Spawning Breath

Spawning Breath

Instant

Spawning Breath deals 1 damage to target creature or player. Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add {{1}} to your mana pool."

Browse Alters View at Gatherer

Trade

Have (0)
Want (1) CertifiedBronzie

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Common

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Spawning Breath Discussion

TheCardPool on Torched by an Angel (Feather EDH)

2 months ago

ZendikariWol Thanks for the list! A lot of what you have are things that didn't make the initial cut for my list, but they're still very much considerations. You're right, I definitely am aiming to punch through with Feather for commander damage voltron-type wins, but I mostly avoided the straight stat-pumping spells in favor of more removal like Soul's Fire and more combo-type cards like Overblaze . My deck is also very much a work in progress, as Feather is such a tricky but rewarding commander to build around. My general philosophy with the deck, because RW is so poor at gaining card advantage, is to run a bunch of cards I wouldn't normally run (like Thaumatic Compass  Flip and Expedition Map ) to make sure I don't get mana screwed and make sure almost all my targeting spells have some kind of built-in advantage (like scry or draw). The ones that don't I just feel very iffy about.

One major difference in our lists is I seem to be going much more into the tokens strategy than yours--I've decided to play into the targeting theme with Zada, Hedron Grinder and Mirrorwing Dragon and have added Young Pyromancer and Spawning Breath to help with that. That's because I worry about running a voltron strategy and getting swamped by creatures I can't deal with. It's possible cutting those cards could lead to a more powerful one-punch strategy, but I also play this deck mostly in a multi-player environment and therefore feel I have to maximize card advantage whenever possible. For the record, this deck has historically proven to be pretty powerful and regularly takes out full tables of opponents. But there's always room for improvement. I'll definitely consider some of your card choices as I continue testing.

Thanks again!

Cloudchaser.Kestrel on Sun-Feather

6 months ago

I would cut:

Insufficiently on theme - these are good cards but don´t take advantage of your commander or what you´re trying to do. Magnetic Theft , Comeuppance , Electrodominance , Lapse of Certainty , Panic , Return to Dust , Teferi's Protection , Temur Battle Rage , Titan's Strength , Wear , Acrobatic Maneuver , Wheel of Fortune , Blasphemous Act , Day of Judgment , Empty the Warrens , Faithless Looting , Gamble , Kari Zev's Expertise , Wrath of God ,

Removal targets: Smothering Tithe , Gisela, Blade of Goldnight

good cards you don´t really have the support for. Aurelia, the Warleader , Avacyn, Angel of Hope , Cloudshift - the only solid target I see is Sun Titan ? same with Eerie Interlude

Paradox Engine was recently banned in commander.

Given that I cut more than the needed 16 I´ll point out a couple feather allstars you´re missing.

Aurelia's Fury - does so much. One damage to one of your creatures and you have repeatable tapping, removal, and combo protection. Intimidation Bolt - repeatable fog when targeting your own creature. Spawning Breath - this is your smothering tithe replacement, mana, creatures for Zada to target, and removal in a pinch all on an instant. Orim's Thunder - kicked is the best repeatable enchantment and artifact removal I´ve found.

VaalVanir on The Pie Raker's Army

9 months ago

TwinStags Here goes:

Mentor of the Meek : You cast a spell, Young Pyromancer and Monastery Mentor trigger, you now have 2x 1/1 coming into play. Do you pay 2 colorless more to draw 2 cards? This is good in a token deck, but when you have a token deck you might as well be running Skullclamp where you are paying 1 colorless to draw 2 cards, way better value. Feather decks will be mana starved to begin with, spending as little mana as possible is the way to go.

Spawning Breath : This depends on what you are trying to get out onto the field. Something big with a lot of colorless? Or we you just trying to make more 0/1 creature tokens where you pump and attack? If so then this will combo off Zada, Hedron Grinder and get you a lot of 0/1 creature tokens. That is if your other tokens survive.

Leering Emblem : Run this only if you are going to go Spellslinger+Voltron. Because it is +2/+2 for each spell until end of turn. ChibiNature might be able to do the math for you to see if this is worth running in terms of CMC and equip cost.

Solemn Simulacrum : This is only worth if you are going to bounce it in and out of play to grab you lands, other wise 4 for a 2/2 is not worth.

Chandra's Ignition : Oh boy, I have a better card for you if you run tokens. Consider Soul's Fire cast onto Zada, Hedron Grinder and you having a billion tokens. It is ANY target, so even planeswalkers.

If you are going the token route I want you to take a look at Sword of Feast and Famine + Aggravated Assault or even Seize the Day cast onto Zada, Hedron Grinder for as many combat phases as you have creatures that are tapped at the moment of casting.

ChibiNature on The Pie Raker's Army

9 months ago

TwinStags Mentor of the Meek and Solemn Simulacrum are both flicker support cards. and Mentor of the Meek just isn't good for this deck, most of our other cards already draw us a card for 1, but also add to the storm counter for Aetherflux Reservoir , which is important. Solemn Simulacrum on the other hand is a fine addition, with or without the flicker package. Several optimized lists in higher level EDH run the card, and is a decent ramp creature. I just dont run it because I dont want my ramp cards to be more expensive than my commander.

Spawning Breath is just a two mana card that generates us 1 mana. Not useful by any means. Also it cannot target any of our one toughness cards multiple times.

