Creeping Renaissance

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Creeping Renaissance

Sorcery

Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

SufferFromEDHD on Fuel to the Fire

1 month ago

We have a similar build. Just gonna spitball some of my favorite jank:

Blood Oath has been my super secret tech for Torbran. Revealing hand is not a effect and every EDH deck is heavy in one card type. I have pulled surprise wins after Creeping Renaissance and Sunder, for example. Quite sneaky.

Molten Influence niche counterspell

Fireblast/Mine Collapse free!

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

4 months ago

"That's just my 2cents, would love your thoughts.”

Oh boy, well I definitely have some thoughts!

“Creeping Ren - Yeah, it's definitely not as good as replenish. I suppose it depends on the amount of interaction/wipes in the meta and if you have enough card draw to bypass the grindy attrition.”

Yeah definitely, and on second thought it may be more appropriate to compare it to Phyrexian Reclamation. I'll probably have to playtest with Creeping Renaissance swapped in over it; I'm not sure yet which will be more cost intensive in the long run, and being able to hit different card types with Creeping Renaissance is really nice. I'm a bit hesitant though because it would dilute the enchantment count further and Phyrexian Reclamation is relevant way earlier in the game.

“Archon of Sun's Grace - It's nice, it makes tokens. For 4 mana, is there something better?”

Oh man, Archon of Sun's Grace is so much more than just a creature that makes tokens for four mana! Just In looking at it's stats, it's a ¾ with flying and lifelink, for four mana; which is an amazing cost rate. This list is pretty vulnerable to faster decks and/or decks with a lot of flying, so both the lifelink and the flying help keep me around till the mid/late game. On that same note, the tokens produced do the same exact thing. Because Archon of Sun's Grace triggers off of enchantments entering the battlefield, it's surprisingly easy to organically generate a game-winning number of tokens (either through combat damage or ping effects).

“Mindwrack Harpy - 4 mana, mill cards. I feel that there are other cards that can mill. I get it's an enchantment creature, I just wonder how impactful it is.”

Maybe it's just my playgroup in particular, but having flying creatures in a deck feels incredibly impactful on it's own. Like you've pointed out, it's an enchantment, so it will trigger the significant number of cards that care about enchantments that are built into this list. Additionally, it doesn't just mill yourself and provide you with more card selection for Anikthea's ability, it also mills each opponent. With just one Mindwrack Harpy, your opponents will likely be irritated and disrupted, but with a plethora of Mindwrack Harpy copies (which this deck is capable of doing!) you're also threatening to take players out of the game. It definitely has downsides in that it can assist other players who are also playing with their graveyard; but the fact that it happens on your turn helps balance that out a bit.

If I were to cut Mindwrack Harpy I'd want to slot in a similarly efficient, enchantment-based piece of card advantage. Flickering Ward could be interesting since it also doubles dips and acts as protection, but the card advantage efficiency is nowhere close unfortunately.

“I feel like in EDH, you are going to have a lot of stuff in your GY regardless."

Sometimes you will, sometimes you won't! There's so much variance just within a single deck, let alone across 4, that I wouldn't say it's guaranteed. And even then, I would rather be reliant on my own methods of getting cards into my graveyard, during my turn, rather than waiting for my opponents to interact with me in some way. For decks that rely on using their graveyard it's really important to be able to control when cards are put into the yard, rather than just passively waiting for your graveyard to fill, since graveyard hate is plentiful and easily accessible.

“Mirkwood Bats - As a finisher, do you need the redundancy? It cost a lot and without the setup doesn't seem too impactful.”

Mirkwood Bats I don't feel as passionate about but man, you really don't want me to have any flyers lol! The setup for this card is literally baked into the deck’s packages; and you wouldn't play any wincon cards before you're set up anyways (e.g., casting Craterhoof Behemoth with no other creatures)! Mirkwood Bats wasn't originally on my radar but eventually got added to this list back when I was more heavily playtesting it.

Because this list allows for a ton of tokens to be produced, oftentimes my turns would get obnoxiously long without being able to close out the game. Mirkwood Bats allows me to capitalize on tokens the second they're produced, as well as when I sacrifice them (which is way more rare, but definitely comes up).

In terms of redundancy I'm actually worried I may not have enough of these effects, but I also don't want to convert the list fully to an aristocrat build. I would not say that having four ping effects is redundant in a 100 card deck and, while I have various tutors to help mitigate that; I haven't found myself with an excess of pingers when playing this list (so far at least!).

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

4 months ago

Profet93,

Thank you for checking out the deck and offering suggestions!

I unfortunately have not been able to play very much EDH as of late, (and admittedly my playgroup was getting a bit burnt out on Anikthea!), so I've added your suggestions to the Maybeboard for now.

