Ancient Stirrings

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Ancient Stirrings

Sorcery

Look at the top five cards of your library. You may reveal a colourless card from among them and put it into your hand. Then put the rest on the bottom of your library in any order. (Cards with no coloured mana in their mana costs are colourless. Lands are also colourless.)

wallisface on Lantern Control with Land Destruction

1 week ago

Icbrgr one big strength of Lantern is being able to assemble the required pieces quickly with Ancient Stirrings and Urza's Saga while also using hand disruption to remove the various artifact-destruction pieces from the opponents hand. My one thought with your concept is that it’s going to be a lot harder to assemble the Lantern lock, while also being a lot easier to tear-down.

If your skred plan is still strong enough to prop-up the rest of the deck it might still work, but the Lantern components here won’t be particularly effective imo

wallisface on Lantern Control with Land Destruction

1 week ago

nbarry223 I think running a bunch of colourless sources would be fine... currently the only regular coloured cards showing up in these decks are Ancient Stirrings, Prismatic Ending, Inquisition of Kozilek and Thoughtseize, with everything else being colourless. By adding in Wrenn and Six, I think all it would mean removing is Prismatic Ending (i.e. replacing white for red to keep you 3-colour) and dropping the Urza's Saga package (because otherwise you would be lacking too many coloured lands)

Game_of_Cones on Perpetual Doomsday Machine

1 month ago

Sorry, YodaVoda, I don’t really have the capabilities for something like that! Perhaps a friend of mine could help me with that in the future…. But until then, here’s a couple things that might help??

I just added Cursed Totem the other day, and if you’re lucky enough to get that out at the very beginning (come on, Ancient Stirrings, hook me up!) that could benefit you quite a bit?

If at first you don’t succeed, Wipe, and Wipe Again!! Your options for sweeping away all the pesky creatures are quite plentiful: the main concern would be timing of said wipes, and being careful about what you are keeping in your hand for after they (hopefully) resolve.

Finally, I feel like the concept of creatureless without using blue or white can catch your opponent(s) off guard a little from the get-go!

wallisface on Simic Liquimetal (Abono pal huerto)

2 months ago

Pretty cool brew! It feels like with the number of 3 and 4 mana cards here, that maybe 22-23 lands would suit you better? Although maybe Ancient Stirrings helps you enough to get the lands you need?

Balinor5 on

2 months ago

Since you're going more green than colorless in this deck, you may want to replace the Ancient Stirrings with Once Upon a Time, since you could whiff on the Stirrings.

I think a couple copies of Sylvan Scrying would be your best bet to get the lands you need. Since Yavimaya, Cradle of Growth is Legendary and you'll be able to find lands, I think two copies would be plenty, especially if you work in Sylvan Scrying. Since you are running green, I'd consider replacing two copies of Yavimaya with 2 copies of Nykthos, Shrine to Nyx. The Boseiju's are great since they have that channel ability.

You have a lot of "play extra land" abilities... too much IMO. The Arboreal Grazers are great early game, but are dead cards later. Unless you run a single copy of Assault Formation. That wouldn't affect your other creatures, but it kind of takes the deck in a different direction. However, if you have tons of mana, you could really boost your creatures through that last ability.

I think you need to find the right balance though playtesting for your Grazers/Azuza/Explore.

I'm not a fan of Turntimber Symbiosis  Flip for what it does. If you have the $$$ Green Sun's Zenith is way better. You'd probably only need to run 1-2 of those, since they recycle themselves, and you can replace the other two copies with Regrowth for renewal or Heroic Intervention for protection.

Lastly, I think you should try to find a way to fit in one or two copies of World Breaker. He does so much work, and if you're dumping lots of lands, you can bring him back from the graveyard.

Not sure what the right answer on your 4x Amulet of Vigor. They are key to get the deck going fast, but later on they are dead cards. Maybe bring it down to 3 copies or even two and try to work in a copy of Bow of Nylea (great all around support card all 4 modes are good for you, and the static ability is amazing with all your trample) and maybe Nylea, God of the Hunt.

Hope this helps give some ideas... The short of it, is that I think you may have too much "play an extra land" and need to watch the potential for late dead cards. Otherwise, it looks great. Primeval Titan is perfect in a deck like this.

Andramalech on Gaia-post

3 months ago

Balinor5 that is a really great observation! I did intentionally keep the deck colorless as a core theme, but this is the first time I've considered using green due to how explosive that value is-- it simply can't be understated, using Arbor Elf to untap for value would be a fast (and better) way to pull this off.

I would most definitely be a player to use Ancient Stirrings, Once Upon a Time, and the pivotal Yavimaya, Cradle of Growth. So, I tip my hat for the suggestion for sure.

