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.
Creatures you control get +2/+2 and have flying and ": This creature gets +1/+0 until end of turn."
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Homura, Human Ascendant Discussion
2 months ago
king-saproling ooooo I forgot about Chandra's Incinerator, that could be some very useful and repeatable removal. Will mostly come down for at most two mana. This one is definitely going in the maybe board.
Satyr Firedancer is a definite no. Not enough instants and sorceries that deal damage in the deck, although there are some, just not enough to justify a spot for this.
So this is an entire collection of the same type of card. Basically I like these effects, but I don't want too many. The max I would be willing to run is two. It helps flesh out the deck, but it's not the main strategy. I like Light of Promise best out of your suggestions. Could potentially replace Nykthos Paragon if I find I only need to be buffing one creature instead of four or five. Maybeboard it goes for testing. Sunbond is just worse Light of Promise and I don't want too many of these effects. I would rather just have Nykthos Paragon than Cradle of Vitality, it's more efficient. If I were to go with two, which two would you suggest, and what would you suggest be taken in its place?
Adarkar Valkyrie is just too expensive for what it does; I used to run it. Maybe over the next few years, if Boros gets access to a plethora of ramp instead of what we have, it might find a way, but now it's just too slow. Angelic Renewal though is something I've been meaning to add to the maybeboard. Two-mana, choose whenever you'd like to reanimate a creature, is pretty good. Graceful Reprieve is not as flexible as Angelic Renewal, and what I already have in the deck is just better. I actually don't think I need more reanimation. Surprisingly, that's not the issue. While I love the political power of Cauldron of Souls, I used to run it, and I find it incredibly slow and clunky. Could be good in more political groups and slower groups than mine though.
Minion Reflector would be a good choice if my reanimation package wasn't so good, but Boros has gotten some buffs in the past year or so, which makes this a sub-optimal choice.
Twinflame.... huh. I always thought this was a threaten effect for some reason. I don't think it could earn a spot, but I see enough there to where I'm more than happy to test it and be proven wrong. Maybeboard it goes. Not as impressed by Heat Shimmer though.
Sorry if it seems like I'm just shooting all your ideas down. Youve made some good ones and given me a lot to think about. This list is just REALLY tight.
2 months ago
Thoughts on these? Chandra's Incinerator, Satyr Firedancer, Light of Promise, Sunbond, Cradle of Vitality, Adarkar Valkyrie, Angelic Renewal, Graceful Reprieve, Cauldron of Souls, Homura, Human Ascendant Flip, Minion Reflector, Twinflame, Heat Shimmer
carpecanum on RDKC
2 months ago
2 months ago
Thanks for the suggestions. Yes, it's a bit of a chaotic deck. I sought to integrate multiple themes and lots of ideas, so an apparent lack of focus was pretty much inevitable. I haven't had issues with the deck not working, though.
First, the suggested cuts:
While Pillardrop Warden and Cogwork Archivist might be a little less efficient than other options, they are a bit more flexible in how they are used. The archivist is useful if I want to put Glimpse of Tomorrow back into my library They both also have reach.
Tavern Scoundrel and Witch's Oven are good ways to sacrifice something that might otherwise be exiled, stolen, or temporary. I can sacrifice Homura, Human Ascendant Flip to flip him or gain control of an artifact with Confusion in the Ranks. It's a useful effect to have access to.
Mishra's Self-Replicator is a good mutate target, and I can trigger it fairly easily.
Chandra's Ignition is a solid asymmetrical board wipe, and good for clearing away pesky utility creatures.
Second, your suggestions:
I have a few options for more draw that I'm already thinking about, and utility lands are something I can easily play around with. I eventually need to add my Treasure Vault and Goblin Welder to the deck, but they are tied up in other decks at the moment. I think impulse draw isn't ideal for this deck. If I end up exiling Glimpse of Tomorrow because I can't cast or suspend it.
7 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
7 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^^
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.
10 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/
1 year ago
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.