Harmonize

Harmonize

Sorcery

Draw three cards.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Harmonize occurrence in decks from the last year

Latest Decks as Commander

Harmonize Discussion

BrassLord on Jolly Green Giant Deck Commander

3 weeks ago

Boy Howdy, that's a LOT of land! Your commander does scale with the amount of land you have in play, but I don't see a lot of interaction with opponents in the deck or card draw. So consider this: I agree that you'd probably want to play a bit more lands than in a typical EDH deck, but I could try to aim for somewhere around 40 lands. That way you still hit your land drops into the late game AND you reduce the risk of durdling into lands when you need action late game.

In terms of card draw Harmonize Rishkar's Expertise Horn of Greed Return of the Wildspeaker and Garruk's Uprising are all sources of card draw that pair with your lands matter/big creature gameplan.

In terms of early interaction, I can see this deck being flooded by decks that go wide. So something like Hurricane may help, as it can even double as a wincon late game. Beast Within is a decent catchall answer for problem creatures. Terastodon and Bane of Progress are late game threats that sweep the board and can hinder opponents if ramped out early. Wood Elves is another just general green staple that ramps you at 3 cmc.

Also consider things that can give your creature deathtouch. With Deathtouch and Trample, 1 damage is enough to be considered lethal to any individual blocking creature, making the rest of the damage spill over. With your commander having the potential to be in the stratosphere with attack, it'd be a headache to block in combat. Basilisk Collar Gorgon's Head and Quietus Spike pair extremely well with your commander!

Also, just a recommendation, if you go more with a landfall theme, some of the fetch lands or things like Evolving Wild are ways to get multiple land drops per turn and thin the deck out a bit!

Good luck beating down some commander players!

orderlyLizard on Kathril, EDH Voltron

1 month ago

I play Kathril myself, but I focus entirely on the unbeatable Voltron strategy. However I'd lose Harmonize for Return of the Wildspeaker , and not just for this deck but in general. It offers so much better value in Commander for the extra mana. Also Underworld Dreams seems a bit out of place even if accounting for Sanguine Bond . I'd lose it alongside Wood Elves and Sunblast Angel . For those I'd add Underrealm Lich , he's great in pretty much any graveyard themed deck (I run him a bunch and he's always well worth his mana cost) and Perpetual Timepiece . It rarely gets targeted and keeps milling you constantly most of the time. Just my two cents :) for this fun commander.

NicodaPico on Sarulf, Board Wiper

1 month ago

this deck looks amazing i love it so far. My tergrid deck is kinda similar and one thing it struggles with is having cards after you're finished killing everything. So including more ways to refuel your hand is key, even simple stuff like Sign in Blood , Harmonize , Read the Bones , sacing a Commander's Sphere or Mind Stone late game when you dont need the ramp. One really key one is seeing as you have a lot of creatures with "etb sac" a Grim Haruspex or a Midnight Reaper would be amazing, you would draw on each death and replace itself.

Grind on Discarding with Windgrace

1 month ago

I would cut arcane encyclopedia in favor of Syphon Mind , Harmonize , Night's Whisper , or Ambition's Cost , or Rummaging Goblin .
And i might run Geier Reach Sanitarium over rix maadi.

Mcat1999 on What, Exactly, is Wrong with …

1 month ago

Let's look at draw, from a colored perspective.

Does white have the best draw? No, no it does not.

But to claim white "can't" draw is disingenuous and misleading. White isn't designed to explode full-force early in the game. It is designed to draw the game out and win over time.

But again. Nobody wants to sit down and play a 3 hour game with 20+ turns at the table. They want to win on T5 or sooner so they can pull out their next deck and do it all again.

Again, it's a cultural issue. Not a design one.

plakjekaas on Mono White Ramp/Draw

1 month ago

Omniscience_is_life and are those percentages of mono white decks? Or all possible decks running white? Because nobody who's allowed to play Read the Bones will consider a Martyr's Cry for their card draw. It's a lot easier to play with statistics than it is to play magic.

I did explain how I thought white is the underdog, the colour that needs to work a little harder for the same results, because the color is better suited for 1v1, and low played % can mean several things. Not only that the card is bad, it could also mean people don't want to work harder. It could mean the cards are less available, or unknown.

Plus, white is uniquely equipped to make sure it's opponents have more lands in play, with Path to Exile , Winds of Abandon , Karoo , Guildless Commons , Oath of Lieges etc.

King_marchesa I'm afraid Tithe is a reserved list card, yes. Gift of Estates is close though.

But if you're advocating a white Harmonize and Cultivate , do you really want to play white? Or do you actually want to play Simic, without the image of evil and overpoweredness that has accompanied these colors recently? Because if you don't want to play equipment (which has gotten a massive power boost with Commander Legends and even broke onto cEDH as an archetype because of it), or weenies, or lifegain, why do you want to play white? And if you'd rather play Cultivate or Harmonize but in white! but don't lose access to Wrath of God , Sun Titan and Swords to Plowshares , why not play selesnya? The color system works on colors both exploiting and complementing each others' strengths and weaknesses, and not every color is meant to do everything. If you want to Cultivate , play green, it's ok to play green.

Colorshifting with a white twist just to give the color access to the same staples that the other colors have, is not a solution that would fix white. It would make white just feel like the other colors, pushing out the actual interesting white cards to make room for green "light" gameplay.

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