Akroma's Memorial

Akroma's Memorial

Legendary Artifact

Creatures you control have flying, first strike, vigilance, trample, haste, protection from black, and protection from red.

Latest Decks as Commander

Akroma's Memorial Discussion

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 week ago

VexenX, I love the new conversation sparked by Zendikar Rising! When deck-building or adding new cards, I think it's important to revisit our win-cons. As it stands, I believe your deck has two types of win cons: burn and creature overrun. Ever since the removal of Akroma's Memorial and addition of Fiery Emancipation, I've come around to the fact that Burn is a more competitive win con. Would you disagree?

Next, since Omrath runs little removal, I believe that we should be in the mindset of designing a deck that works towards its strengths more than patching its weaknesses. This way, our goal should be to put pressure on our opponents and win as quickly as possible. You can see where I'm going with all this, as I am suggesting cuts to creature overrun enhancing cards and keeping/adding burn enhancing cards.

A few comments on your new card update post:

1) I 100% agree with Valakut Exploration. Although card draw is neat, you and everyone else on this page may be underestimating just how good the burn value can be! Because the damage is dealt to "each" opponent, we have a mini Purphoros, God of the Forge on our hands. Since Valakut Exploration burn is triggered by landfall, it works especially well with - you guessed it - Burgeoning + Ghost Town! And the more creature overrun enhancing cards like Doubling Season we slot out for cheaper draw-into-hand cards, the more smoothly Burgeoning works in the deck just by itself. And the more cheap draw-into-hand cards we have in the deck, the more likely we are to cast the cards we draw off of Valakut Exploration. Ahh!!! Okay rant done.

2) I feel like slotting out Perilous Forays is crazy talk. Other sac outlets need Omnath, Locus of Rage AND creatures to sac to take effect. Perilous Forays only needs Omnath, Locus of Rage in play - plus an upside of comboing off - plus an upside of working towards the burn win con.

3) I can see slotting out Force of Vigor. It is a flex card after all. Personally, I think 0 mana removal is too broken to cut through.

4) Ancient Greenwarden may be a godlike card, but I'd like to play devil's advocate and remind you that it is both expensive and plays towards a creature overrun win con just like Doubling Season. I respect and even back your choice to add this card, but I think it's just a little clunky and on the for-fun side.

5) Isn't Roiling Regrowth a strictly worse Springbloom Druid? Not that I'm against adding more cheap mana ramp, but I would personally add Springbloom Druid back first. For the record, I do agree with Ranger's Path being on the chopping block. Same goes for Migration Path. On paper they look just fine. In testing, I'd be happy to see one or both go.

6) I'm worried that Nahiri's Lithoforming may de-ramp us in some games resulting in an autoloss. The risk is too high for this card in too many hand states in my opinion.

7) I think Moraug, Fury of Akoum is a great reason to be back IN for the creature overrun win con. However, it benefits greatly from Doubling Season effects and doesn't synergize at all with Where Ancients Tread or sacrificing effects. This once again comes down to priority of win cons. If we're more in burn, which I personally believe us to be, than I would recommend against this.

Next, I'd like your thoughts on a few cards as additions to the deck if you wouldn't mind!

1) Full credits to _Arra_ and Rasaru (at least): Add Sekki, Seasons' Guide + Tooth and Nail. As explained by Rasaru, the combo goes as follows:

1) Play Tooth and Nail, paying it's entwine cost (9 cmc total - which is nothing for this deck)

2) Search for Sekki, Seasons' Guide and Terror of the Peaks

3) When they both hit the battlefield, Terror will see Sekki and trigger causing 8 dmg to a target. In this case, point that damage right back at Sekki.

4) Sekki will lose all of it's counters, creating 8x 1/1 faeries and going to the graveyard.

5) Terror sees these 8 faeries coming in, pointing this 8 damage at a player's face.

6) Then sac all 8 faeries to bring Sekki back. (Sekki's last ability is played from the grave)

7) Rinse and repeat for an infinite damage combo.

In my opinion, adding 1 card to the deck, Sekki, Seasons' Guide, isn't a tall ask for an extra infinite combo in the deck. We already have creature tutors, so Tooth and Nail isn't even required. But after the addition of Sekki, Seasons' Guide, adding 1 more card, Tooth and Nail, instantly wins us many games when we draw it for just 9 mana. Not only do I think you could cut Craterhoof Behemoth for this combo but Craterhoof Behemoth works towards a creature overrun win con, so I'd argue it's on the chopping block anyways! You could use Avenger of Zendikar and Purphoros, God of the Forge as backup Tooth and Nail targets for the burn win con. To take this one step further, with the addition of a card that can win us the game if resolved, why not run Gamble? Twice the chance to draw into a quick and easy win con with added upside of 1 cmc and flexibility.

