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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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Distant Melody
Sorcery
Choose a creature type. Draw a card for each permanent you control of that type.
Last_Laugh on
Eowyn, Shieldmaiden fast
1 week ago
A few easy ways to trigger Eowyn every turn include Reinforced Ronin, Outlaws' Merriment, Horn of Gondor, and Apothecary White.
You're missing some tribal love. Shared Animosity, Kindred Discovery, Harmonized Crescendo, Collective Inferno, Mass Appeal, Distant Melody, and Winnowing all come to mind.
hyalopterouslemur on Which Mono-Color is the Most …
1 week ago
has the best card draw, and as a consequence of early Magic's design philosophy (Basically, every color could do anything but some colors would suck at it; the exception is blue, which could even be demonstrably better at it than the color that's supposed to be best at that thing, e.g. Prodigal Sorcerer existing.) you can find a good card to do just about anything you want.
has all the mana accel. People are surprised by mana dorks being so powerful, but do you doubt Bloom Tender or Devoted Druid or Kami of Whispered Hopes? In addition, green card draw can sometimes be even better than blue; I've drawn ten cards (and gained 12 life) off Shamanic Revelation before. (Which, I suppose I could do with Distant Melody, minus the lifegain.) Green also has the best recursion, and, yeah, green can tutor creatures; Birthing Pod, Chord of Calling and Green Sun's Zenith all exist.
is next. It has the best tutors, including the only universal tutors in the game. (Yes, I know about Prototype Portal. Does anyone use Prototype Portal?) It has some good boardwipes, unlike green and blue. (Just put a Sword of Light and Shadow on one of your creatures and then activate Pestilence over and over.) While black's card draw leaves something to be desired—I still play Phyrexian Arena in Stax decks and practically nowhere else—the ability of black to pay life in exchange for things is at double strength in a 40-life format.
is fourth. Basically, the only thing white has going for it is boardwipes, though experimenting with white card draw is nice; just remember, "once per turn" applies to your turns as well.
is, to be candid, red doesn't really impress me at all. It has some boardwipes. some spot removal, but even when I'm playing multiple colors, it feels like I'm including red only because my Commander is red, and I want to justify having enough mountains to reliably cast from command zone.
NV_1980 on
Urtet's Might V.3
1 month ago
This looks pretty cool but what it really misses now is momentum. Not in terms of mana-sources (in that sense this deck is top-of-the-line), but in your capability to draw more than one card per turn. Right now you have six cards in the deck that will allow you to draw/tutor for more stuff. Most EDH decks will aim for at least ten. Some ideas on this front:
- Distant Melody: draw based on the amount of Myrs you control; that's quite powerful!
- Inspiring Call: won't just protect your myrs from wipes, but will also generate draw based on all who were boosted by Urtet.
- Jhoira, Weatherlight Captain: with this many artifacts in your deck, she will guarantee plenty of additional draw.
- Kindred Discovery: by far the greatest draw-resource you could include in this artifact-tribe deck.
- Thirst for Knowledge: turns a dead-draw artifact into three new cards.
- Vedalken Archmage: same reasoning for inclusion as Jhoira.
Hope this works out!
legendofa on Which commander should I use …
8 months ago
Trickster318 Are you committed to mono-blue, or to using one of those two commanders? Illusions are an almost entirely mono-blue type, but other colors could offer additional support or cover weaknesses.
All good if you want to stay in blue; I'm just eyeballing other possible suggestions. Pol Jamaar, Illusionist and Minn, Wily Illusionist are both good thematic options. I'm leaning toward Minn, who has actual interactions with Illusions, while Pol is basically a Distant Melody on a decently big body.
legendofa on
Still Can't Trust Elves II
9 months ago
Damia was actually my second choice. Miara, Thorn of the Glade + Thrasios, Triton Hero almost made the cut, too.
Distant Melody was one of the very last cuts, and it's still right on the line for going back in. The deck doesn't seem to need the burst draw as much, since the top deck casting cards like Eladamri, Korvecdal pick up some of that slack for now.
capwner on
Still Can't Trust Elves II
9 months ago
Also very sorry to triple comment, but I have to ask where is Distant Melody? :)
PuritanPuree on
Urtet, Mastermyr
1 year ago
I plan on making an Urtet deck of my own one of these days, so I love seeing them. Distant Melody is a fun, affordable card for kindred decks that spit out lots of tokens.
wallisface on Pauper Storm Update Help
1 year ago
PauperPower I goldfished 10 games to get an idea of what the deck is doing. to also get a gauge of deck consistency, I didn't mulligan (which is obviously not realistic to real gameplay, but also in the real world you'd have an opponent interacting with the deck). I played until the end of turn 4 to see how reliably the deck could goldfish a win by that stage.
- Game 1: 15 damage
- Game 2: 9 damage
- Game 3: 12 damage
- Game 4: 6 damage
- Game 5: 15 damage
- Game 6: 20 damage!!
- Game 7: 0 damage (it was a bad hand, all land and mana-gain effects)
- Game 8: 10 damage
- Game 9: 4 damage
- Game 10: 15 damage
Things I noticed from these games:
-
Distant Melody was almost always a very awkward/bad card to have in hand. Most of the time this was a dead-card in hand, and every time I drew more than 1 of these the game was disastrously bad.
-
The deck felt like it needed a TON of things to go right to actually start making progress. It needed cards that made goblins, and also cards that provided mana, and also something to actually turn all that momentum into damage (i.e. Goblin Bushwhacker
or Goblin War Strike). It felt like there was a lot of pieces required to get any progress, and in a LOT of the games I only drew into two of those 3 required components. -
The general lack of turn 1 plays made it very hard to establish a board that could present lethal by turn 4.
-
both Seat of the Synod and Silverbluff Bridge felt terrible to be playing as the land for turn. Seat of the Synod because the deck is sooo-reliant on red-mana-pips, and any attempt to "storm off" was usually hampered by it not providing red. Silverbluff Bridge just felt terrible in that it was sooo slow for a deck trying to do things quickly.
-
It almost never felt viable to blow up your own lands to Kuldotha Rebirth. I was very lucky that most of the games I also had a Experimental Synthesizer in hand - but I can't imagine ever wanting to sacrifice a land unless it's part of the winning turn of the game.
-
The best cards in the deck felt a LOT like Experimental Synthesizer, Kuldotha Rebirth, Goblin Bushwhacker
, Goblin War Strike, and Brightstone Ritual. -
Battle Hymn felt kindof bad in that a lot of the time it's only gaining you 1-2 mana. But also the 2-mana cost was actually a lot more awkward than i'd expected, as far as trying to cast this while also having a board state.
I think overall the deck felt too slow, and far too inconsistent. I would be removing Distant Melody, Battle Hymn, and the blue lands.
| Have (1) | gildan_bladeborn |
| Want (4) | ZBrannigan , TechNoble , qao50 , ACrispyTaco |



