Chord of Calling

Chord of Calling


Convoke (Each creature you tap while playing this spell reduces its cost by or by one mana of that creature's color.)

Search your library for a creature card with converted mana cost X or less and put it onto the battlefield. Then shuffle your library.

Latest Decks as Commander

Chord of Calling Discussion

nbarry223 on Glittering Company

2 days ago

Came across Agadeem's Awakening  Flip which would almost work as a clunky recursion combo assembler if flooded, so I definitely think that is worth considering. Field of Ruin like I mentioned earlier, is solid land hate that replaces itself with a colored manasource. Kazandu Mammoth  Flip / Blackbloom Rogue  Flip / Tangled Florahedron  Flip would be a 'land' that could be found with Collected Company, just be careful of how many tapped lands are included if you decide to include any of those.

Mistveil Plains could help with the mill matchup, and it works to give you a Chord of Calling target if needed, plus it is findable with fetches. Oran-Rief, the Vastwood lets you get a lot out of Kitchen Finks, so it may be worth an inclusion. It would also help if you transition to an aggro strategy during the match.

I've personally always liked Reflecting Pool as a singleton psuedo-mana fixer and one or two of the filter lands (Wooded Bastion / Fetid Heath / Twilight Mire) in 3+ colored decks to alleviate the burden of all the life loss cards (shocks + fetches).

Castle Garenbrig would work as some slow ramp, probably not worth it, but figured I would mention it. Turntimber Grove / Llanowar Reborn would help to get more out of Devoted Druid and the like, although it probably isn't worth coming in tapped (the Grove would sort of be a combat trick when found with Elvish Reclaimer as well). Turntimber Symbiosis  Flip / Emeria's Call  Flip would be some other clunky options, that I just don't think are worth it.

JacobAGrossman on Glittering Company

2 days ago

Thanks, TheReal_MtGHaystak, appreciate the kind words! I used to run Murderous Redcap mainboard. The problem was at 4 mana, Collected Company could never hit it. Even though it is searchable with Chord of Calling, that ended up just not being worth it, and being too clunky. The idea is to have that effect on the side now, with Dina, Soul Steeper, which also works with the Heliod, Sun-Crowned + Spike Feeder. It is usually fine to get to it game 1 as well, using the scry from Viscera Seer to make sure a Glittering Wish is the next card i draw on the following turn.

Hey, Jackfrost23, great question! Walking Ballista just ended up being too clunky for too many reasons. Neither Collected Company nor Chord of Calling can cheat it onto the battlefield without it just immediately dying. The only way to get it to my hand was the Ranger-Captain of Eos, which made it too clunky. On top of that, the only way to use it with Heliod, Sun-Crowned is to pay 4 for it, then another 2 for Heliods ability. It's just too much.

And nbarry223, Field of Ruin isn't a bad idea, actually. Not sure how useful land hate would be in the deck, but it does offer a good Blood Moon filter around. Worth thinking about. But yeah, you're seeing the situation I'm in already. Not many lands are worth it, and they need to produced colored mana, severely minimizing my choices. Sejiri Steppe is interesting at least, though, because it can both protect a combo piece, or make an infinite creature unblockable.

Lots to think about, excited for all the new cards next week!

nbarry223 on Glittering Company

1 week ago

I'm going to make some assumptions here on what is a "good" and "bad" card/combination, so feel free to correct me if I am wrong.

Ignoring mulligans etc, and assuming a decent mana hand (that's totally different calculations, which we can go through for color availability by certain turns if you want, but it gets more complicated because of the mandorks and convoke mechanic) I'd think hands with at least one copy of your 3 tutors are decent, and a hand with 2 of the 3 tutors are ideal. Manadorks help out early and I'm assuming Collected Company is the best tutor with Chord of Calling and Glittering Wish being essentially tied after. If you decided to bump any legendary creature to 2+ copies, you'd never really want to see them together in your starting hand. I'm also going to ignore if 12 tutors is the right number. Decreasing the number of tutors would make Collected Company more consistent, but it would make the deck itself less consistent. I'm going to assume that is already balanced to where you want it for a combo vs attrition type of deck-feel.

