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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Bishop of Rebirth
Creature — Vampire
Whenever Bishop of Rebirth attacks, you may return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
4 months ago
Both tribes of clerics and zombies excel at reanimation and you may as well play into it, with that in mind consider the following, Bishop of Rebirth, Custodi Soulcaller, Drana, the Last Bloodchief, Mikaeus, the Unhallowed, Orah, Skyclave Hierophant, Order of Whiteclay, Whisper, Blood Liturgist and Draugr Necromancer although you would need to add snow lands for that.
8 months ago
Sevinne's Reclamation since you're working with small targets Idol of Endurance really good later game draw that mostly functions parallel to Alesha to help you grind out the game and refil Agadeem's Awakening Flip is super good for multi target reanimation Lurrus of the Dream-Den seems like a great creature Dark Tutelage seems like a really good source of card draw when churning through low mana dudes Bishop of Rebirth is mostly a baby Sun Titan I Love Trove Warden for all the previous reasons
Really cool deck. Love Mardu and hatebear stax type stuff. I personally would drop the equipment and play more swarm finishers like Akroma's Will Cathars' Crusade or something similar you enjoy playing. I just feel like those are great finishers for stax type decks built around so many creatures.
1 year ago
@Thebestnoob there are indeed spells that reanimate. Proclamation of Rebirth , Tethmos High Priest , Breath of Life , False Defeat , Late to Dinner , Ramosian Revivalist , Resurrection , Timely Hordemate , Bishop of Rebirth , Defy Death , Karmic Guide and Miraculous Recovery , just to name a few. Not sure what specific format you’re looking to build in, but there are options in most.
1 year ago
You might like these: Pitiless Plunderer , Pawn of Ulamog , Field of Souls , Requiem Angel , Hell's Caretaker , Whisper, Blood Liturgist , Custodi Soulcaller , Bishop of Rebirth , Sun Titan , Champion of Stray Souls , Adarkar Valkyrie , Cauldron of Souls , Nim Devourer
1 year ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
1 year ago
Removals • Bioessence Hydra - Expensive for the cost and really only can pop if you’re out with a ton of planeswalkers. - Doesn’t truly allow to combo off or put yourself further in a win position • Vryn Wingmare - Just ok. Could levy into stronger creatures. • Martial Coup - An ok board wipe but there’s better ones out there. • Altar of Dementia - Not valid as sacrifice doesn't proc with totem armor • Really Good spread of Lands. Quick pace and some very solid duals that keep up your pace • Dovin Baan - Does not help advance your enchantment Mill objective. • Dovin, Hand of Control - Not great in commander as you have to activate it on your turn • Kiora, Behemoth Beckoner - You’re not hitting with large creatures. Mill is your objective with a subtheme of enchanted/totem creatures • Finest Hour - You’re milling, not attacking. You already should be having fliers anyway.
Suggestions: • Common theme that the deck needs to be built from a behind position. You have an easy commander to keep some BRUTAL pieces alive and well.
• Many of your creatures do not utilize tapping effects (which should be your goal with the commander).
• Will need some life gain enchantments to stay in the game
• Creatures that tap for mana and have totem armor. Easy ramp - Karametra's Acolyte
• More instant or sorcery spells that actually can mill an opponent - Maddening Cacophony
• Absolutely need some mana rocks
1 year ago
Remove options: - Twilight Drover (slow) - Treasury Thrull - Tithe Drinker - Thrull parasite - Marauding Blight-Priest (maybe) - Archon of Redemption (too expensive, we need the effect early) - Engineered Plague (too situational) - Glorious Anthem (maybe) - Ethereal Absolution (maybe) - Pillar of the Sleepless (rather weak) - Prison Term (maybe) Replace with stronger removals/definitive exile/instant speed - Primeval's Glorious Rebirth (how often will we benefit?) - Breath of Life (replace with faster/stronger recursion)
Adds: - Any lifegain on creature ETB effect Ajani's Welcome style, or Blood Artist style (has variations) - Vizkopa Guildmage - Sun Titan or a Bishop of Rebirth or Reveillark for recursion? - Faith's Reward or Brought Back are ways to respond to wipe - Tutors for, perhaps, Ayli and Vito. Thalia's Lancers ?
2 years ago
Thanks for the input! Took your suggestion and streamlined the combos. Mostly just dropped the ones which required more potentially dead pieces/were more expensive $$. Switched Burnt Offering with Culling the Weak. Since dropped Mikaeus dont need the Solemnity. The thought with Celestial Gatekeeper is getting 3 creatures back from the graveyard, including potentially higher cmc clerics such as Resplendent Mentor or Bishop of Rebirth