Chord of Calling

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Chord of Calling

Instant

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 into play. Then shuffle your library.

Chord of Calling Discussion

Blue_Flame on Chulane's Hatebear Academy

4 days ago

I have a lot of thoughts about this deck so I'll just spill them all:

I feel like having 7 artifacts in a deck with Collector Ouphe is a big no-no in my book, however if you want to shut off your own Mana Vault be my guest.

I think since your deck is all about having silver bullets for really specific situations I think some ways to tutor them up when you need them would be beneficial. Prime Speaker Vannifar strikes me as a good card to do so or even Chord of Calling / Eldritch Evolution .

Lavinia, Azorius Renegade is an insanely good hatebear and it's super cheap. You should play one.

If you can afford one down the line, get a Birds of Paradise man. It's not like urgent, but even the smallest improvements can improve Magic decks dramatically.

HarleyTheKind on Marath, The Swiss Army Knife EDH

5 days ago

Wolfpig Thank you for the suggestion:)

I prefer Chord of Calling over Finale of Devastation due to the instant speed, and convoke being really useful and easy, but there is something to be said about a Craterhoof pump effect, so I'll test it out.

Sylvan Caryatid might seem reasonable, especially if I find getting all of my colors difficult.

SP3CTR3_chelts on Simic Deck Help

6 days ago

Hey I’d be happy to help I run a G/U/W deck with some similar underlying features.

Firstly, the land base hinterland harbours are a little slow but can make a nice budget replacement it’s the bounce lands I would recommend against because they are so slow. I would also recommend Breeding Pools as you can use your fetch lands to get them out. I would also recomend a 1 of Dryad Arbor as it is great in a pinch (also can be fetched with misty rainforests). Then if you have any other fetch lands that share a single colour I would recomend a couple more for deck thinning.

Next is the turn 1 problem, unfortunately you have no 1 drops. May I recommend Arbor Elf , Birds of Paradise or Noble Hierarch increasing in price and effectiveness. If you do not like creature turn ones utopia sprawl is a nice option doubling the mana created with arbor elf and Kiera’s follower.

next is the wincon time stretch and punch. Unfortunately very slow. I find leyline of abundance is brilliant as it speeds up your game and can turn you small turn 1 /2 creature into the win con It also turns birds of paradise or noble hierarch into a wok con with freed from the real.

To improve the reliability of combo winning I would include tutors like Chord of Calling .

Also I think staff of domination is probably to slow to combo with even though it is an effective payoff:(

Regardless I think you have done well and I like the simic approach

If you would like I will update my list and link it to you so you can see it

Dedecchi on Vivien Forsaken

6 days ago

Vigor is thematically a super fun idea for the deck, but unfortunately isn't how your deck plays (because your sig. spell is triumph of the hordes)

Woodland Bellower

Nissa, Vastwood Seer  Flip

Reclamation Sage <- this on is highly recommended, giving you control, which only acidic slime really provides right now

Beast Within Similarly control, although I expect this to be mostly removing oathbreakers or problematic pillowforting (think Ghostly Prison or a rogue Blazing Archon (which you should have won before it comes out but hey, doesn't always happen))

Inspiring Call 1/1 counters are a subtheme, and I could see this being very beneficial

Dryad Arbor This is a dryad arbor deck. You like having the additional elf creature at pretty much all times.

Green Sun's Zenith

Chord of Calling

Soul of the Harvest

Harmonize This is a little slow, but I could see it working out in your favor if your inital ramp has failed. sideboard: Mwonvuli Acid-Moss Land destruction is obnoxious, but there are some times when it's necessary Terastodon Your deck ramps enough for this card to be relevant.

TinkererEDH on ComicKoS - Lord Windgrace

2 weeks ago

First thing I'll suggest additions

  • mana ramp: Lotus Cobra - land etb you add one mana of any color - pushes your ramp faster

Amulet of Vigor - if a permanent you control etbs tapped, untap it. Not only ramps you faster, but gets past those pesky all your things come in tapped crud.

Exploration - you may play an additional land each turn, only . Very few things are more satisfying than having 7 lands turn 3 while everyone else is just putting down their third land.

Boundless Realms - search for as many basic lands as lands you control

Scapeshift - search for as many lands (basic or not) as you sacrifice

Kodama's Reach - you need a bunch of ramp spells to act with in case you don't have lord windgrace or he becomes too expensive to cast

Demonic Tutor - search your library for a card

Vampiric Tutor - search your library for a card

Beseech the Queen - search your library for a card

Summoner's Pact - pay or lose at your upkeep

Chord of Calling - search for or less CMC creature

Tooth and Nail - search for two creatures or put two creatures onto the battlefield from your hand

Rude Awakening - all lands you control become 2/2 creatures or you untap all lands or both

three of the five panoramas: The other two only fetch you one of the lands

Jund Panorama - search for any of the three basic land types you need

Grixis Panorama - search for swamp or mountain

Naya Panorama - search for mountain or forest

three of the temples:

Temple of Malady - BG scry 1.

Temple of Malice - BR scry 1.

Temple of Abandon - GR scry 1.