So, with all that in mind:

Odds of Collected Company in starting hand - 39.9%
Odds of Collected Company or Chord of Calling or Glittering Wish in starting hand - 80.9%
Odds of Collected Company + Chord of Calling or Glittering Wish in starting hand - 24.4%
If you bump a legendary to 2 copies, odds of both in starting hand - 1.19%
If you bump a legendary to 3 copies, odds of 2+ in starting hand - 3.35%
If you bump a legendary to 4 copies, odds of 2+ in starting hand - 6.32%
(can also look at bad cards you don't want multiples of in starting hands similarly, so groupings of same function creatures)
5 copies, odds of 2+ - 9.92%
6 copies, odds of 2+ - 14.0%
7 copies, odds of 2+ - 18.5%
8 copies, odds of 2+ - 23.2%
9 copies, odds of 2+ - 28.1%
10 copies, odds of 2+ - 33.0%
11 copies, odds of 2+ - 37.9%
12 copies, odds of 2+ - 42.8%

Now these are obviously equally as bad when you find multiples with Collected Company. I'll just list out the numbers on hitting the same "function" creature with CoCo and I guess some other numbers with your current deck breakdown as well for some good generalizations.

Right now, you basically have a 83.8% chance to hit 2+ creatures with CoCo, 54.3% chance to hit 3+, and a 22.8% chance to hit 4+.

Now if we look at the downfalls of having too many similarly functioning creatures, you'll see that:

2 copies, odds of 2+ - 0.88%
3 copies, odds of 2+ - 2.51%
4 copies, odds of 2+ - 4.78%
5 copies, odds of 2+ - 7.59%
6 copies, odds of 2+ - 10.8%
7 copies, odds of 2+ - 14.4%
8 copies, odds of 2+ - 18.3%
9 copies, odds of 2+ - 22.4%
10 copies, odds of 2+ - 26.6%
11 copies, odds of 2+ - 31.0%
12 copies, odds of 2+ - 35.3%

And that should cover most of the math numbers. Now I'll look at the card options, and try to come up with what I think is the optimal balance of good CoCo hits and non-shitty starting hands. Lots to consider though, so that may take a bit.

solterranean on Lathril (94%) let’s get 95!

2 weeks ago

If you're looking to speed the deck up, I'd consider adding: Elves of Deep Shadow, Birds of Paradise, Wild Growth, Utopia Sprawl, Boreal Druid, Elvish Pioneer and the all-mighty Deathrite Shaman. For those, I'd look at cutting: Kodama's Reach, Rampant Growth, Elfhame Druid, Farhaven Elf, Jaspera Sentinel, Llanowar Visionary, and Springbloom Druid. Selvala, Heart of the Wilds is an amazing card, just not sure if it belongs here, maybe replace it with Elvish Guidance. There's also always Heritage Druid,

And hey, if you've got a Gaea's Cradle, Crop Rotation is a must (and its slower cousin, Sylvan Scrying, which also makes Nykthos, Shrine to Nyx a good add. More ($$$$) lands to consider would be: Cavern of Souls and Yavimaya Hollow. Other utility lands you might want to check out would be: Emergence Zone, Nurturing Peatland, Castle Garenbrig, and Wirewood Lodge.

If you've got the funds and are looking to get those last few % points in your ramp package, take a look at: Carpet of Flowers and Jeweled Lotus.

For card advantage, yeah I agree that Glimpse of Nature and Oakhame Adversary are good options, along with Sylvan Library, Necropotence, and Dark Confidant if you've got the $$ and looking to get as close to 100% as possible. Regal Force is a non-elf that's essential in elf decks. Some other options would be: Pact of the Serpent and Elvish Visionary. In terms of tutors, definitely consider: Chord of Calling, Eldritch Evolution, and maybe even Woodland Bellower and Fauna Shaman. Decks closer to CEDH would probably include: Vampiric Tutor, Diabolic Intent, and Survival of the Fittest. Also, Eternal Witness might be too good to not include, along with Noxious Revival. Patriarch's Bidding is a cheaper Haunting Voyage.

Card advantage cards you could consider cutting would be: Twinblade Assassins and Silhana Wayfinder.

In terms of removal, I think you'd want: Assassin's Trophy, Abrupt Decay, Nature's Claim and/or Force of Vigor, and Deadly Rollick. I also like Golgari Charm in more casual metas.

For elf synergy, along with Elvish Champion, I'd take a look at: Ezuri, Renegade Leader, Immaculate Magistrate

For utility, consider: Autumn's Veil, Veil of Summer, Vitalize, and the non-elves Scryb Ranger and Temur Sabertooth. Concordant Crossroads seems really good with Lathril too.

Hope this helps! Happy brewing

glhfJKiHax on Adrix and Nev

1 month ago

I feel Koma, the Cosmos Serpent would a great addition.

You can by pass the high casting cost by running cards like Chord of Calling and Natural Order to cheat Koma onto the field. Once there it is extremely hard to remove and will edge you out so much value especially with your commander on board.

