Homura, Human Ascendant

Legendary Creature — Human Monk

Homura, Human Ascendant can't block.

When Homura is put into a graveyard from the battlefield, return it to the battlefield flipped.

Homura's Essence

Legendary Enchantment

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

Browse Alters

Combos Browse all


Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rules Q&A

Homura, Human Ascendant Discussion

Steven89 on Sneaky Purphy B. [Primer I guess]

3 months ago

Hello Benemortal1 :)

Thanks for your questions! Regarding Warstorm Surge , Where Ancients Tread and Electropotence : Those are expensive "win-more" cards and you can play only so many of them and I chose to play with Fiery Emancipation (and to a certain degree Homura, Human Ascendant  Flip). Fiery Emancipation fits better with the gameplan of this deck (right before your turn, you cheat several creatures into play and in your beginning turn you just slam Fiery Emancipation and hope to win). This is not possible with Warstorm Surge and Where Ancients Tread. Those two enchanments need to be played first to have an effect thus telegraphing your opponents that you just entered the "From now on, my game actions are more explosive, so save all your interactions for me" gamestate. This is not good, this deck wins by choosing the right time to battle without your opponents knowing how much damage you can pull off. Electropotence seems even worse as you need extra 2R.

Homura, Human Ascendant  Flip has really suprised me and with the recent additions from Stryxhaven ( Triplicate Titan ) I plan to further play with this "win-more" card. This decklist has a subtle "go wide" theme regarding tokens so Homura fits very well, Homura's continous abilities seem on the first glance weak compared to the potential damage output of Warstorm Surge. However, while warstorm surge triggers only once for each creature, Homura's pumps your team by +2/+2, grants flying (do not underestimate flying; flying - in a sense - can accomplish the same damage output warstorm surge would do, for example in the not-so-rare cases in which your non-evasive threats like Etali, Phyrexian Triniform, Wurmcoil Engine etc cannot connect to your opponents because of ground blocker, with flying and that +2/+2 your creatures would even do more damage by connecting than they would do with warstorm surge and not being able to connect) AND shivan breath ability thus turning a every single creature (even 1/1's) of yours into very deadly threats. In the long run, Homura's damage output is at least the same but I feel the ceiling is way higher for the reasons I just stated :D Dont get me wrong, both enchantments you were suggesting obviously fit very well in what Purphy B. does and you should definetly play them, if you want to. But for me and the philosophy/gameplan of this deck, they just dont work that well :)

Braid of Fire . I tried that one, it looks good on paper, you generate more and more mana every turn and you could even use that mana. But to properly use that mana in your upkeep, you need to actually cheat your dudes into play during your turn. This very thing (cheating the fatties into play during my turn) is something that this deck only does, when I go for the alphastriking win (pass the turn with open mana, cheat stuff into play just before my turn and then drop even more fatties during my turn). In all other cases, where I do not want to alphastrike, it is usually better to be reactive and not proactive by passing with open mana and cheating the creatures into play just before my turn. My point is: Braids of Fire is only relevant for those alphastriking turns, at least for my playstyle, and the times I alphastrike should preferentially be only once during my games. Thats why I passed on that one.

Another point worth considering: It is usually better to use your card slots for cards that provide value in form of extra cards, not extra mana (to add on that: Our commander already provides a huge discount on mana by cheating fatties). Being monored means, we dont have that many tools of getting extra cards. There are a lot of games, where I just dont draw my wheels even though I play many of them. My hand in those games is usally quite empty and having braids of fire is then extra bad, because I dont have the cards to use that mana for. This is why I would strongly recommend playing cards that actually give you more cards, e.g. more wheel effects instead of Braid of Fire, or interactive cards ;)

It got a bit lengthy, woopsie

Steven89 on Sneaky Purphy B. [Primer I guess]

3 months ago

Hey CaptainToll! Yes the new spoilers are looking awesome.

Cursed Mirror will always be a relevant card and just copying the best creature on the board is awesome for 3 mana. Purphy B. costing 5 cmc makes the normal use of Cursed Mirror still relevant as it allows us to play Purphy B. on turn 4.

