Camaraderie

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Camaraderie

Sorcery

You gain X life and draw X cards, where X is the number of creatures you control. Creatures you control get +1/+1 until end of turn.

meecht on Jedit Ojanen, Mercenary - Camaraderie (v0.1)

3 weeks ago

If only Camaraderie was a better card.

wallisface on How is Camaraderie a Bend?

3 months ago

Skagra42 I think you’ve missed the entire point of the conversation. WotC wouldn’t print a UW version of Disenchant because that would be a bend/break for that colour-pairing. In much the same way that Mark Rosewater has deemed Camaraderie to be a bend in its colour pairing.

The fact that one half of a colour pair has access to be able to do something doesn’t mean the paired-colour can do that thing. Your descriptor of it being “pointless” is also invalid - WotC try very hard to make each colours identity feel coherent, and so have to be very careful with how they implement multicoloured cards.

wallisface on How is Camaraderie a Bend?

3 months ago

Skagra42 hard disagree. A good example of seeing this in action is with WB and WU. There is a good amount of White-Black spells that can remove enchantments or artifacts (Fracture being a good example of this), however White-Blue spells don't really get any access to this. While the effect of artifact/enchantment destruction is squarely in Whites colour pie, it's so anti what Blue is able to do, that they don't want to allow these kind of effects in that colour pairing.

In any case, according to Rosewater, Camaraderie is a bend, so there has to be reasons for that. Saying "nope the card is fine" seems pretty dismissive and not helpful towards working out why its a bend.

legendofa on How is Camaraderie a Bend?

3 months ago

Skagra42 Thanks for the sources. Those do demonstrate that Mark is working to remove green's card draw based on number of creatures. If that's the case, then yes, Camaraderie and cards like Shamanic Revelation are bending more.

It would be interesting to know when that decision was made. The two posts you linked, and the link in DemonDragonJ's original post, came from last month. Camaraderie was first printed in 2018. So some time in the last few years, the decision was made to have green card draw, and green effects in general, focus on size, rather than number. If that decision was made shortly after Camaraderie was printed, and set design and production takes several years, then we're just starting to see the effects now.

legendofa on How is Camaraderie a Bend?

3 months ago

I agree that the color pie can change, I'm just not sure that green card draw is a point where it's shrinking. There are currently four mono-green cards in Standard that can draw cards either repeatedly or in bulk, and at least thirty in Pioneer. Green card draw doesn't show up multiple times per set like blue card draw does, but there's pretty reliably 1-2 green mass card draw effects per premier set, and I didn't look especially closely at the Commander supplements.

If anything, I think green card draw is becoming more common, and green's section of the color pie is expanding in that direction. As for Camaraderie, is best at life gain, and small but wide pumps (+1/+1 to all creatures until end of turn) are squarely in its wheelhouse. With green serving to reinforce the life gain and draw cards, I readily accept Camaraderie as .

DemonDragonJ on How is Camaraderie a Bend?

3 months ago

In this post, Mark Rosewater said that Camaraderie is a bend, but I fail to see how that is the case, since all of its abilities are perfectly within white and green's sections of the color pie.

What does everyone else say about this? Do you believe that Camaraderie is a bend?

Davinoth on

6 months ago

     IHATENAMES: Good suggestions, thank you!

     I'm actually already running Bramble Sovereign haha. Camaraderie is actually a new addition to the deck. I wanted another tool that could draw a handful of cards in one shot, but I think I'm actually going to swap it out for Garruk, Primal Hunter.

     Mimic Vat is a card I've never had much luck with, but I do really like the idea of Timeless Witness! Basri Ket would be pretty good here, gonna mull that one over.

     Thanks again! =)

multimedia on Minions & Magic token deck

10 months ago

Hey, well done for your first three color deck with partners. Nice start and work in progress. Some good ideas and cards here, other than the obvious staples like Sol, Arcane, Tower, Swords, Farseek, Cultivate, etc.

Nice Fetch lands, Plunderer, Ghave, Beledros, Altar, Dawn, Wake, Intervention, Inkshield, Artist, Blot, Ranger, Remembrance, Damn, Infestation. I see win condition combos of Ghave + Altar + Artist and Life/Limb + Sporemound, but you could expand on token combos if that's the direction you want to go.

Six excellent lands here make up a large portion of the budget, the rest is fairly low budget thus my suggestions will be for lower budget. If I'm wrong about this and you would prefer more pricey options let me know.

My first comment is advice to improve on the basic structure (lands, ramp and draw). If you're interested in me continuing with more advice in other areas I can in another comment. Three areas to consider improving are amount of lands/color fixing from lands, more draw and more ramp.

Others:


32 lands is low amount with only 8 ramp sources. Consider adding some lands, at least 3 more and add at least 3 more ramp sources? 21 basic lands is a lot for a three color deck, that makes color fixing subpar from lands. By cutting a few basic lands for more dual lands it will help color fixing. You're playing green which gives you access to many different ramp options such as Tireless Provisioner who creates tokens. Take advantage of ramp when playing green.

Mentor of the Meek and Provisioner are helpful three drops for tokens because of their repeatable effects. Mentor and Shamanic Revelation take advantage of tokens for draw. You're creating 1/1 tokens which Prava makes them 2/5 when they enter the battlefield, but that's still 2 power for Mentor to be a repeatable draw source.

I see Verdant Catacombs and Windswept Heath which are great as well as Farseek, but I only see Temple Garden as the dual land these Fetch lands/Farseek can get. Consider adding a few more lands that the Fetch lands can get such as Murmuring Bosk? Farseek can get a black source from Woodland Chasm or Snowfield Sinkhole.


For some cuts, the cards I've chosen for you to consider are less impactful then others in your deck. Creatures who all they have is lifelink are not worth playing because you can get life from other sources that do much more. Transcendent Master is not worth the mana investment into it for what you eventually get.

Bad Moon is subpar because you don't have enough black creatures and the majority of token creatures are not black, they're white or green especially since Prava only creates white creatures. Dramatic Finale mana cost is too difficult to consistently make with three colors and only nontoken dies. Other anthems such as Glorious Anthem are fine since it affects all creatures you control, but in my opinion are not worth a card spot since all it does is +1/+1 pump.

Black in my opinion is better as a splash color here with dual lands and a few basic Swamps since green and white give you much more for tokens and life gain strategies. It takes a lot of black mana for Vorpal Sword to have a good effect which without a lot of treasures or more color fixing help will be too difficult to make.

Would you like me to continue with more advice? Good luck with your deck.

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