Agadeem's Awakening

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Agadeem, the Undercrypt  Flip

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Agadeem's Awakening

Sorcery

Return from your graveyard to the battlefield any number of target creature cards that each have a different converted mana cost/mana value that is X or less.

Skysurfer on Bordello of Blood

3 months ago

I think throwing in 1 or 2 Agadeem's Awakening  Flip would be massive because you absolutely need like 22-23 lands to reach 3 lands consistenly by turn 3 and even if you flood you have lots of expensive payoffs. 21 can have baller curves but is hella inconsistent. also agadeems will help when you need to play into boardwipes which the deck has a lot of weakness too if you dont draw thoughtseize.

baddabiiing on Belcher feat. Tameshi

5 months ago

Just out of curiosity, why not add black, or another color for that matter? Fell the Profane  Flip, Boggart Trawler  Flip, Waterlogged Teachings  Flip, and Agadeem's Awakening  Flip all seem like they would be helpful here.

Though I must admit, monoblue belcher has a nice ring to it. Sweet deck!

jaymc1130 on

7 months ago

Seems like too many medium knight creatures and too little consistent value generation to really pop. Sidar just plain isn’t particularly good in EDH settings from a competitive standpoint, but can be much more effective in Duel Commander where it’s much less important to be able to play at instant speed with shields up at all times.

A couple generic suggestions.

  1. Currency Converter, looting effects go great with converter, and with a looting effect from eminence this card is going to be a must include for any Sidar deck.

  2. Call the Bloodline, Chivalric Alliance is great in a Sidar deck, why not a second copy of something similar? Both of these token generators also pair extremely well with Currency Converter as two card combos that can put in some real work. 1 mana and a card for a 1/1 and a 2/2 or 2 mana and a card for 2 2/2s are great deals in terms of mana investment.

  3. Containment Construct, pitching lands and playing them from the yard? Yes please. Pitching spells and playing them from the yard? Yes please. So much value to grind out opponents with and an excellent way to generate card advantage by using the yard as a second pseudo hand. Crucible of Worlds can also help get value from looting away lands in a similar manner.

  4. Virtue of Loyalty, a 2/2 for 2 mana at instant speed can be considered removal for creatures attacking you while just being generically on rate for spending 2 mana (much more applicable to Duel Commander than EDH or cEDH) and the second casting provides a powerful enchantment finisher that can get pretty out of hand if left alone for more than one turn cycle of buffing the whole squad.

  5. Reanimates in general. Unearth, Animate Dead, Necromancy, Jolted Awake, Agadeem's Awakening  Flip, etc. Slap some more of these effects into the deck so it’s not as reliant on Sidar reanimating things to generate value from the yard.

  6. More interaction. Fatal Push effects and some more counters like Drown in the Loch can help improve your chances of creating winning board states. Just playing some generic knight idiots and sitting around waiting for an opportunity to turn the team sideways is a pretty passive way to play. Generate some opportunities for yourself by adding some ways to affect the board in a favorable manner and protect the squad as you assemble it.

  7. Cantrips. Ponder, Preordain, Brainstorm (if you can swing adding in the 9 fetchland package) and the like will help smooth out draws, make the deck more consistent, and give you things to do on early turns that proactively progress your game plan.

There’s a lot more I could add, but these are some basic things that could improve functionality without breaking the bank.

8netherwind8 on Oona, Dead-Speaker

1 year ago

I love how intensely Faerie-centric this is! =D One of the best I've seen... my only concern would be hitting your 4-drop on-tempo with that Land Count... maybe replace a couple with equivalent MDFC (lands on back)? eg. Overflowing Insight < Sea Gate Restoration  Flip (Glasspool Mimic  Flip - Malakir Rebirth  Flip - Agadeem's Awakening  Flip would be the others) Cheers mate, nice deck!

DadHumanPraetor on Syr Konradical, the Grimmest

1 year ago

Agadeem's Awakening  Flip is usually better than a basic swamp. I always play Snuff Out when I am in a cabal coffers deck, I know some people dont like the 'non-black' restriction but I have always had good experiences with it. Maybe Scavenger Grounds, I know it's strip mining you, but you could disrupt the meren player or you could just like, win, the versatility seems nice.
Plumb the Forbidden is cool because you can just cycle it for 2cmc, or draw an extra card for each creature you sac, which in this deck could be a bunch.

I really like this deck, looks super fun, a lot of my favorite cards in magic are in there.

abby315 on Apple Accessories, Now with Malware

1 year ago

TIL that WotC didn't make any BW cards that make Cursed Roles for opponent's creatures, even though that's clearly the flavor of this commander. That's so weird! Anyway, love the deck idea. Agadeem's Awakening  Flip is probably a good utility land. Final Payment and Rite of Oblivion could replace some of your 3CMC removal spells to bring the CMC down, since you will have a lot of nonland permanents to move around. Plunge into Darkness could be a decent "tutor" with so much lifegain.

amicdeep on

2 years ago

guessing your trying to stay budget so will try to keep that in mind in recommendations

Dauthi Voidwalker unlockable, utilises discarded cards, alows you to steal opponents removal and tempo plays. run 4

Thieves' Guild Enforcer play a couple of rogues and shes a 3/2 deathtouch for 1. ideal 1 drop run 4

Changeling Outcast strictly better than boggart or stinger, run 4

Vampire Cutthroat runs better than boggart or stigger most of the time, use as extra 1drop if needed

Bad Moon you have only one load effect, this doubles your lord run 3-4

lands Castle Locthwain run 2-3 Hive of the Eye Tyrant run 2-3

as your a creature deck sometimes you get wiped an need to rebuild (this is not a budget card) Agadeem's Awakening  Flip run 1-2 Takenuma, Abandoned Mire literally no downside and makes the deck slightly better, run 1

if you have a land slot left unused Ifnir Deadlands also exists and is solid removal in the late game.

you ideally need some more and better removal literally anything. a mix of Victim of Night, Eliminate, Infernal Grasp, Bloodchief's Thirst

in an ideal world you'd also run 4 Bitterblossom (if you do run 4 Morsel Theft which you should be running 4 of anyway the 6 life shift on a cantrip for 2 is on of the main reasons to run rogues)

cards to drop. Oona's Prowler, Frogtosser Banneret, Noggin Whack, Defile, Prickly Boggart. all have better options for the slot

i also find that Earwig Squad tends to do much better in the sideboard (its an excellent hate card agaisnt some decks but a bit useless against others)

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