I like the idea of Flickering Ward acting as repeatable, flexible protection. However, aura enchantments are a bit of a nonbo with Anikthea's ability; and I'm prioritizing instant speed protection options in this build.

Creeping Renaissance is another interesting option, and I'm still not sure if this build needs more recursion or not. I do have some reservations with Creeping Renaissance specifically as it would essentially operate as a worse, but repeatable Replenish. It could definitely serve as a budget replacement though; and I'll add it to the relevant section of the primer!

Finally, are there cards in my current build that you were thinking could be good swap outs for your suggestions?

Thank you again for taking the time to look at my list!

Profet93 on Kodama’s Tinker Shop

8 months ago

AromontTheDruid

Three Visits > Rampant growth

Have you considered swapping out River Song's Diary for Yavimaya, Cradle of Growth? Diary doesn't seem to be on theme while Yavimaya is another land which you might find helpful given your land count. You have a low avg cmc of 3.06 which is lovely. I do wonder how often you have difficulty getting the lands you need. Yavimaya, while risking helping other decks get their colors, allows you to tap maze of ith for mana and make your PW Nissa's static ability even more useful.

Perhaps a Cloud Key or even a Semblance Anvil to help reduce either creatures or artifacts?

Maybe a Creeping Renaissance to recur about 20% of your deck?

Lastly, Beast Within for removal.

Lmk what you think

dominionloser123 on Zacama, Naya Tyrant

8 months ago

Restricting your ramp to creatures is supremely awkward for Zacama, who specifically wants you to ramp with lands. Howeer, if that's your deckbuilding criteria, you have to work around that. With that said, I might consider Creeping Renaissance as one of your few noncreatures, though, if your body count is so high.

Horned Kavu, Fleetfoot Panther, Jeskai Barricade, and Loyal Gryff are some additional bouncing bodies.

Since you're ramping towards 9 mana, I might also suggest leaning into dorks who tap for more mana. Joraga Treespeaker is high on this list, because it is either a 3-mana dork that taps for 2, or a Sol Ring that comes in tapped with a stun counter.

I don't typically like them, but Boros Garrison, Selesnya Sanctuary, and Gruul Turf do give you extra land drops to play, helping you to eventually hit 9 mana.

Profet93 on Thrun Voltron-His Silence is Violence

1 year ago

MysticSnake, thank you for your patience. Since you didn't mention budget, I just put what I thought could work regardless of price point. You should add some non-basics to provide utility, also, add maybe 1-2 more lands just to ensure you don't miss land drops.

Rishkar's Expertise - Draw, either as a replacement or in addition to soul's majesty. Same with Garruk, Primal Hunter

Nylea's Colossus - Big Guy

Bear Umbra - Works well since they can't 2 for 1 u in response to cast. Nice buff and the "ramp" aspect is good, all while being an enchantment

Song of the Dryads - Removal!

Nyxbloom Ancient - Supe ramp!

Herald of the Pantheon/Cloud Key - Ramp

Season of Renewal - Recursion

Composer of Spring and Weaver of Harmony - Potentially worth considering

Rofellos's Gift - I actually don't like this card but worth mentioning.

Creeping Renaissance - Crystal chimes #2 but can be used twice and is more flexible

Overgrowth - Ramp

Sylvan Library - Draw/utility

Greater Good - Draw that is also a sac outlet to prevent theft and exile.

Phillthethrill on (En)Rage(eD) (3.5)

1 year ago

04/03/2024 (3.0) skipped a bunch of versions because this was a bigger update.

Haven't spent much time on this one, while building a couple other decks. Now returning to with fresh eyes, refining the focus, checking to see if any of these cards work better in the newer lists (lots going to Rakdos), and I actually purchased a few inexpensive additions.

The biggest upgrades are: A bunch of awesome lands in hand card advantage that can be: reload lightning bolt lands or landfall drops depending on which commander I am playing.

Bag of Holding, Creeping Renaissance, Praetor's Counsel, Barrel Down Sokenzan, Nahiri's Lithoformingfoil

Jolrael, Empress of Beasts to turn my opponents precious lands into lightning bolt targets for a little bit of control.

Upgraded Voyaging Satyr to Krosan Restorer though i am less convinced of thier overall value here at this time.

I put my Grafted Exoskeleton back in. I thought making Borborygmos a tripple barreled poison counter machine gun mighy be a bit much. But then I played a couple friends whose decks were far meaner than I expected. So here we are.

Removed: Traveler's Amulet (HOU) Feed the Clan (KTK) Vessel of Volatility (SOI) Voyaging Satyr (THS) Tunneling Geopede (BFZ) Pilgrim's Eye (BFZ) Burnished Hart (THS) Everflowing Chalice (WWK) Flamekin Herald (CMR)

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