Another player in my group runs mono G tron-post, and we've been incredible rivals for many years; this deck is kind of a "anything you can do, I can do better... without colors." But all in good fun. I appreciate your feedback and I'm going to consider using green in the future! And maybe just a thought.. Yavimaya Hollow?

Balinor5 on Gaia-post

3 months ago

I've been playing around with Green Post. Sylvan Scrying and Ancient Stirrings are a bit faster than the Expedition Map, and Stirrings can be used later to grab a bomb instead. What really makes it though is the use of Arbor Elf along with Yavimaya, Cradle of Growth. Turn your posts into Forests and then untap them with the Elf.

I had a Blue Eldrazi Eldrazi Blues deck that used Maps and Trinket Mages to get them, and recently prototyped a Green Version Eldrazi Greens. I left my Blue Cards I took out in the MaybeBoard. Maybe the Green messes up your theme, but at least you can kind of playtest with it to see if it works for you.

Good Luck.

wallisface on 3 color Generic Planeswalkers for …

3 months ago

My thoughts:

Notably, you're missing the Grixis walker!!!

Ceara, The Dragon Claw: Feels a bit overpowered. Not really doing very Temur things.

  • The +2 feels too strong, as if it should be a 0 or -1 ability instead.

  • The -3 also feels too strong (and needs to use the words "up to"). Having a Planeswalker ability do one of two things is usually a bad idea.

  • The -9 needs to be reworded because you want your creatures to have haste/trample, not the spell.

Chichan, Master of Inner Enlightenment: Nothing about this walker really screams "Jeskai" to me.

  • The Scry 4 from the +1 feels a bit excessive - Wotc generally stray away from such high scry numbers for a reason... it's also very anti-red.

  • The -3 feels very unnecessarily wordy, but also doesn't feel right with this manas colors (it feels like this is very anti-white, and very black-orientated). I feel like this needs a complete rework.

  • The -7 is really weak for an ultimate.

Gwisin Noh: Feels really limited in what it's doing, when there are a lot of options open to Azban

  • The +1 is waaay too strong imo. Should just be 1 creature, and the toughness needs to probably be something like 2-or-less

  • The -X seems fine, though a little weak. Feels really out-of-place compared to what the rest of the card is doing.

  • The -4 needs to read "Up to". Its a decent ability but will never get used while your +1 is so strong.

Kuva, Fang of the Jungle: is probably fine. Kindof reads like a planeswalker you'd find in a pre-constructed deck though.

Nimthall, Master of the Dead: Feels really overcosted for what it's doing. I don't see how this is currently playable.

  • Imo the +2 should just be one 2/2 zombie. Don't try to overcomplicate things that don't need complicating.

  • The -10 reads really wrong, I had to have 3 goes at trying to understand your wording. I think you mean to say "...from your graveyard onto the battlefield. Then shuffle...". I'm not sure why this is grabbing enchants also?

Shataj Sar: The +1 alone is too ridiculous and needs a complete rework. The rest of the card seems fine.

  • The +1 is making waay too many solid creatures, you're basically dealing 6 damage immediately, and 12 the turn after, which is far too much. Also horsemanship is a really weird ability here - it's very outdated and no-longer used. Adding to that, White & Red aren't known for their evasion (its generally a Blue/Black thing)

  • Personally I think the -7 should either say "destroy", or not gain you the life.

Sibrel, Bant’s Guardian: seems fine

  • The -4 has the word "either" but there's no choice here?

Vull, The Bloodthristy: This card just doesn't feel like it captures the Jund motifs to me, but maybe that's just me.

  • The +2 needs to mention "Prevent all damage that would be dealt to XXXX this turn." - otherwise he'll get killed off for taking damage and losing loyalty (indestructible does nothing to protect that). In any case, this ability doesn't feel very Jund at all - making non-creature cards act like creatures is a pretty White effect.

  • The -X reads weird, where i'm not sure whether the opponent has a choice, or the owner of the planeswalker. In any case, having a Planeswalker ability do one of two things is usually a bad idea.

Zendik, Etherium Master: This card really doesn't feel Esper to me... more like a janky mono-blue walker. It also feel like it doesn't really do anything useful for its 6 mana cost (aside from the -3 that just wins the game).

  • The +1 doesn't feel very Esper at all. Esper is the color of control, this just feels like generic creature pump.

  • The -3 is waaay too game breaking. I would suggest having this instead as an "Ancient Stirrings" style effect.

  • The -8 is worded pretty poorly, though I get what you're trying to do here. It feels like a really underwhelming ult, especially compared to the insanity the others above do. Again, doesn't feel particularly Esper.

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