Homura, Human Ascendant / Homura's Essence

Homura, Human Ascendant / Homura's Essence

Legendary Creature — Human Monk

Homura, Human Ascendant:

Homura, Human Ascendant can't block.

When Homura dies, return it to the battlefield flipped.

Homura's Essence:

Creatures you control get +2/+2 and have flying and ": This creature gets +1/+0 until end of turn."

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Format Legality
Duel Commander Legal
Custom Legal
Block Constructed Legal
1v1 Commander Legal
Highlander Legal
Canadian Highlander Legal
Vintage Legal
Unformat Legal
Commander / EDH Legal
Leviathan Legal
Tiny Leaders Legal
Casual Legal
Limited Legal
2019-10-04 Legal
Modern Legal
Legacy Legal
Oathbreaker Legal

Homura, Human Ascendant / Homura's Essence Discussion

WagiDreams on

4 years ago

Thank you UnleashedHAvok,

I truly appreciate the thoughts, and I'll head over and check out your deck as soon as I can. You've made quite a few very strong suggestions for the deck, and I have to say that some of them like Shimmering Wings will be added to the deck immediately.

When I went to build this deck, I had one purpose in mind, and that was to build something that was fun for me to use at the kitchen table as I teach my 13 year old how to play the game. That being said, I don't want to make this so competitive that he never wins a game, but I also want to make sure he learns to play the right way. So it's important that I stay completely on theme here, and as much as I love the interaction between Shu Yun and the Mirrorwing Dragon, I just can't escape that nagging feeling that the Mirrorwing doesn't completely exude that Asian vibe the dragons of the Orient have. I do have Yosei, the Morning Star and Tatsumasa, the Dragon's Fang for that dragon flavor I wanted, and I thought about Keiga for a bit, but felt he didn't fit the overall strategy of the deck.

Let me get to your questions: Homura, Human Ascendant / Homura's Essence doesn't flip all that often, but what he does is he delivers 4 or more to the face or kills blockers as people tend to either let him through or chump block to prevent him from dying. When he does flip, it's game over, but if he doesn't, he's still delivering beats. Shattering Pulse is amazing. Early game it does it's thing. Late game (it can be recurred with Mystic Retrieval) is give you repeatable end of your opponents turn artifact hate. I swear by the card. It's one of the first red cards I pull when I build in these colors.

The question you pose about threat removal is actually something I've been working on. I have mass removal in the deck, but I don't have a lot of options with singular creature kill. Umezawa's Jitte, Kusari-Gama, and Swift Kick (not the strongest removal spell, but incredibly on theme) are the only true forms of removal in the deck. I've pondered adding Path to Exile and a few other on-theme kill spells for a while now, and you've just convinced me to make those changes. Again, the goal here isn't to win every game, but to make a fun deck that can actually teach someone the interactions of cards and beat face when need be.

You've really given me some great ideas here and I'll be making changes to the shell of the deck today. Thank you so much.

UnleashedHavok on

4 years ago

I really love the overall theme that you have gone for with this deck! And your description is quite lovely. I have a budget Shu Yun, the Silent Tempest that I just put together Beware The Monk!. I currently have him built in what feels like a glass cannon kind of way. It is currently meant to get Shu out as quickly as possible and win through commander damage. There are a few creatures in the build, but if Shu is removed, that is basically game ending for me. I was perusing deck builds, landed on yours and thought to myself, "Here is the answer to (some of) my problems!"

I do have a few suggestions that I think may help to streamline the deck while still staying on flavor. For non-creature shenanigans, I have four; I think Artful Maneuver would be a better option over Swift Kick, and I am a huge fan of Rebound with Shu. I just don't know if you are married to the idea of forcing a creature to fight something specific. I also think that with your darker shadow flavor with Sakashima, Shadow Rift would be a nice add. I'm not sure if this one stays on flavor per say, but the I think the art does, Leap. Another fun card that allows continued use of Shu's non-creature spell ability is Shimmering Wings, I REALLY like this card. With these cards, you can retain the card draw and be a little more aggressive I think.

For creatures I think that your list is pretty compact, but I would like to offer up a few suggestions for consideration/feedback. I see that you have tap abilities and unblockable. I am looking at Elusive Spellfist for a nice early game unblockable creature, but still trying to figure out how I feel about him. Another card that I think could be really nice is Abbot of Keral Keep. And third, you mention dragons in your description but I feel they are somewhat lacking. May I present Mirrorwing Dragon. I feel like he is sooooo useful with Shu. The ability to target him with an instant and have that instant target each of your creatures is great.

I also have a few questions. Chief among them being, how often do you actually get to transform Homura, Human Ascendant / Homura's Essence? It seems to me like people might be hesitant to block and kill him. Does he wind up being an almost soft lock? I also really like Hinder for flavor, it's great. I am curious how well this deck does so far as removing threats, it doesn't seem as though you have a lot of options. Also, how well does Shattering Pulse work? I like the Buyback cards, it just seems like a fairly heft mana investment.

Anyways, +1 from me sir! Sorry about the novel, I just really love the Fate Reforged Legendary humans and Shu is my latest build. He is quickly becoming my favorite, and I really want to build a deck that does him justice / I enjoy playing. I hope to hear back from you soon!