Eladamri's Call

Eladamri's Call

Instant

Search your library for a creature card, reveal that card, put it into your hand, then shuffle your library.

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Eladamri's Call Discussion

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

1 week ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

multimedia on Omnath, Locus of Creation

1 week ago

Hey, nice version.

Consider cutting a few of the least good creatures/cards for some tutors within the budget to get the better cards?

Good luck with your deck.

Eckat on THE Praetor

2 weeks ago

Ookay, removed Shark Typhoon and added the Eladamri's Call.

Now, I still want to add Balance since it can save my ass, when things are not going super well for me and I am getting overwhelmed. But what to replace it with? :(

multimedia on Omnath, Locus of Tokens

2 weeks ago

Hey, with such a high budget consider cutting a few of the least good cards for some tutors to search for the better creatures/cards?

For landfall Harrow and Roiling Regrowth are both better than Cultivate and Kodama's Reach since they put two basic lands onto the battlefield at once. Even at instant speed to trigger Omnath twice on an opponent's turn.

I'm a little confused by the manabase. You have many great Fetch lands, but no Shock lands to search for with Fetches? That's the power of Fetch lands is they can search for dual lands that are two or more different land types. You pay 2 life to have a Shock land ETB untapped and that's nothing when you can gain 4 life each turn with landfall from Omnath.

Good luck with your deck.

Eckat on THE Praetor

2 weeks ago

Thinking of maybe adding Eladamri's Call and Balance

DKquaid420 on Boost & Cats & Boost & Cats (HOUSE CATS/SHOWCASE)

2 weeks ago

Over the next month I will be Foil/Showcasing the Land & Eladamri's Call as I get them in the mail. This deck will be almost 100% foil/Showcase Art Cards(not counting cards that were not printed in foils yet) like Trove Warden, Path of Ancestry, Nature's Lore, Herald's Horn, Sol Ring, Enlightened Tutor, & Worldly Tutor which are just too good to swap out... I can live with 7 normal ones I guess lol.

Cmi1103 on Rhys the Redeemed (Shell)

2 weeks ago

Grove of the Guardian is a good land you could throw in, gives you a big token that can be copied. Cryptolith Rite is insane ramp. Illusionist's Bracers to copy Rhys's copy abillity, working very similarly to Doubling Season and crew. Crashing Drawbridge is a good budget way to give all your tokens haste which can be very valuable. Throne of the God-Pharaoh and Altar of the Brood are good wincons if you're not able to attack for whatever reason. Huatli, Radiant Champion, Mentor of the Meek, and Runic Armasaur are all pretty consistent card draw options throughout the entire game. And Aura Shards is a huge defensive piece, keeping opponents' games out of sync with their key artifacts and enchantments. A few tutors to get out creatures and enchantments help as well... a few are Idyllic Tutor, Enlightened Tutor, Eladamri's Call, and Green Sun's Zenith. That should be a pretty good list to get you started, you can check out my Rhys deck if you would like for any other inspiration you may find: 0-60 in 3.5! (Rhys tokens). Rhys is such a fun commander! Make a big emphasis on ramp and quick token generation and watch it fly out of control! If you would like any help with cuts or any questions let me know!

unwucht on Omnath, A Song of Creation and Chaos

2 weeks ago

There is Worldly Tutor and Eladamri's Call to fetch Deadeye Navigator and Emiel the Blessed. You might integrate a Mystical Tutor to grab Ghostly Flicker, though.

Retreat to Coralhelm might be expendable card.

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