Commune with the Gods

Commune with the Gods

Sorcery

Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.

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Set Rarity
Mystery Booster (MYS1) Common
Eternal Masters (EMA) Common
Theros (THS) Common

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Legality

Format Legality
Pauper Legal
Unformat Legal
Vintage Legal
Oathbreaker Legal
Leviathan Legal
Custom Legal
Highlander Legal
Modern Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Pioneer Legal
2019-10-04 Legal
Tiny Leaders Legal
Limited Legal
Block Constructed Legal
Pauper EDH Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal

Commune with the Gods occurrence in decks from the last year

Latest Decks as Commander

Commune with the Gods Discussion

Lujotheganker on GW REANIMATOR

1 week ago

Hej abby315,

thanks for the amazing tips. I tried adding a playset of Seasoned Hallowblade but soon figured, that the mana consistency is pretty bad. So I added my mana-fixing dudes back, and added two Seasoned Hallowblade which (for now) seems to work really well with the deck.

I also added one more copy of Commune with the Gods, making it a full playset, but decided to keep my 3 Fauna Shaman, because 4 just seemed a little too excessive. In order to make Fauna Shaman useful, you need one on the board, to tutor for your vesperlark combo, but with four copies I often times ended up with 2 or 3 in my hand, which seemed a bit slow. I also have 3 copies of Eladamri's Call so if I don't have it in my hand, I can just fetch for it.

After giving it much thought, I cut my one copy of Doubling Season as it is really too expensive and slow for this deck. The initial idea was having Sekki, Seasons' Guide and/or Kalonian Hydra on board by turn 4, and then just casting Doubling Season on turn five and attacking, thus making some crazy counter and token multiplication haha. However I left one copy of Anointed Procession in the deck, because it just seems so good, and with four copies of Commune with the Gods it seems pretty easy to fetch for it, and the pay-off is just great.

Also, I have to disagree with the Triumph of the Hordes, because it really did end games by turn, and it's very effective vs life-gain deck in the late game. It just seems really efficient and is a overall finisher.

Anyway, thanks for the comment, was very helpful and much appreciated:-)

abby315 on GW REANIMATOR

1 week ago

Love the idea! I have a few suggestions to possibly make it a little more consistent:

Given that it makes up the core of your build, I recommend going to a full 4x Fauna Shaman and 4x Commune with the Gods and cutting the two enchantments. They cost too much mana to hard-cast and you'll be in a much better position if you don't wait to reanimate a creature until you have one of the two on the field. You'll instead get more consistency on the best cards for your gameplan.

I also don't think Triumph of the Hordes is very good - the odds that you have it in your hand and are able to cast it on exactly the turn where you can swing with your tokens/big creature before your opponent removes them are low. It also strikes me as a little win-more? In most cases you should either get a concede from putting 10+ power on the board in one turn, or they have a boardwipe and Triumph wouldn't help you anyway.

Instead, a fun thing you might want to consider is running an Eldritch Evolution package. In addition to reanimating a big Trostani's Summoner, if you run Eldritch Evolution, you could also turn that Summoner into something like Iona, Shield of Emeria or Elesh Norn, Grand Cenobite. It'd also allow you to turn your 1-mana dorks into Fauna Shaman if you need it.

You could also run the Spike Feeder / Heliod, Sun-Crowned combo, since you can reanimate Feeder with the Vesperlark and find Heliod with your tutors!

Finally, you might want to consider discard options that don't need to tap so you can do everything in one turn. Seasoned Hallowblade is a great option and also gives you some defense or offense on the early turns. Vivien's Arkbow is a fun option too, which does need to tap but doesn't have summoning sickness.

It's a fun build anyway so take my comments with a grain of salt!

I_Want_To_PlayAllTheDecks on Domain, is it good enough?

1 week ago

As someone who knows most of the pauper metagame, it will probably be a teir 3 deck at best, but take that with a grain of salt cuz im not a pro. The problem is the deck is terrible if you don't have the Presence. You would need to use cards like Commune with the Gods to get it everytime, and if it got countered, you would lose if you couldn't get another one within a few turns. There are also not a lot of creature payoffs. Its jank but can be really good if you go T2 Nylea into T3 Matca rioters into T4 two of the two mana domain spells.