LandoLRodriguez on Windy Kitty's Landfall Engine

2 months ago

Changes, 31Oct2021:

-1 Zendikar's Roil, +1 Scute Swarm. Roil may crank out larger tokens, but Swarm has a chance to get simply silly with the amount of tokens it makes, plus it's less expensive. With the biggest drawback being that the Swarm will be easier for opponents to get rid of, it's still a better card in this slot.

-1 Worm Harvest, +1 Phylath, World Sculptor. I'd been on the fence about including Phylath for a while. With a few other sources for plants as well as Doubling Season and Ancient Greenwarden now in the deck, Phylath is a very real threat. Only 1 CMC slot higher than Worm Harvest as well. While I'd love to include more retrace cards in this deck, Worm Harvest just costs too much for a card that will only be good situationally. Phylath should be good every time he makes it on the battlefield.

-1 Centaur Vinecrasher, +1 Wrenn and Seven. Vinecrasher is pretty underwhelming. W+7 does everything I want this deck to do. This was a super easy call.

-1 Walking Ballista, +1 Druid Class. As I mentioned before, I want to include every extra land drop card available. So I needed to find a slot for Druid Class. Walking Ballista is probably good in every deck that exists, but I mostly wanted it in here for the way it interacts with Retreat to Hagra. Any turn I can get a land drop with RtH out, Ballista turns into a targeted removal machine at instant speed (especially fun during opponents' turns with a fetch land usage). I can get this same effect with Akoum Hellkite, however. So, while the Ballista will be missed, one more card that lets me drops more lands will win me more games in the end.

-1 Decimate, -1 Constant Mists, +1 Demonic Tutor, +1 Chord of Calling. Also as mentioned before, I wanted to find room for these tutors at some point. Thank you, Strixhaven Mystical Archives for providing me with a $4 Demonic Tutor. For this deck to really get going, it's imperative that I get both The Gitrog Monster and something with a Crucible of Worlds effect (also available on Ramunap Excavator and Ancient Greenwarden, of course) out there together. Adding these 2 along with the tutors I was already running should dramatically increase the number of games I can successfully get the engine humming. Plus they can help me pick and choose what else I might want from my landfall toolbox if I've already got things going. While it did pain me a bit to take out one of very few cards that can deal with enchantments in Decimate, its demanding targeting requirements and overall strategy of my deck made it expendable. Mists falls into the same boat strategy-wise; I love that I could keep it with a land sac (which itself can be very advantageous for me), but in a game with anything good happening for me, I should be able to deal with combat damage other ways, so Mists went on the block.

JabberJ3T on Not Ur Average Elf Deck! ):<

2 months ago

OK Thanks so much for the suggestions! Shaman of the Pack seems really good and I will definitely get some of those in the deck. Elvish Archdruid also looks great as a pseudo Gaea's Cradle, not to interested in the buff for alll elves because this deck doesn't really want to win on the combat step. Elvish Harbinger is definitely taking over Chord of Calling. Harmonize is a staple for green but I don't quite know if this deck wants it because drawing cards happens a lot already but I will definitely try it out.

StoryArcher on Modern Elves and Bonfire of …

3 months ago

I've always been a big Elves fan, and while there are any number of generally accepted iterations there really is nothing new under the sun. As such, I try to experiment a bit and I've come up something a little different that has been working really, really well.

Damned Elves!

Modern StoryArcher


The first and most significant difference is the inclusion of Bonfire of the Damned. The arrival of Realmwalker makes it a little easier to manage while maintaining the surprise factor. With all the mana that Elf decks tend to generate there is little difficulty hard-casting it and swarming an empty board with weenies is every bit as effective as if they were pumped up by Ezuri, Renegade Leader. Moreover, it's nice to actually have some interaction options with an elf deck for a change. If you manage to draw it and pay its miracle cost, it's basically a finisher but that's just lagniappe.

The next significant change is the addition of Elvish Harbinger, which deserves serious reconsideration gievn the advent of Realmwalker. Seriously, this card let's you set up draws (or actual plays with the 'walker or CoCo), it gives you an additional source of any colored mana for those shamans and bonfires and will let you tutor up a toolbox of sideboard cards when needed, all while giving you another elf body you can hit with CoCo. I've found it to be superior to Chord of Calling despite not (usually) functioning at instant speed.

Between 3x Elvish Harbinger, 3x Realmwalker and 4x Collected Company, I've found that this deck stalls less than other Elf decks I've played in the past. I also run six fetch lands, not just to help thin the deck but also to give you some extra shuffles when you've got the Realmwalker out.

There are a few other little tricks in the deck, and I'm considering a couple of other elves but at the moment this is what I'm running with an I'm having a lot of fun. I wanted to post it here for those who might be curious and offer it up for critique by more experienced players.

Load more