Ruin Grinder also seems good, especially because of its versatility with mountain cycling. And it's an artifact. Having an optional wheel though is kind of a bummer. Forcing a new hand for the opponents is always better. Funnily enough, the mountain cycling makes me want to include this guy, the other features of the card are kind of replaceable (there are a few other creatures with build in wheel effects and some with even better evasion). Granted, those other options like Dragon Mage or Runehorn Hellkite cannot be abused with Goblin Welder and others but this bonus is unfortunately not that likely because there aren't enough graveyard-artifact shenanigans in red. Having the wheel effect as a die-trigger can be troublesome. It is not that unlikely, that you need a new hand and that you also have the mana to hardcast Ruin Grinder but hardcasting him won't trigger the wheel. Also, in the rare case that you really need a new hand on your own turn, you can only profit partially from the wheel the turn you play Ruin Grinder, because you would get the new hand earliest at your endstep. My point is: it is hard to wheel before you start your own turn to maximize the impact of your new hand. The only way to do so with Ruin Grinder is to cheat this card into play in the second main of your right opponent so that it will die on their endstep. But then you miss out the damage and you actually played an instant, optional wheel for 2R, which seems.... still good? considering all the other aspects of the card. Definitely needs testing^^

Triplicate Titan is an auto include and will most likely never leave the deck :D This card makes the inclusion of Homura, Human Ascendant  Flip even better, jeez.

Rionya, Fire Dancer is interesting, this card has its advantages compared to Flameshadow Conjuring . However, costing 5 mana just like Purphy B. really hurts because given the choice, it is usually better to play your commander. Being a creature is the most neck breaking feature, at least in my meta. Many board wipes (even in my own list), sacrifice effects etc.

Zehs on Phoenix Tribe. Pls help

6 months ago

I have a decent Phoenix deck for my playgroups power level. some cards i have are..

Thermopod - Sac your phoenixes to this to get some mana Thunderous Might - Phoenixes has alot of devotion so whatever you put this on will be massive Homura, Human Ascendant  Flip My commander of my deck he makes my other creatures that are not phoenixes into basically phoeinxes

check out my deck for some more tips https://tappedout.net/mtg-decks/homura-phoenix-ascendant-1/

Gracco on Yeet or be Yeeted

1 year ago

Karmic Guide Ashnod's Altar Nim Deathmantle Fiend Hunter Angelic Renewal Goblin Bombardment Archon of Justice Angel of Serenity Homura, Human Ascendant  Flip

These are some combo pieces and targets to throw that are notable that you are missing. Throwing Angel of Serenity in response to its trigger leaves the 3 targets in exile forever. Sun Titan loops with a sacrifice outlet with the Gift of Immorality you already have or Fiend Hunter or Angelic Renewal. I have a Brion deck as well, although it is the deck I play the least so i have traded out of it a lot since the days it was more powerful.

You will also want Gilded Lotus over some of the lower impace mana rocks there. Hanweir Battlements and Flamekin Village are good lands for granting haste. Rogue's Passage is amazing. High Market for getting rid of some creature you have taken. Sunhome, Fortress of the Legion and Slayers' Stronghold are also incredible.

griffstick on [PRIMER] Trynn & Silvar, Dangerous Bonds

1 year ago

Outlaws' Merriment seems perfect. Also Krav, the Unredeemed and Regna, the Redeemer seem like it fits. Vigilante Justice might be fun. Maybe Commander's Authority. Elspeth, Sun's Nemesis should deserve a look. Another cool card would be Gallows at Willow Hill. If you think you can make enough human tokens take a good look at Devout Chaplain. Keep the tokens coming with Hanweir Garrison. Homura, Human Ascendant  Flip needs a sac outlet. Good thing your Cmdr has a sac outlet. Requiem Angel and Xathrid Necromancer both benefit from creatures dying. And since we are talking about creatures dying why not add Dictate of Erebos and Grave Pact and Butcher of Malakir.

Joe_Ken_ on Phoenix's need Commander

1 year ago

If you are choosing only from the ones you have listed I suppose Homura, Human Ascendant would be most on theme for the deck. Although I think Neheb, Dreadhorde Champion would be a better mono red option.

Stardragon on Phoenix's need Commander

1 year ago

I have the 99 but i can't think of a good or even decent commander. I was thinking of Homura, Human Ascendant , Torbran, Thane of Red Fell , Jiwari, the Earth Aflame , Neheb, the Eternal , or Purphoros, God of the Forge

Load more