Chord of Calling

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Chord of Calling

Instant

Convoke (You may tap your creatures as you cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)

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

AlpacaTribal on Zoom Zoom

2 months ago

seshiro_of_the_orochi

I added in Samut, Vizier of Naktamun as you suggested and removed Mistcutter Hydra. I also removed Inspired Tinkering and added in Mayhem Devil.

I also took out the two pathway lands and added Goldspan Dragon and Chord of Calling into the list.

I'm concerned about if and how I should go about keeping my commander safe, since the treasure ramp would be crucial. I'm also wondering if I should save up some money for a Jeweled Lotus so that I can sometimes turbo out my Ognis, the Dragon's Lash.

Anger and Professional Face-Breaker are in the list, and I'm grateful that you suggested them as it confirms that I should keep them in.

Ogre Battledriver looks like a fun and powerful card to include, but I'm unsure of what card I should cut for it.

wallisface on

3 months ago

You’rec only at 57 cards - you need to be at 60.

The term “toolbox deck” normally describes a deck that has a few 1-of instances of cards, that they have plentiful ways to tutor-up. You’re currently missing any feasible way to reliably get any of these cards from your deck - and without a card like Eladamri's Call or Chord of Calling to help you get these unique cards, you really shouldn’t be running all these 1-ofs (even with some tutors, i think you’re still running a few too many 1-of cards).

wallisface on Memento Mori (Remember that you have to die)

3 months ago

Some thoughts:

  • Green Sun's Zenith is not modern legal. Your legal options are Chord of Calling or Finale of Devastation.

  • Naturalize is a sideboard card at-best, as it’ll be useless in a large number of matchups.

  • Your mana curve is very high, and your land count is very low. I’d suggest going up to 23 lands, and reduce the count of cards that cost 4-or-more mana to 4 at-most.

KongMing on Oops, All Ajanis

4 months ago

You need Chord of Calling so you can cheat your Felidar Sovereign onto the field on your opponent's end step.

Also, 27 lands is not enough. You may need something closer to 34-38.

jags on Elf Deck (Black and Green)

5 months ago

mclaughlin2408 the symmertrist guy it's just saying when the attack and power are equal they have trample and my old black and green elf deck I had this guy in there just for giggles End-Raze Forerunners and IMO I'd either get the play set of collected company or use Chord of Calling to get out a specific creature you want

Delphen7 on Yawgmoth Combo Question

6 months ago

I understand the general idea behind the deck; looping undying creatures with Yawg for infinites, but in this video (timestamp 13:20-13:40) I saw AspiringSpike scoop as soon as Yawg hit the table with Young Wolf and Strangleroot Geist, and I don't understand why.

The Yawg player could only loop the two undyers back and forth, essentially paying a life to draw a card each iteration; they had no payoffs on the field, and last I checked there was no Blood Artist effect in red. They didn't even have the mana to Chord of Calling

Is there something in the deck they can cast that wins them the game, or did Spike prematurely scoop?

Best I could tell, they'd loop a couple times, draw some cards, and then Spike could burn them out of the game.

Licecolony on Mono-Green SuperFriends!

7 months ago

Heyo! Never seen mono green superfriends. Seems like a cool idea. I'd suggest running more land ramp Nissa's Triumph, Nissa's Pilgrimage, You Happen on a Glade

Recursion: Bala Ged Recovery  Flip your mana base is solid. You can use this.

Mass removal options: Fade from History, Rampage of the Clans.

Defense options: Arachnogenesis or Jaheira's Respite or Spore Frog

Card I'd consider removing:
Nyxbloom Ancient. The deck has a high average CMC. But by the time you can cast this card, that's not much of a problem anymore. This card is great when you have mana sinks. Which you do not.

Omnath, Locus of Mana. It's a big creature. Your win conditions sound more in line with tons of small creatures and an Overrun like effect.

Seedborn Muse. Yes it's good with three of your artifacts. I think the slot would be better served with something else.

Gauntlet of Power. You don't need this. It's slow.

Sol Ring. You run so few artifacts/Enchantments, you may just be better off running less of them yourself so you can use mass removal.

Nyx Lotus. Let your lands and creatures do the ramping for you.

Garruk, Savage Herald. You have 22 creatures in your deck. The +1 has a 80% chance of doing nothing the turn you play it. The -ability doesn't matter because most of your creatures are there to support planeswalkers.

Vivien, Arkbow Ranger. Again, lots of small creatures.

Vivien, Champion of the Wilds. The first ability is rather pointless, the static ability only affects creatures. The last ability is occasionally draw a card. Better replaced with something like Worldly Tutor or Natural Order or Chord of Calling.

Sylvan Anthem. Replace this with a win condition like Craterhoof Behemoth, Thunderfoot Baloth, Overrun, Tribal Forcemage, Kamahl, Heart of Krosa, Song of Freyalise, Pathbreaker Ibex, End-Raze Forerunners, Overwhelming Stampede

nbarry223 on Test of Talents vs. Hallowed …

7 months ago

Oh, this question was strictly aimed at them being sideboard options. Both options are a little too narrow for me to be considered for the main (nothing feels worse than drawing a dead card).

Of all the "meta decks" in modern, Test of Talents is good against:

Cascade like Living End
Indomitable Creativity
most reanimation strategies

while being relevant as a hate card against their instant/sorcery sideboard options or playsets of just general problem instant/sorceries (mill, conterspell decks, etc.)

On the other hand, Hallowed Moonlight is good against:

Cascade like Living End since they all cheat in creatures as an end result
Indomitable Creativity
most reanimation strategies
any creature "tutor" cards like Finale of Devastation, Chord of Calling, Eldritch Evolution, Collected Company
undying/persist cards
any "infinite" creature combos for the turn at least

so, as you can see, there's quite a bit of overlap between the two cards. It almost comes down to if you want the tempo of the cantrip or want to fully remove their threat. Hallowed Moonlight's replacement effect of exiling also neuters any kind of setup which is worth mentioning as well, since that can often buy enough time to win that they don't get to cast a second copy anyway.

There's a few pros and cons to each option, and I am really struggling to determine which is "better" in a vacuum.

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