Inspiring Call

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Inspiring Call

Instant

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

legendofa on Green Vanilla

1 month ago

Witch's Web, Prodigious Growth, Inspiring Call, and Poison the Blade all give creatures abilities, as do your planeswalkers. I don't know how much of a deal breaker this is for those cards.

FolkOccult on Cathars of Innistrad

2 months ago

You're not wrong, though with cards like Hanweir Militia Captain  Flip blending in to the Cathar churches to recruit cultists, Eldritch Evolution depicting the horror of Emrakul's arrival, I kept Growth Spasm which is a Zendikar set card, only because of its eldrazi involvement, and that it looks eerily similar to Deathbonnet Sprout  Flip in the center of the artwork. I've made this deck entirely, foils, pre releases, alt arts; and found for the sake of functioning, with the necessity of ramp and draw for the table's I play at, I permitted Tarkir cards like Shamanic Revelation and Inspiring Call because they happened to be printed in the pre-con, but serve little to no use lore wise, sadly. I wish every set was treated like the warhammer commanders, with every card sporting a specific art to the theme of the plane.

I took out Entreat the Angels for Increasing Devotion in favor of humans; wanting the deck to very much be human focused, that being that rise and downfall of most of Innistrad. Cults within churches, Mikaeus, the Lunarch being one of the first humans to turn corrupt for the likes of evil.

I find Cryptolith Rite a suitable spell as it shows what fear drove humans to do, due to Nahiri, the Harbinger and her personal grudge. The cards I really want to get rid of, if I had Innistrad arts and watermarks to just swap with that'd be even better, but due to lore-specific conflicts; Shamanic Revelation (shaman of Tarkir), Unbreakable Formation (Azorius Guildmates from Ravnica) , Inspiring Call (Khans of Tarkir), Worldly Tutor (Yisan of Shandalar, but as a wandering bard... he might have made it Innistrad, the centipede in his card looks the same as what's been printed in Innistrad for sure), Wild Beastmaster (depicting a Selesnya guild member), Growth Spasm feels more akin to this deck's lore and flavor, seeing as Nahiri brought Eldrazi to the plane, and it getting an Innistrad watermark makes it feel a bit more at home, but were I to intentionally make this a Sigardian (good) humans only deck, I'd switch Cryptolith with Fork in the Road, and Growth Spasm with Reclusive Taxidermist or Avacyn's Pilgrim, Descend upon the Sinful with Terminus, Mikaeus, the Lunarch with Hamlet Captain, Wild Beastmaster with Mentor of the Meek; and several other cards, but the power just isn't there. I had this deck kitted out similarly and against my table, without some leeway for proper play, it bricks if I don't hit any ramp.

Sorry if that sounded preachy, your suggestion is 1000% solid, though I'd slot it in with a different card for the CMC to not vary too much, then replace Cryptolith Rite with another ramp spell so that I'm not missing any slots that could otherwise be used, hell, it still bugs me that I have Moonsilver Key and Avacyn, Angel of Hope who is canonically dead and then some, in the same deck. If you look at my Halana and Alena, Totally Just Roommates and In memory of the Weatherlight. these conflicts in lore occur quite a bit, similarly with my Sacrificial Splicer deck, much to my chagrin; but due to these constraints I find myself having quite a lot of fun building around this challenge when conceptualizing the deck itself.

I just wish some cards that would otherwise be integral to certain strategies had artworks to compliment the commander's they're most often used for, Thornbite Staff & Atla Palani, Nest Tender is a big one for myself, if it had a reprint, it'd be fairly harmless with Sun Empire-specific artwork. Or Impact Tremors that actually has Krenko, Mob Boss's goblins on it. Ashnod's Altar given alternate art that changes its name and makes the art specific to certain lore would be a dream of mine. But that's why we have alts I suppose, and commissioning one isn't the worst, but the wait sure can be murder on your sanity.

ndame24 on Counter Deck

3 months ago

Rebullet I'm more than willing to cut Scavenging Ooze and reduce the number of other cards to make room for more lands. That is why I added Sylvan Caryatid though so I could offset the number of lands I was running while also allowing for slight mana ramp.

My thoughts on non-creature cards is to be prepared for anything but mainly focus on removal since the main engine of the deck which is Kalonian Hydra and Exava, Rakdos Blood Witch is a bit slower. So keeping the opponent in check while I build up my strategy was my thinking there. So you suggest only running 4 copies of Assassin's Trophy for removal? Or run that and maybe a couple Thoughtseize as well to aid in removal?

For the other non-creature cards, my thinking on cards like Inspiring Call and Colossal Majesty is so that I can manipulate my own deck and draw the cards I want quicker. I was finding that I was ending up with no cards in my hand more often than I wanted. I do agree that adding more counters, since that is the focus of the deck, would be more beneficial than some of the others that I have.

As far as Domri, Chaos Bringer goes, I was primarily focused on using his first ability which gives slight mana ramp and allows a creature to either have haste or gain a +1/+1 counter. And then his second ability was to manipulate my deck so I could get the creatures I want sooner. After using him though, I did find that he was more beneficial in late game so it did slow the deck down a little. I'm thinking about cutting down Domri, Chaos Bringer and Exava, Rakdos Blood Witch down to 2 each.