2) Thoughts on Skullclamp? I think it's a disgustingly good card for draw and we already have sac outlets to trigger it.

3) Thoughts on re-adding Sylvan Scrying? Ever since the removal of Tempt with Discovery, I've been missing nonbasic land tutors. Lets compare Sylvan Scrying to Rampant Growth. Rampant Growth gives us 1 mana ramp for 2 mana to use as early as turn 3. Sylvan Scrying at the very least does the same if we search up Ancient Tomb. And I think it has so much more upside if we draw it mid or late game too.

4) Thoughts on Sensei's Divining Top? I think it feels great to draw in opening hand and makes early game even more consistent.

Thanks for your time in answering my posts. I know they can be a little long!

Kalavas on No Tutor Kinnan

1 week ago

Update!

Removed Wilderness Reclamation Added Murkfiend Liege The liege does the job better.

Removed Akroma's Memorial Added Expropriate Expropriate! Best\fastest game-winner ever.

Removed Elvish Harbinger Added Utopia Tree Got rid of the last straggling tutor!

Removed Helix Pinnacle Added Pongify The pinnacle was slow. Removal always helps.

RiotRunner789 on Deadshot

1 week ago

Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.

Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.

Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.

Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.

Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.

Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.

Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.

Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.

Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.

Anarchist: Wizard. If you get more spells then maybe.

Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.

Coffin Queen: Wizard. Playable effect.

Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.

Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.

Fervent Paincaster: Wizard. Hits creatures.

Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.

Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.

Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.

On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.

As for creatures,

Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.

Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.

Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.

Akki Coalflinger: Way to help out the team.

Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).

Bloodmark Mentor: Way to help out half of the team.

Akroma's Memorial. Expensive but a classic.

I think a couple or few first strike options would work out. As for cards that I think you could do better than,

Bloodgift Demon: Good card but his effect is a bit expensive for card advantage. Maybe try Theater of Horrors. Its essentially the same as phyrexian arena but for rakdos.

Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.

Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.

Rakdos Firewheeler: Not bad but repeatable effects may be better.

Sultai_Sir on Marton Stromgald

1 week ago

Hey man, love the deck! I've got a couple of recommendations for you:

Vedalken Orrery: This card is amazing in this deck, letting you flash cards like Marton or Krenko at the end of your turn, giving them both a modicum of protection and pseudo-haste.

Akroma's Memorial: This card gives all of your tokens some more hitting power, protection, and evasion.

Eldrazi Monument: This gives your team some much-needed indestructibility so that you don't get blown out by a board wipe.

Hope this helps, and as always, Happy Tapping!

enpc on Luminous Broodmoth vs Akromas Memorial

1 week ago

Unfortunately no, if you have Akroma's Memorial in play then all of your creatures have flying as a static ability. This means that if they die, they won't meet the criterion of not having flying that Luminous Broodmoth requires and so the ability to return them from the graveyard won't trigger.

Samus_Saran on Luminous Broodmoth vs Akromas Memorial

1 week ago

If I control normal Creatures without effects and I have a Luminous Broodmoth and have a Akroma's Memorial too on my Battlefield, does Luminous Broodmoth will Trigger and bring the Creature still back with a Flying Counter?

chriscross25 on Titania: Go all in or all out!

3 weeks ago

Thank you all for you comments! :D

Fektoer Akroma's Memorial is worth thinking about. Seems great for a win con.

Strangelove I will consider Seasons Past, Field of the Dead, Wayward Swordtooth. i need to play the deck more to find cards to change. :D

[email protected]_only Kamahl, Fist of Krosa seems great too. But i like Natural Affinity more because my opponents will see it coming with Kamahl. I like the surprise and brain game a lot. :D

But all in all i will take a few days more to see how this deck plays. But what i can say is, it is a ton of fun.

DemonDragonJ on Commander Legends Spoilers

4 weeks ago

I definitely like that new incarnation of Baron Sengir, and the completion of the "bond land" cycle is also very nice; those lands are far too situational for me to ever use them, but I know that many players have been desiring such lands. Hopefully, Zendikar Rising shall complete the cycle of "battle lands."

Keeper of the Accord is very nice, and I definitely shall put a copy of it in ever EDH that I build in the future that contains white, presuming that it shall not be too expensive.

As for reprints, I still am hoping for reprints of Akroma's Memorial, Vedalken Orrery, Dromar, the Banisher, Chromatic Lantern, Arcane Signet, Meteor Crater, Reflecting Pool, and many more, which I shall mention as I remember them. WotC has promised that they would reprint the fetchlands this year, so I imagine that this product shall be the product that contains them, since they are unlikely to ever again reprint them in a standard-legal set.

Given that spoilers for Zendikar Rising start next week, I imagine that there shall not be any more spoilers for this set until after the spoilers for that set are finished, but I am pleased with what has been revealed, this far.

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