If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
|Have (3)||Kaladin123 , , gildan_bladeborn|
|Want (7)||Mondragoonest , Morpho-peleides , GrandeKhan , divided , Tenfrente , Wester_Island , Realm_Overlord|
Combos Browse all
- Doubling Season + Goblin Bombardment + Mitotic Slime
- Contagion Engine + Doubling Season
- Doubling Season + Ghave, Guru of Spores + Phyrexian Altar
- Conspiracy + Door of Destinies + Doubling Season
- Doubling Season + Estrid, the Masked + Oath of Teferi
- Doubling Season + Enchanted Evening + Estrid, the Masked
- Doubling Season + Parallel Lives + Primal Vigor
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Doubling Season Discussion
5 days ago
Doubling Season itself never creates a token or adds counters. It causes other effects to create double tokens and add double counters.
"If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead."
Tombstone Stairwell's destroy clause applies to all tokens created with it. Even though created with it because of doubling season.
It seems like with the whole Sundial of the Infinite thing people may be focussing on the wrong thing about the end step trigger to me. Sundial will allow everyone to keep their tokens. Tombstone Stairwell says to destroy the tokens, not sacrifice them. If you can grant your board indestructible you can keep all of your tokens while everyone else's gets destroyed.
The best colors for these shenanigans seem to be Abzan with Ashaya, Soul of the Wild and Terra Eternal or Timber Protector; Tribal indestructible cards and Conspiracy; and Avacyn, Angel of Hope. Mycosynth Lattice and Darksteel Forge are a colorless way to do it. This isn't an exhaustive list, but merely a place to begin if you like the line.
5 days ago
In this case, Primal Vigor will work. "Create a token" is just a modern wording for "put a token onto the battlefield under your control." I had to look up whether a copy of a permanent spell resolving as a token counts as putting a token onto the battlefield (since casting a card and putting a card onto the battlefield are two different actions), but according to rule 603.8b, a resolving copy of a permanent spell counts as a token being created/put onto the battlefield.
608.3b If the object that’s resolving is a copy of a permanent spell, that object becomes a token permanent and is put onto the battlefield under the control of the spell’s controller. (emphasis added)
The reason Doubling Season wouldn't work is that an "effect" isn't creating the tokens, they're being created by a permanent spell resolving.
5 days ago
Suppose you make 5x 2/2s. At your end step, they get sac'd. Now suppose DS sees these 5 and goes "Nah homie, you know what make 10x instead."
The additional 5 are not created by Tombstone. They are created by DS. So I don't believe the +5 would be sac'd, as the sacrifice effect that is triggered off the end step isn't intrinsic to the token, it's intrinsic to the enchantment. Now if the token had "Sacrifice this creature at the beginning of the next end step." in it's text box, that would be a different conversation as that WOULD BE intrinsic to the token. But that text isn't on the token, it's on Tombstone Stairwell. Ergo, ones made via Doubling Season lack that text and thus aren't sacrificed at end of turn.
Though perhaps I am completely wrong.
5 days ago
TypicalTimmy I'm pretty sure they are created with Tombstone Stairwell and not with the Doubling Season and would get destroyed every round. I also forgot to list token doublers under the Green section, thank you for reminding me ;)
It feels like Abzan is the strongest color pair, what red gives me (damage to each opponent) I can also get in black/white. What I lose is the wheels and draw/discard cards. But it's like FormOverFunction mentioned available in form of artifacts.
So I guess that running a token theme with Blood Artist effects from black/white, ramp and token doublers from green (and white) and enchantment/player protection from white. Orzhov is great for aristocrats, I'm just not sure how the deck is supposed to win or who's best suited to be the commander for it still :)
5 days ago
I understand that Doubling Season will not double the tokens created by Aeve, Progenitor Ooze, but will Primal Vigor...? My guess is no, but I'm unclear on it. My assumption is that the token copies are not being "created" (text from Gatherer), but rather ETB from the stack as if being cast. Correct...? As far as I can tell, copying the storm trigger on Aeve is the only way to double the number of tokens, or am I missing any other ways to do it...? Thanks in advance! :)
5 days ago
6 days ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)
2 weeks ago
The Exquisite Blood wincon already is on a Commander though, Vito, Thorn of the Dusk Rose says hi. Creature removal is more prevalent in Commander than planeswalker removal though, if you ever want your Commander to not be attacked down immediately, and actually profit from the use of the abilities more than once, it might be wise to lose the kill-on-sight ability.
If the first ability stays at +2, the emblem is fine as is. Reminiscent, but less deterministic than the emblems from Ob Nixilis Reignited. Because this card is your commander, and you can keep recasting it and trying, I think it's great to show a little restraint in the ultimate. If you have Doubling Season or Vorinclex, Monstrous Raider you could hand out your emblems immediately, and Timmy's suggestion would make that a little hard to recover from for your opponents. If you're going for Timmy's suggestion anyway, I suggest to lower starting loyalty or raise loyalty requirements to an amount that will not play so well with a counter-doubling effect like Doubling Season.