I do like the idea of adding Managorger Hydra though. That is the first time I have ever seen that card.

I like some of the additions you made to the deck you created as well. Going to consider mixing in some with what I currently have.

Rebullet on Counter Deck

3 months ago

yea Fabled Passage is fantastic. now looking at your lands it is much better, you are hard pressed to have a dead land in the beginning as long as you draw more than 1 in the opening hand. though you are running 5 cost creatures and you average mana cost is relatively high i would not go below 23 lands as a rule unless my avg mana cost was below 2.0. your avg mana cost is currently 2.64. there are some things that you can finagle to make lower lands work like cost reducers and mana ramp, but your deck really needs lands and neither of those options fix the issue so i would say cut some things.

second thing. other than lands your non creature cards are unfocused and detrimental. you have too many situational cards that can be dead cards in many matchups. when putting in cards to deal with matchups you want to put things that deal with many things effectively in the mainboard and efficient things that deal with specific decks in the sideboard. you also want to avoid putting too much instant interaction into a creature based deck. doing so can split your focus, sometimes you will have too many instants and no creatures making it so you can only play defensive. you should focus your mainboard to your strategy only and have only a few cards to deal with threats. 4 assassins trophies is more than enough. usually in games getting a single permanent removed is the difference between a win and a loss. you want to focus on putting as many threats onto the board as possible instead of worrying what your opponent has out. in this sense Cremate, Thoughtseize, Gaea's Blessing are purely detrimental to you in the mainboard. cards like Oblivion's Hunger and Inspiring Call do nothing to advance your board state and rely on you having a sufficient board state to function correctly. if you have no creatures out then they are dead cards. Abrupt Decay is really good but you want to cut down on things that do not progress your own board state, same thing with Riveteers Charm. Assassin's Trophy is the most efficient and versatile removal you have access to so you should focus that card and leave the others out.

now on to domri. you only ever want up to 2 legendary anything unless they are your main strategy for the deck or if they have value from being replaced. domri is neither. he is there for utility. this logic also applies for large costed creatures. if you have big mana cost things then you will likely draw more if you have more, making them dead draws until you have the ability to cast them. Exava, Rakdos Blood Witch and Kalonian Hydra are much to costly for an aggro deck to have 4 of them. you should cut them down to 1 or 2 so that your early game doesnt suffer.

now that i look at this closer you have nothing that "produces counters" for your creatures. all your creatures produce a set and then continue, the only one who really produces counters is Kalonian Hydra and that is very inefficent. your board without a kalonian hydra cannot grow beyond their own scope. you should look into putting in some counter producers like Hangarback Walker, Nissa, Voice of Zendikar, The Ozolith (kinda counts), Dreadhorde Butcher etc. things that have a way to continuously get counters without limiting it like with evolve.

CamraMaan on Elves lovers...HELP!

3 months ago

I'm gonna say more draw, or at least more efficient draw, which is easy in a green creature deck. Along the Beast Whisperer line of thinking, you have to include Vanquisher's Banner, as well as Zendikar Resurgent and/or The Great Henge for both the ramp and draw, and probably include Guardian Project as well, and maybe Soul of the Harvest. Next I would consider stuff like Shamanic Revelation, Collective Unconscious, Freyalise, Llanowar's Fury, or maybe Inspiring Call if you'll be distributing enough +1/+1 counters to creatures. To go other routes for draw, I would consider including Grothama, All-Devouring to attack/fight/"sac" a bunch of "excess" creatures for draw, or Skullmulcher does similar in a pure sac way, or perhaps Ohran Frostfang, Regal Force, Toski, Bearer of Secrets, Benefactor's Draught, Mind's Eye, War Room, and while Nissa, Voice of Zendikar is off the Elf theme, it's still effective for more than draw. Or go with stuff like Rishkar's Expertise, Hunter's Prowess, or Garruk, Primal Hunter if you're going the tron route with Lathril. If you don't mind spending some money, it's hard not to also mention Sylvan Library.

Anyway, tons of great draw options that are in line with your deck's theme. And if you have excess ramp, you need excess draw to keep up.

Balaam__ on Apotheosis

6 months ago

Thanks lagotripha, I was looking for a decent draw spell and Inspiring Call is perfect! I could see the Sage being a fun idea too. I’ll add them both to the maybeboard.

lagotripha on Apotheosis

6 months ago

Sage of Hours for funsies wincon?

On the more serious front, Inspiring Call is a great alternative to heroic for these decks.

lagotripha on Modern Mono Green

6 months ago

If you want judge/denizen to be more reliable, you can grab some Oran-Rief, the Vastwood or lean into spells running Hall of Oracles/Inspiring Call. There are some great budget counters cards in the 1 mana slot - Experiment One, Generous Visitor, Willow Geist etc. Mutant's Prey offers light removal and Servant of the Scale/Swarm Shambler some survivability.

Other sources of cardraw exist - Brainstone is notable, as is Harmonize.

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