Call for Unity
Revolt — At the beginning of your end step, if a permanent you controlled left the battlefield this turn, put a unity counter on Call for Unity.
Creatures you control get +1/+1 for each unity counter on Call for Unity.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Call for Unity Discussion
3 months ago
Aight so we've got some cuts to make! So I think a good benchmark to shoot for off the bat is 36 lands and 64 non-lands, though with the sheer number of transform lands you have you might be fine at 34 or 35 - I would NOT recommend going that low until you've played a respectable number of games or playtest hands (probably at least 4 games and 30 playtest hands) and you have a solid understanding of how consistently you come in with too few lands.
As far as the cuts, I'd say drop: Rushed Rebirth , Ecological Appreciation , Vona, Butcher of Magan , Silent Sentinel , Resolute Archangel , Aegis of the Gods , Path of Discovery , Shapers' Sanctuary , Springleaf Drum , Perpetual Timepiece , Accomplished Alchemist , Call for Unity OR Collective Blessing (probably the latter), Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence , Elixir of Immortality , Heliod, God of the Sun , Huatli, Radiant Champion . I can give you my rationale one-by-one if you like.
Then add three lands, possibly modal spell-lands like Agadeem's Awakening Flip. Ideally, more of your lands should be multiple colours, as you have a large colour cost burden in black and white especially (lots of cards that need two or three of the same colour). The cheapest options are the snow taplands, guildgates, refuge lands (give 1 life when they enter the battlefield), and the showlands from Shadows over Innistrad and Strixhaven. There are definitely some mid-range lands that you can pick up for less than $10 that should be a high priority for you: Sunpetal Grove and Godless Shrine to fill out your buddy and shockland sets, the three scrylands a la Temple of Malady , Murmuring Bosk , Canopy Vista , and Scattered Groves . Since your deck doesn't currently have many ways to fetch basic lands, you really shouldn't have many since your colour demands are so high. Also definitely be on the lookout for legendary lands that fit into the deck well! Those will be sweet.
5 months ago
6 months ago
You might like these: Angel of Invention , Kongming, "Sleeping Dragon" , Hall of Triumph , Spear of Heliod , Glorious Anthem , Path of Bravery , Marshal's Anthem , Commander's Insignia , Force of Virtue , Eldrazi Monument , Call for Unity , Dictate of Heliod , Divine Visitation , Armored Skyhunter , Coveted Jewel , Fireshrieker
1 year ago
MagicMarc wow those are some great suggestions! Divine Visitation is decent, but it turns off the spirits from making mana. Eldrazi Monument is likely to be the real contender for the spot although I am really liking Chromatic Orrery for the utility purposes. Call for Unity is a really good suggestion considering I run a light amount of proliferate. I might make room for more than one of these suggestions because they're very good for the deck and can advance the combat focus that the deck can sometimes be lacking
1 year ago
If the card makes the deck unfun for you, just remove it. If what it provides is important to you, just replace it with something similar. When you produce tokens, your deck is going wide. Upping the power of the tokens is only helping you win a turn or two sooner than you would anyways.
Replace the crusade with Divine Visitation. You get basically the same thing without a lot of tracking. Or go with stuff like True Conviction, Dictate of Heliod, Intangible Virtue, Akroma's Memorial or Eldrazi Monument.
There are many creature-boosting enchantments and artifacts that would aid your wins without the hassles.
Or put the tracking on one card like Call for Unity. This would give you what you are getting from the crusade but all the bookkeeping is only on the one card and not all of your tokens. It's slower to grow but a lot less bookkeeping.
1 year ago
This deck seems really interesting and fun to play. I like the choice of counterspells that are useful when rebound.
Dolmen Gate seems like it would be useful as a second Reconnaisance effect, both to protect Taigam and to let you attack with impunity with your tokens, especially given that Elesh Norn, Grand Cenobite appears to pretty much be your only buff effect so they're not likely to simply be able to just smash through, like you'd see in a Selesnya token deck.
Of course, I get that you want to keep a high density of instants and sorceries, so it's a tricky balance. I'd still consider putting in just a few high-ceiling anthem cards, though. Stuff like Cathars' Crusade (if you can deal with the tracking nightmare) and Call for Unity - cards with the potential to buff your guys several steps with a single card.
Or you can punish your enemies for killing Taigam with Commander's Insignia! (I kind of wish this card wasn't so weak.)
I've recently also come to understand the power of Goldnight Commander in token decks, and he'd work especially well with the rebound theme since the rebound spell will buff the guys from last turn who can now attack. A bit janky, I'll admit.
Of course, there's always the high risk, high reward Coat of Arms...
These are just sort of my gut reactions to seeing the deck, I hope they gave you something to think about at least. :)
1 year ago
I wonder if Birds of Paradise and Somberwald Sage are more useful than ramp that doesn't require you to tap (unless you're granting haste). Does something like Wall of Roots synergize more by adding mana on each player's turn each round or Eyeless Watcher who makes a supply of immediate or bankable mana whenever it enters?
on Big Tokens
1 year ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!