Commune with the Gods
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.
|Want (2)||Onua , kompy12|
Printings View all
|Mystery Booster (MYS1)||Common|
|Eternal Masters (EMA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Commune with the Gods occurrence in decks from the last year
Latest Decks as Commander
Commune with the Gods Discussion
1 week ago
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:-)
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.
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!
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.
2 weeks ago
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.
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
"Whenever equipped creature deals combat damage to a player, you may create a 1/1 green saproling creature token. If you do, then create a copy of a token you control. If you don't, create a Treasure token."
Hmm... I checked the wording on Populate, and for some reason WotC opted to make it copy only creature tokens. The word does make more sense to be used in tandem with creatures but this feels like a missed opportunity.
This grants purpose outside token strategies by giving you the option to opt for just a Treasure token and the swing after, if you kept the Treasure token, you can get another with the copy effect. Because there's a condition on getting some of the effects, I think it'll pass the "only allow 2 effects".
Alternative B Show
"Whenever equipped creature deals combat damage to a player, create a 1/1 green Saproling creature token. Until the beginning of your next turn, the first spell you cast has Convoke."
This effectively grants you a mana dork (with indirect haste) AND it plays well with broad strategies that is not necessarily token strategies. It grants potential chump blockers to certain decks that can double as mana - alas only for the first spell after the trigger. The card could be buffed a bit by granting convoke to the first spell each turn until your next turn - granting you more flexibility and use of its ability.
I don't think it has the same power level as Sword of Feast and Famine but it is somewhat closer to its power level, which I don't think is a bad place for a Sword to be in.
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
Green has the ability to look at what's to come and grab specific cards, with cards like Commune with the Gods, Commune with Nature, Commune with Dinosaurs, and many similar. White has had this effect as well, as seen in Acclaimed Contender, Board the Weatherlight, Courageous Outrider, and Militia Bugler. White's piece is more conditional and limited, whereas green is more flexible.
White has had treasure generation through taxing with Smothering Tithe. Green is the ramp color. The Sword could possibly create a treasure token.
White is usually the keyword hoarder, so what if they started being generous? With the introduction of keyword counters from Ikoria with something like Crystalline Giant, the Sword could have a trigger that spreads its keywords to another creature.
"Whenever equipped creature deals combat damage to a player, if equipped creature has flying, you may put a flying counter on target creature. Do the same for deathtouch, double strike, first strike, hexproof, lifelink, menace, reach, trample, and vigilance. The rest of the ability..."
By itself this doesn't do anything, and usually that would be a deal-breaker as an effect on this card. However I think there are enough Swords that are conditional on something else to get their effect. Usually not something that is particularly difficult to attain. Like Sword of Light and Shadow require a creature card in your graveyard to make use of half its effects.
This ability would also make it stronger in White, as White already has keyword soup creatures where this effect would be very strong, and even more so in Boros. You could use cards with the keywords themselves, equipment or auras that grant it or use buff cards that grant it temporarily. The latter can even be used in tandem with the Sword to permanently grant the equipped creature those keywords.
There are a few evergreen keywords missing, most notably indestructible. But there's also defender (could be used in a Arcades, the Strategist or similar deck to dish out defender counters) and haste (usually wont make a difference after combat step) - yes yes, there's also Flash but who cares when it's on the board. So a way to increase this ability's power could be to include indestructible at the very least.
I went in a big fat circle around this one, as I really don't think enchantment removal should be given on a repeatable colorless source like this. I know Sword of Sinew and Steel does it against artifacts and planeswalkers, and if I'm being frank it would be pretty easy for WotC to throw a Demystify on a Sword and something else and call it a day. However I really hope that wont be the case.
Brought Back but as a delayed trigger without target (to enable that you get back something you lost during combat damage step).
"Whenever equipped creature deals combat damage to a player, at the beginning of your end step you may return a permanent card from your graveyard to the battlefield if it was put there from the battlefield this turn."
This one kinda feels like it's impeding on Sword of the Animist's territory, but it is part of green's color pie. It could be differently implemented like:
"Whenever equipped creature deals combat damage to a player, look at the top five cards of your library. You may reveal up to one land card and up to one creature, aura, or equipment card from among them and put them into your hand. You may play an additional land this turn."
This is more a soft-ramp that can fail. Instead of granting additional land drops it could just put a found land onto the field tapped.
"Whenever equipped creature deals combat damage to a player, look at the top five cards of your library. You may reveal a land card from among them and put it onto the battlefield tapped. You may reveal a creature, aura, or equipment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order."
Anyway, that's at least a little brainstorming on what else those two colors have to offer.
1 month ago
You might want to try Commune with the Gods for good card selection
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.
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.