TRANSFORMERS159 on Jarad vod Savo

2 weeks ago

these are some of the spells that come to mind when filling the graveyard. you may want to consider these. Drown in Filth Commune with the Gods Gather the Pack

Tzefick on Sword of Life and Limb

1 month ago

I find it a bit amusing how not two months ago there was posted a thread specifically dedicated to brew card ideas for the remaining 3 Swords of X and Y and then this shows up.

DemonDragonJ I would agree that having three abilities would break the pattern.

Personally I think the life gain is already covered by Sword of Light and Shadow and Sword of War and Peace. One static, one dynamic.

There is already token generation with Sword of Body and Mind.

Personally I think the Sword should do something a bit different than that. Please keep in mind that the Swords have generally been designed to be beneficial to most colors and multiple strategies - hence why a Sword like Sword of Body and Mind is generally considered the worst/most niche, closely followed by Sword of War and Peace. The latter because it doesn't affect the board and lifegain is... only relevant in certain situations. If you make a token generator + Populate effect, it works by itself but is generally not useful for many decks.

Take a Sword like Sword of Truth and Justice. It plays well by itself by enabling its own scaling when you have multiple creatures. However you can also utilize the Proliferate on poison counters, -1/-1 counters, planeswalker loyalty counters. It has built-in support for multiple strategies.

A card like Sword of Sinew and Steel is more niche, but it has some very powerful removal effects to compensate. In addition the protections are very on-point in protecting against most targeted removal and all of red's board wipe repertoire.

Tokens for the sake of tokens is often not that impressive. That's why I would suggest to aim for something else than basic token generation.

If you are hellbent on the token generation I would consider granting a different incentive:


Alternative A Show


Alternative B Show


If we're being honest, most of the swords don't see play and those that do are mostly Sword of Feast and Famine and Sword of Fire and Ice. I've seen a fair bit of Sword of Truth and Justice as well. I think hitting around that spot would be ideal.



If we aim for something else than basic token generation, we could aim for some tech options.

Delve deeper Show

CaptainGalvanic on Modern landfall

1 month ago

You might want to try Commune with the Gods for good card selection

TriusMalarky on Deathkeeper, shaman spellcaster- looking for …

2 months ago

First, I'm stealing Mortuary-Succession combo for my Korvold. And adding Deathrender because Korvold's a piece in that loop.

Personally, in sac decks you don't want to use too many instants/sorceries. You should really attempt to assemble some Persist combos, with cards like Rhythm of the Wild and Grumgully, the Generous, Melira and a sac outlet. You can probably get 3-5 sac outlets and 3+ Persist disablers, as well as a good handful of Persist creatures, of which Rendclaw Trow and Scuzzback Marauders are best as they can also be used with with Mortuary-Succession loop. Add some black ones though.

Then, you could run Commune with the Gods which, although a 1-of, hits every single one of your main combo pieces in the deck.

I don't know how much ramp you're running, but you can get to about 4 1-mana dorks(more if you want ones that sac themselves to add mana) and a good 3-6 2-mana rocks, although dorks are better here because you can sacrifice them. I'd use Sakura-Tribe Elder as a great one.

Also, if you're using Succession, get a few Relentless Rats or Rat Colony. Also Seven Dwarves. Add Thrumming Stone, and basically make sure that most of your deck is either ramp, Rats or Combo pieces. Mostly because it's funny and gives Succession another use other than combo.

Balaam__ on Compost Pile

4 months ago

Good observations, dichia. I remember contemplating Commune with the Gods and deciding against it, I think it was because in that slot it was a battle between that or Winding Way and WW won out. I figured that without enchantments in my deck the card is less effective than WW which would let me grab a creature or land, whichever I needed at the moment. Yeah it dumps an extra card in the graveyard compared to WW, but I have enough mill outlets already.

I think I passed on Satyr Wayfinder only because every dredge/delve deck I’ve seen used him and I just wanted to break away a little bit. Make this build more my own. It’s definitely a capable card.

As for Logic Knot...I wasn’t aware of that. I don’t play much blue so my knowledge of that color’s cardpool is rather limited. I love the idea of Logic Knot, but without dramatically restructuring the deck I don’t think I could incorporate it. Maybe if I threw in some Zagoth Triome’s or something, but with just those it would be kinda unreliable I would think. I just don’t know how I’d squeeze it into this build:/

Thanks for all the good ideas though.

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