Leering Emblem is for aggro/combat bases strats. And even then I dont think I'd ever want to tutor it instead of Sunforger or Skullclamp

lastly Chandra's Ignition is a 5 mana card that wipes our entire board other than 1 creature. Also if Guttersnipe isn't good enough for the deck at 2 mana deal 2. Than Chandra's Ignition wont ever make the cut as a 5 mana deal 3. If you want a nice boardwipe for small creatures than I reccomend running Pyroclasm

Kerakis on Feather's Spell Recycling Service

9 months ago

After playing last night, I get the feeling that the deck is being pulled into too many different directions. My advice is to lean into the cantrip effects while protecting Feather and the other creatures, and try to win through combat as soon as possible. I think that the token subtheme is solid, but I'd chuck the redirect shenanigans. It would make for a good laugh when/if it finally goes off, but the combo is too fragile, too expensive, and takes up way too many card slots.

My suggestions (in no particular order):

In: 25

Maybe:

  • Purphoros, God of the Forge - On the fence with this one, but I think you have enough token generation to warrant him.
  • Twinflame - Multiple Heroic trigger and synergizes well with Purphoros
  • Spawning Breath - Puke up tokens for ramp/Purph triggers. Bonus points if you proc Heroic.
  • Assemble the Legion - Another iffy card that I'd probably only run with the Purph package. It pretty much has to be answered or it will get out of control, but it takes time.
  • Skullclamp - Plenty of tokens to draw cards off of. May already have enough card draw, if there is such a thing. Test to find out.
  • Bathe in Light - Protection for likely many of your creatures, but no card draw, and it doesn't protect against board wipes.
  • Grand Abolisher - We aren't a particularly counter-heavy meta, but I think this might warrant an include to protect from getting hit with a 2-for-1 destroy spell in response to your targeting your creature with a spell. This deck will be reliant on swinging hard every turn.
  • Duergar Hedge-Mage - We have a pretty enchantment/artifact heavy meta, but if you are fast enough, it may not matter.
  • Runaway Steam-Kin - Useful for storing up some red mana for those X spells, but there aren't many in the deck currently.
  • Vandalblast - cough Meta cough
  • Soul's Fire - Good way to finish someone off, if you can't get through easily. Might not be necessary.
  • Emerge Unscathed - Protection. The free cast is nice, but lacks the card draw.
  • Sentinel Tower - Iffy on this one, but I think you'll cast enough spells to make this valuable.
  • Graceful Reprieve - ETB triggers/"Protection". Definitely better than Gift of Immortality in this deck, but you should be able to keep your creatures alive without needing this.
  • Teferi's Protection - Dodging boardwipes is useful, but this may be unnecessary. No way of abusing Feather's ability here.
  • Gilded Lotus - Colored mana rock, but with such a low average CMC, this may not be necessary relative to the cost.
  • Fell the Mighty - Board wipe that will let you keep at least something of yours. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Austere Command - Value city. Likely to be used to wipe other threats while keeping your own. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Chandra's Ignition - paired with one of the spells that give protection or indestructible, and targeting a heavy hitter, you can wipe everyone else's creatures and keep your own. Might be too heavy-handed, but probably worth testing.
  • Bandage - Card draw/possible protection. The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
  • Heal - Card draw/possible protection The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.

Out: 25

  • Crowd's Favor - Not sure that it does enough to warrant a card slot, especially without drawing you a card.
  • Galvanic Blast - Part of the cut redirect package. Little use outside of said package.
  • Liberate - Currently, the only ETB effects in the deck are Captain of the Watch and Stuffy Doll 's choose a player clause, both of which I would recommend cutting. It would synergize with the Purph package, but even still I'm not sure it warrants a spot, given all the protection you already have.
  • Lightning Bolt - Part of the cut redirect package. Little use outside of said package.
  • Lightning Strike - Part of the cut redirect package. Little use outside of said package.
  • Magnetic Theft - There are currently only two equipments in the deck, and you're unlikely to face too many equipments in our meta, since your decks make up most of the equipment in said meta.
  • Shock - Part of the cut redirect package. Little use outside of said package.
  • Authority of the Consuls - The small amount of lifegain is unlikely to be needed. The hatebear effect is too easy to play around.
  • Gift of Immortality - This card doesn't synergize with much of anything. You're better off running protection spells that Feather can return to your hand.
  • Guilty Conscience - Part of the cut redirect package. Little use outside of said package.
  • Indestructibility - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Pariah - Part of the cut redirect package. Little use outside of said package.
  • Shielded by Faith - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Boros Reckoner - Part of the cut redirect package. Little use outside of said package.
  • Captain of the Watch - There are only 3 other soldiers in the deck. She might (barely) make the cut, if you had Purphoros, but I'd likely still cut her.
  • Coalhauler Swine - Part of the cut redirect package. Little use outside of said package.
  • Fabled Hero - Basically, just a beater. I'd much rather proc the other Heroic triggers in order to get tokens to protect against forced sacrifice effects.
  • Firesong and Sunspeaker - You have 1 white spell that can trigger this, and that is if you swords your own creature. You have 6 (cut to 2 with these suggestions) red spells that will gain you life. Using Blasphemous Act to gain a bunch of life is neat, but lifegain in Commander is often negligible due to commander damage, and with so few ways of actually triggering this card at all, it definitely doesn't make the cut.
  • Stuffy Doll - Part of the cut redirect package. Little use outside of said package.
  • Truefire Captain - Part of the cut redirect package. Little use outside of said package.
  • Fire Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Marble Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Pariah's Shield - Part of the cut redirect package. Little use outside of said package.
  • Pearl Medallion - Not enough high CMC white cards to warrant this, especially since it doesn't discount the color cost.
  • Chain Lightning - Part of the cut redirect package. Little use outside of said package.

Load more