Harmonize

Harmonize

Sorcery

Draw three cards.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Harmonize Discussion

lagotripha on $30 Modern Mono Green

6 days ago

If you want judge/denizen to be more reliable, you can grab some Oran-Rief, the Vastwood or lean into spells running Hall of Oracles/Inspiring Call. There are some great budget counters cards in the 1 mana slot - Experiment One, Generous Visitor, Willow Geist etc. Mutant's Prey offers light removal and Servant of the Scale/Swarm Shambler some survivability.

Other sources of cardraw exist - Brainstone is notable, as is Harmonize.

Balaam__ on Balaam__

6 days ago

@lightning_elf that question is trickier than it may seem. Your ramp is adequate for casual play but would be extremely vulnerable to a wide array of more competitive decks. In other words, through lockdown/removal most of your ability to ramp would be shut down relatively early and you’d find yourself in the opposite predicament—too many high costed cards and no means to reliably cast them.

This tells me that your opponent’s decks are probably not at all optimized well, and that complicates your question. As it stands, it appears you could get away with almost anything—straight draw spells like Harmonize, repeat use spells like Beast Whisperer etc. I don’t think it matters, you could go wild and it should reasonably be fine. You could do a Gatherer search by keyword and color and I’m sure all sorts of cards could be fit in.

Lord_Grimm on Xenegod

2 weeks ago

If this is indeed up to date, here are some thoughts (post Matty games): Since Xenny is 5 CMC, your ramp should be land based 2-3 cost spells only. With that in mind... Gruul Signet < Search for Tomorrow, Thran Dynamo < Rampant Growth, Talisman of Impulse < Harrow, Shadowspear < Hydra Omnivore, Swiftfoot Boots < Dragonborn Champion, Harmonize < Weaver of Harmony. Pretty sure that new red dragon is in the deck, but don't see it in this list... so I won't look at creatures yet. Hopefully these suggestions help.

grimcase21 on Varolz, the Scar-Striped EDH - Competitive

1 month ago

If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.

Budget options

Tainted Strike - 2nd berserk (if you're ok with infect)

Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power

Not of This World - my secret tech, after you make it big it's free

Veil of Summer - with this style of deck protection is very important

Sylvan Safekeeper - free protection that they constantly have to respect Wild Shape - flexible, mostly used for hexproof or trample

Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.

Unmarked Grave - entomb #2

Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.

Bramblewood Paragon - play this turn 2, minor buff counter, and gives trample because Varolz, the Scar-Striped is a warrior

Rancor - buff and trample, you need to get through

Destiny Spinner - one of the few ways green has to fight counters

Solidarity of Heroes - 2 mana double the 12/13 counters

Wild Growth - it may not be a creature, but it does get our commander out on turn 2

Mausoleum Secrets - 2 mana instant demonic tutor, you sac a dork in response, go find Phyrexian Dreadnought/Death's Shadow, protection spell, or in 99% of cases that I use this one is Berserk

Non-budget additions

Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick

Sylvan Safekeeper - free protection that they must always respect, it's very good

Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.

Lightning Greaves - haste and protection, yes plz

Dismember - takes care of many of the early problematic targets

super non-budget

Hatred - 1 card win with commander

Necropotence - sculpt your hand for next turn kill

Cards that I would recommend reconsidering/taking out

Harmonize - a bit too slow imo

Arbor Elf - the amount of targets you actually have isn't enough to make it consistent

Asceticism - a bit too slow, you only care about the creature you scavenge on so in terms of mana efficiency something like Sylvan Safekeeper or Lightning Greaves

Quirion Elves/Devoted Druid - we want to go 1->3 mana, so we get our commander out on turn 2, this doesn't help to do that

Profet93 on Fochlucan Lyrist -- (Yisan Elves)

1 month ago

Optimator

Cut Hornet Queen and Colossus of Akros as they are your most costly and least impactful cards. Yisan decks are prone to removal so I would recommend some card draw. Your choice of what you think works best but I always prefer the safe route of Harmonize. Other options include return wildspeaker (as you are considering) as well as Sylvan Library and Rishkar's Expertise

jamochawoke on Touch of Death

2 months ago

For card draw you're gonna also want Primordial Sage, Regal Force, Soul of the Harvest, Collective Unconscious, Harmonize, or Praetor's Counsel in there somewhere.

Rishkar's Expertise, Shamanic Revelation, and Soul's Majesty could be options too if you consistently get some big creatures (although it looks like aside from a few that grow you won't be getting too much out of these compared to the first ones I mentioned).

multimedia on Stomping Counters

2 months ago

Hey, I saw your forum topic asking for help.

The manabase and ramp/color fixing could use some tweaking, but more draw is really what your deck needs. That's the area of your deck to consider spending some on for improvements.

I choose these cards as suggested cuts because you have better cards that do the same or similar effects. More draw especially repeatable draw sources replacing some of this redundancy could help gameplay.


The manabase is overall good except the amount of Forests, which is too many. The ratio of color sources in the manabase is 28 green:16 white:16 red. 28 green is almost double amount of another color which is a little much. Forests are important, you want them as most lands, but I don't think you need 12 of them. Green one drop mana dorks are good, but I don't think only three of them are enough to play so many Forests to hinder the other colors in the chance that you have one in your opening hand with a Forest. Crop Rotation can get any land by sacing a Forest.

Some manabase problems are 12 Forests, the Slow Fetch lands, Aether Hub, Arctic Treeline and Highland Forest. 12 Forest reduces the color fixing from lands too much. Grasslands, Krosan Verge, Mountain Valley are too slow for what they do and are not needed because you have Marsh Flats and Windswept Heath.

Aether Hub is relying too much on three cards that proliferate or Aetherstorm Roc. Consistently Hub won't have enough energy to make colored mana. Arctic Treeline and Highland Forest are nice that they have basic land types, but you don't really need them because you have Shocks and Tangos.

Consider cutting some basic Forests for more budget lands that can make green or another color?

Making these lands changes can balance the ratio of color sources to 26 G:20 W:20 R. This balance keeps the amount of green close to what you have currently while increasing the amount of white and red. Of course most of these are the least expensive price playable lands that you could add. There's many others that are more price/better lands.

Good luck with your deck.

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