Beast Whisperer

Beast Whisperer

Creature — Elf Druid

Whenever you cast a creature spell, draw a card.

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Set Rarity
Commander 2020 (C20) Rare
Guilds of Ravnica (GRN) Rare
Promo Set (000) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Beast Whisperer occurrence in decks from the last year

Standard:

All decks: 0.14%

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.06%

Green: 0.63%

Golgari: 0.11%

RG (Gruul): 1.2%

Beast Whisperer Discussion

DadHumanPraetor on Kinnan Brings Us Together!

1 week ago

When I see Kinnan, Bonder Prodigy I get greedy, I cant help it. Vigean Graftmage Pemmin's Aura Freed from the Real all make infinite mana with dorks like Incubation Druid or Gyre Engineer or Bloom Tender, if use the infinite mana you activate kinnan enough youll get a Beast Whisperer and a bouncy creature or just a Soul of the Harvest to draw the whole deck and cast a Thassa's Oracle to win. Id probably include Intruder Alarm Thousand-Year Elixir Concordant Crossroads and all the mana efficient counterspells. He seems fun. Turn 2/3 wins depending if you have mana positive rocks

Tzefick on How would you give white ...

1 week ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

Profet93 on Xenagos EDH

1 week ago

+1 !

As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...

  1. You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....

Hellkite Charger, Blightsteel Colossus, Ulamog, the Infinite Gyre, Ulamog, the Ceaseless Hunger, and Worldspine Wurm

To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.

  1. Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.

  2. Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.

  3. Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.

  4. Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.

Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and

Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG

Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)

I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.

slashdotdash on 5 color no theme deck

1 week 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

0taylor on seton druids

2 weeks ago
Cloudstone Curio makes one drops have infinite ETB/cast triggers when Seton, Krosan Protector is out. (need 2 one drop creatures)

Devoted Druid, Temur Sabertooth, Leyline of Abundance, and Seton, Krosan Protector also creates infinite ETB/cast triggers on devoted druid.

Be careful when using Beast Whisperer, Glimpse of Nature, Guardian Project, and Vanquisher's Banner as you dont want to mill yourself.

Devoted Druid, Elvish Archdruid, Temur Sabertooth, Leyline of Abundance, and Seton, Krosan Protector is the standard infinite mana.

Stone-Seeder Hierophant and Elvish Pioneer also work really well with Cloudstone Curio and another 1 drop creature. This gets all lands into play untapped from your hand.

Note that after drawing your deck you will have some combination of Mobilize, Vitalize, and Benefactor's Draught. Playing all of the one-drops (and other low-cost minions) can help get you the mana to start going infinte.

lets use our deck now.

Gilt-Leaf Archdruid is a good first option, taking your opponents lands removes most of their options

Helix pinacle is noteable (you can max out to win by your next upkeep if everything else goes wrong)

We can pump up our creatures using Leyline of Abundance, giving creatures infinite +1 +1 counters

Thorn Mammoth and Vigor remove your opponents board. If they somehow have enough toughness to still be alive, you can use one of the infinite ETB combos.

Craterhoof Behemoth is the only card we have with haste, but it shouldnt matter as they wont have lands (Gilt-Leaf Archdruid), creatures (Thorn Mammoth + Vigor), artifacts or enchantments (Acidic Slime + Temur Sabertooth)

Raging_Squiggle on Chulane, Somewhat Competitive

2 weeks ago

I would add in some redundancies to the bouncing creatures. Man-o'-War, Dream Stalker, Kor Skyfisher, and Stonecloaker (especially good cause flash and also grave hate). Cloud of Faeries also does good work when comboing with Aluren and a bounce source.

Speaking of bounce sources, more redundancies! Words of Wind and Overburden (This card is important as it combos out with Shrieking Drake and is generally a strong card. You won't care about bouncing lands cause chulane will put it right back into play).

Now what to do with all the mana in the world you could want and all the casting you could want? Well, Aetherflux Reservoir and Brain Freeze come to mind. Also, Words of Wind doubles as a win con by bouncing everyone out of the game entirely. Similarly, Words of Wilding can give you as many bears as you want to swing with. These Word cards will help save that mandatory draw from Chulane as your deck empties out. (And on the chance your playgroup allows some UnCards, Crow Storm is quite the funny win con)

How are you gonna get these cards quickly and consistently though? A couple more draw engines wouldn't hurt. Beast Whisperer and Guardian Project are both strong when playing a "I must cast all the creatures" deck. Abundance and Rhystic Study aren't too bad either.

But, how to protect your stuff when you cast it? Prowling Serpopard should be in here to protect your creatures. He's a cat, he protec. Also, Gaddock Teeg strongly hates on any spell slinger deck.

Depending on your budget, Earthcraft should be in here. Otherwise, its budget, (but not nearly as good cousin) Cryptolith Rite could work too.

jundemwing on Shelf of Elf

3 weeks ago

Lumberjacks, you had a good point about adding Sylvan Messenger so I did some testing with it and it's perfect for the deck. Though in my testing I've accidentally decked myself a few times so I opted to keep the Beast Whisperer as a three of. The deck runs super consistently now and combos off all the easier so thanks a lot for your suggestions.

Labrodor64 on Daisybelle's Werewolf Gruul Deck

3 weeks ago

Great deck but I think that you need a little more card draw to make the deck run smoothly. I suggest to take out some lands since 41 is a lot and add some card draw such as Vanquisher's Banner, Beast Whisperer, Harmonize, Return of the Wildspeaker, Rishkar's Expertise, Hunter's Insight, Colossal Majesty, Shamanic Revelation, Soul's Majesty or Soul of the Harvest. The Ramp is good but i would recommend a little more for some of your big creatures like your commander so consider cards like Cultivate, Rampant Growth, Nature's Lore, Llanowar Elves, Skyshroud Claim or Ulvenwald Captive  Flip (for this deck specifically). But for a first commander deck, you've done a very good job :)

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