Things to do with

Fireball - x damage to creature or player

Crater's Claws - x damage to creature or player

Rolling Thunder - x damage to creature or player - can do more targets

Banefire - x damage to creature or player

Bonfire of the Damned xx to do x damage to tgt player and each creature he controls

Torment of Hailfire - choice of losing 3 life, sacrifice a nonland permanent, or discard a card - hilarious for huge numbers of x, and can swing the game beyond anyone recovering

Consume Spirit - x loss of life and x gain of life for you

Suffer the Past - x loss of life for x exiled cards from tgt player's graveyard. Kills their recursion and them

Dark Salvation - xx for x zombies and making a creature -x/-x until end of turn.

grimcase21 on Varolz Counters EDH

3 weeks ago

Hi l0ry,

Varolz is probably my favorite deck that I've built so far, but the ideal route is to go with a elf ball shell. Play all the dorks you can find because 1) they are very early mana ramp, 2) you can sac them to protect your commander, and 3) you can scavenge them when you're done with them (nice thing is the elves usually pay for themselves, float mana, sac and use it to scavenge). Don't forget Birds of Paradise

That is step # 1 for consistency mana to do crazy stuff. Step 2 is either consistent mill, or consistent tutor, or both. For the mill plan, best card to use is Mesmeric Orb . Get that turn 1 with soul ring, and you're going places. There are a lot of budget options to mill. On the other hand, with the tutors you'll be more consistent and basically turn into an one-turn-kill with either Phyrexian Dreadnought or Death's Shadow on your commander or something that has infect.

Cards to think about, as they have work wonders for me

SideBae on [cEDH] Chulane's Bounce House

3 weeks ago

I mean, my personal guess at the 'best' combo for this deck is the breakfast hulk package. You already have Flash and Protean Hulk , so fitting it in shouldn't be too hard. Basically you'd just have to run Cephalid Illusionist and Nomads en-Kor in addition to your Laboratory Maniac . Essentially what happens is you fetch all three with Protean Hulk 's trigger, then target the Cephalid Illusionist with Nomads en-Kor 's ability until your library is milled. (Because of the way it is worded, Nomads en-Kor doesn't actually need to have damage coming at it in order for it to target with its ability.) Then you'd just need to draw a card to win, since Laboratory Maniac is out already -- see Gitaxian Probe , your general, etc. If you choose to go this route, it may be helpful to think of your general as a value engine rather than an integral part of the combo, sort of like Kess, Dissident Mage or Tasigur, the Golden Fang .

I see that Finale of Devastation works well with infinite mana, but I still don't think it merits an include. My reasoning is that with infinite mana there're going to be easier ways to win, such s the Walking Ballista you mentioned. Generally you want your combo pieces to be as relevant as possible even without the full combo, since this will mean there'll be fewer 'dead'-ish cards in your deck. Natural Order to grab Craterhoof Behemoth is about as relevant as you can get, since it is a pretty easy way to eliminate a few players or even win on the spot.

I think if you focus the deck on one or two combos plus potentially a combat win-con (see Craterhoof Behemoth ), you'll find you have plenty of room in your list. This is one of the reasons that you want to focus on just a few combos in each deck: Since you're focused on them, you can include tutors, interaction, ramp and a whole lot else rather than four or five combo packages. In short, it'll let you have more relevant cards to top-deck and your average card power will go up. Tutors can help fetch the combo when you're ready to win... Worldly Tutor is a good way to grab Protean Hulk . Tangentially, Silence is a good way to protect your combo.

If you take my advice, that means you'll be able to cut some of the most unreliable/delicate combos. I've never been a fan of Cloud of Faeries or Peregrine Drake , so those'd be the first I'd cut. If you run tutors (which you do in the form of Eladamri's Call , Chord of Calling etc.) you don't have to run Whitemane Lion AND Kor Skyfisher AND Dream Stalker AND Shrieking Drake -- any two of these will do. My personal preference would be to Shrieking Drake because of its low CMC and Whitemane Lion because of its flash, but if you have a bunch of Mental Misstep players running around (I do) you may want to consider other options.

I think Uncage the Menagerie is probably just worse than a Green Sun's Zenith or Worldly Tutor . I'd cut it, but if your experience dictates otherwise please ignore me. (Note that GSZ can grab your Dryad Arbor turn one.)

Muddle the Mixture is, pardon the pun, a card I've always had mixed feelings about. I generally don't think it's very good, simply because it is three mana to transmute and you have to do that at sorcery speed. I also don't think the Isochron Scepter with Dramatic Reversal loop is ideal in this deck, so cutting all three of those is on the table. Like I said in my first comment, I think you'd have more luck running cards like Collector Ouphe to slow down your opponents while you go for other combos like Flash with Protean Hulk .

I'm not sure, but I think Silence would probably be better than Ranger-Captain of Eos if you're going for a combo build.

Right. That's the best I've got for now. Let me know if I can help any more.

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Chord of Calling occurrence in decks from the last year

Modern:

All decks: 0.14%

Commander / EDH:

All decks: 0.06%

Green: 0.56%

Golgari: 0.14%

GW (Selesnya): 0.91%