Tishana, Voice of Thunder

Tishana, Voice of Thunder

Legendary Creature — Merfolk Shaman

Tishana, Voice of Thunder's power and toughness are equal to the number of cards in your hand.

You have no maximum hand size.

When Tishana enters the battlefield, draw a card for each creature you control.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Ixalan (XLN) Mythic Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Historic Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Tishana, Voice of Thunder occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Tishana, Voice of Thunder Discussion

Last_Laugh on Animar the Elemental Beast Bird Octopus Elk Spider

2 weeks ago

Animar's main thing is if you can get an ability on a creature, run it over the spell version so Animar gets a counter and provides a discount.

Stratus Dancer, Glen Elendra Archmage, Siren Stormtamer, and Draining Whelk over most counterspells (Stubborn Denial is a good spell version here).

Soul of the Harvest and Tishana, Voice of Thunder for card draw.

Sakura-Tribe Elder, Beastcaller Savant (immediately pays for itself due to haste), Wild Cantor (turn 2 Animar), and Cloud of Faeries type cards for ramp.

Red typically adds haste enablers. Ogre Battledriver, Urabrask the Hidden, and Maelstrom Wanderer are your best bets. The rest of what red offers ranges from Imperial Recruiter to Dockside Extortionist to Stalking Vengeance (a hilarious clone target... I've had 4 copies at once before)

Feel free to check out my list for ideas. It's more of a competitive combo list at this point but there's plenty of cards that translate to aggro. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Suns_Champion on La Tribu de Dana | Kinnan Commander

1 month ago

Hey there! This is a solid list, and the custom categories are great! I have little to add here, besides some minor qualms. Well done.

Not convinced by:

Nullmage Shepherd might be better as just a Krosan Grip, since it's sorta a non-bo with your strategy of tapping creatures.

Draining Whelk should really just be a Counterspell.

Thassa, Deep-Dwelling doesn't seem all that useful here. Rishkar, Peema Renegade for extra support maybe?

I'd consider the following draw options too: Collective Unconscious, Shamanic Revelation, Regal Force, Inspiring Call, Tishana, Voice of Thunder, Distant Melody

Last_Laugh on Animardrazi

1 month ago

Ok, I'm starting out with an 'I don't mean to be too critical so take this with a grain of salt'. I have suggestions for additions and cuts.

There's 2 main problems here. 1: Your mana cost is a bit high even for Animar (It's reasonable, I've seen MUCH worse but 3.5 avg. cmc or less is ideal) and 2: Your choice of/number of non-creature spells.

I'll address these out of order.

Cuts/Replacement Suggestion:

Cut: Fuel for the Cause, Mystic Confluence, and Ionize (over costed and no Animar discount) - Replacements: Stratus Dancer, Draining Whelk, and Stubborn Denial.

Cut: Mind Stone, Chromatic Lantern, Commander's Sphere, Kodama's Reach, Cultivate, and Rishkar's Expertise - Replacements: Beastcaller Savant, Rattleclaw Mystic, Sakura-Tribe Elder, Dryad of the Ilysian Grove, Cloud of Faeries, and Peregrine Drake.

Cut: Doubling Season, Jiang Yanguu, Path of Discovery, Guardian Project, - Replace: Soul of the Harvest, Primordial Sage, Tishana, Voice of Thunder, and Glimpse of Nature

I don't want to overwhelm you all at once, so let me know if you're picking up what I'm putting down. I can suggest some cuts/replacements from your creatures if you'd like. Upvotes on any of my decks are appreciated. Here's my list for ideas... Animar, Gaea's Hemorrhoid

PostContact on Update to trade binder!

2 months ago

I have made a large update to my binder found here. Binder.

I'm mostly looking to complete my Chulane EDH deck and prioritizing trades for the following: Tatyova, Benthic Druid, Tishana, Voice of Thunder, Exploration, Azusa, Lost but Seeking, Oracle of Mul Daya, Ramunap Excavator, Roil Elemental, Sylvan Safekeeper, Thassa, Deep-Dwelling, Titania, Protector of Argoth, Zuran Orb, Oboro, Palace in the Clouds, Strip Mine, Constant Mists

If you have one of these but don't see anything you need. Let me know, If it's a high priority I may pay cash for it.

Azeworai on Animar Elemental Tribal

5 months ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Meeknomore on Churnin' Chulane

5 months ago

Goretast, thank you for the suggestions!

I did a bit of research ahead of putting the deck together, and all of these were mentioned and were on my list. I noticed however, that this approach leaned more on the competitive side, and while its fun to win a lot, my playgroup is not competitive at all. I'd like to keep the power level hovering around the 6-7 range. For that reason alone I had scratched Mana Breach from my list, and Cloudstone Curio is a bit out of my budget right now.

As for the creatures you suggested, well, the only real reservation I have about them is that the bounce effect is permanent, by which I mean the creature doesn't immediately return to play. I'm forced to recast it. I understand that the idea is that these creatures are cheap and can bounce them selves and be cast repeatedly. Value noted. My preference for a bounce effect in the deck is of immediate return so that I can utilize them on larger, more expensive creatures like Tishana, Voice of Thunder or Prime Speaker Zegana. To get the effects I'm looking for, returning them to my hand would slow me down to much.

They are great suggestions and I appreciate the input, however I don't feel that they are a good fit for the deck at this time. If I take the deck to a local league or tournament, then I will most definitely incorporate these.

Last_Laugh on Animar EDH +1/+1 Counters

5 months ago

Alright, I have several suggestions for you and I don't want to appear overly critical. The main thing I'm noticing that needs work is your choice of non-creature spells... most of those effects you want on a body in Animar (i.e. ramp, removal, etc.)

Also worth asking... are you avoiding infinite combos on purpose? Want to ask before I suggest any.

Ramp: Wood Elves , Beastcaller Savant , Rishkar, Peema Renegade , Shaman of Forgotten Ways , Somberwald Sage , etc. (You've got options.)

Land Untap/Alternative Ramp: Cloud of Faeries and Stadium Vendors won't go infinite in your current build. Peregrine Drake will with Temur Sabertooth. On that note, consider Equilibrium as another bounce option.

Draw: Primordial Sage and Soul of the Harvest are your best repeatable draw (that you don't already run.). Tishana, Voice of Thunder is worth including also and Vizier of the Menagerie is amazing here as well.

Tutor: Fierce Empath

Let me know if you're picking up what I'm putting down... I can help suggest cuts (mainly from your high cmc non-creatures like Doubling Season, Primal Vigor, Zendikar Resurgent and your current non-creature ramp). In the meantime, feel free to check out my list for ideas... it's not budget friendly as a whole but still got plenty of options. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid

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