side, etc.

Claws of Gix also can help eat any permanent you want. Extra spicy when combined with your commander and Winter Orb to basically lock your opponents out of playing. Might be too spicy but is a consideration. If you want more of the stax effects why not include Plaguecrafter, Fleshbag Marauder, Merciless Executioner, Grave Pact, Dictate of Erebos, Smokestack, and a few other similar effects to the list of cards. Don't be afraid to run a Mimic Vat also and just stick one of these edict creatures under it allowing for instant speed interaction.

Find a few more ways to fuel your grave. Perpetual Timepiece works great but Wand of Vertebrae is quite weak. Search for Azcanta  Flip, Life from the Loam, Altar of Dementia, Greater Good, Grisly Salvage, Scapeshift, and anything with dredge you want to stick in all fuel your grave while serving dual purposes of drawing cards or sacrificing your permanents.

Play cards that play into your game plan of fueling graveyard plays. Elephant Grass and Mystic Remora are good options as ignoring the cumulative upkeep makes them very powerful. The Gitrog Monster is a fantastic ramp and draw engine.

Lastly, play redundancy. Your opponents are going to know your game plan and are not going to want you to have Muldrotha every turn. Crucible of Worlds & Ramunap Excavator for land recursion and ramp via fetchlands. Glissa, the Traitor is niche but can be a solid artifact recursion engine when paired with Grave Pact effects. Archaeomancer & Spellseeker are super abusable (and cost less mana than Scribe of the Mindful.)

multimedia on Emmara tokens

1 month ago

Hey, if the goal here is the tap Emmara to make a Solider army then consider more repeatable ways to do it without attacking?

Being able to tap Emmara to make mana for ramp is very good.

Other cards to consider:


Saljen on Muldrotha 2.0

1 month ago

Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.

The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.

One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.

If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.

My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.

Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)

multimedia on Muldrotha

1 month ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.


All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:

Elves:

Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.

Enchantments/Artifacts:

Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.


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