Icon of Ancestry
As Icon of Ancestry enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.
, : Look at the top three cards of your library. You may reveal a creature card of the chosen type from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Icon of Ancestry Discussion
3 weeks ago
Midnight Hunt is looking great so far! Really excited to build around Tovolar as well!
3 months ago
4 months ago
I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.
I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:
- Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
- Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
- Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board
Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.
I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.
Cards I think you want:
Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.
Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.
Mana Drain - The much better counterspell
Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.
Cards I think you might not want:
Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.
Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.
Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?
Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.
Sylvan Awakening - why for?
Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.
Nissa, Vital Force - eh...
Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.
Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.
Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.
Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.
Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.
5 months ago
[re-posted & edited twice, R.I.P. my typing] Hey there cmilner I went with Icon of Ancestry as a currently available alternative as I don't own Herald's Horn so I'll see how that works out and adjust from there! I've switched Plague Wind with Cyclonic Rift a must have card for sure. I'm considering a card like Confounding Conundrum as slowing down opponent's strategies in a tempo deck seems good. What do you think? Thank you for the suggestions, I've also checked your deck. I found it very helpful and interesting. I'm considering some cards from yours to add and help adjust my own deck! :) Kind regards, Sozumaki
5 months ago
Hey there cmilner, I went with Icon of Ancestry as a currently available alternative as I don't own Herald's Horn so I'll see how that works out and adjust from there! I've switched Plague Wind with Cyclonic Rift a must have card for sure. I'm considering a card like Confounding Conundrum as slowing down opponent's strategies in a tempo deck seems good. What do you think? Thank you for the suggestions, I've also checked your deck. I found it very helpful and interesting. I'm considering some cards from yours to add and help adjust my own deck! :) Kind regards, Sozumaki
5 months ago
Hey there cmilner, I went with Icon of Ancestry as an available alternative for now as I don't own Herald's Horn . I'll see how that works out and adjust from there! I'm planning on switching Plague Wind with Cyclonic Rift for sure. I'm considering cards like Confounding Conundrum and Propaganda . Slowing down opponent's strategies in a tempo deck seems like a great approach. What do you think? Thank you for the suggestions, I've also checked your deck. I found it very helpful and interesting. I'm considering some cards from yours to add and help adjust my own deck! :) Kind regards, Sozumaki
6 months ago
The deck flaws itself by it's inability to stop certain things at critical times, even something as simple as tapping all my creatures or just one being removed for even a kill on one person, it also seems to only just fall short sometimes. For that regard it feels flimsy and honestly have no idea what is wrong with the deck. It could also be a piloting issue but I have been using UR-Dragon for quite a few years so I'm not sure on that. I'm thinking of adding along the lines of 2 countermagic spells just so I have that extra protection and/or stuff to get cards back.
I felt Scion works differently to Ur, and in regards a much more competitive variant of a dragon deck, I see it as dragon-combo personally. Tutoring for more dragons sounds good, but reducing them might prove a problem as I seem to have a habit of running out of luck drawing into more dragons than I actually need, sometimes just not seeing them at all. I already run heroic intervention but the considered cards I have been thinking over are -
The problem is finding /what/ to take out. I can take out removal for removal fine, but the recursion struggles to have a place. Akroma's Will will be going out though, I have barely used it when I have seen it which is disappointing really.
6 months ago
I'm currently searching for a nice cat-tribe-build and saw your deck. Nice Start :)
But 18 Creatures is way too lees. Also i don't think Sigarda's Aid pushes your gameplan that much forward as you have about a dozen equipment-cards. In this sense you have more creatures which would participate from Vanquisher's Banner / Icon of Ancestry in common than with Sigarda's Aid .
To get a bigger Battalion i would recommend at least the following creatures:
Bronzehide Lion - Hard to remove and comes back to make something other hard to remove
Fleecemane Lion - once it's monstrous it is a real threat
Feline Sovereign - pump-effect for all cats with a bonus if one of your cats lands a hit
Phantom Nishoba - nice finisher, hard to kill
Basri's Acolyte - support for the other Kitties
Qasali Pridemage - All Star who pumps a single attacker; nice side-effect