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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | 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.)
kamarupa on
All Will Be One
4 months ago
You're right. But... you've already got 6 slots currently devoted to spells that require creatures: Blade of the Bloodchief and Stocking the Pantry. To be honest, I was trying to avoid being too specific about what I think you should do and was just responding to your own idea about adding more removal, but now that I've taken a more serious look at your deck, I do have a lot of very specific advice, if you're interested in that, and Longstalk will definitely be a more effective choice if you do decide to follow my recommendations.
My specific advice is to cut Blade of the Bloodchief - you don't have enough creatures and you don't have any vampire and vampires probably aren't the best tribe for counters anyway. Cut Firebending Lesson - it's not that good and doesn't advance your wincon. Move Fire Magic to the side board. Cut Utopia Sprawl and Arbor Elf. If you're going to ramp, you might as well advance your wincon with it. Space in your deck is premium. No room for any card that doesn't do at least 2 things. Cut Basking Broodscale - we can find creatures that get more than one counter for less and do more. Move Runic Armasaur to the sideboard. That opens up 22 slots, if my quick math is correct.
Add 4xGyre Sage, 2xIncubation Druid, 2xRishkar, Peema Renegade, and 1xChanneler Initiate. That's a bit slower of a ramp package, but it's also more robust on theme, and creates at least one repeatable counter source. That takes up nine of the 22 slots, 13 remaining.
Add 2xEvolution Sage - it's a great spell on theme, but you gotta have stuff with counters on it for it to make a difference.
Add 4xPredator Ooze and 2xPrimordial Hydra. Those can be wincon threats on their own and interact with All Will Be One repeatedly. That's another 6 slots used, 5 remaining.
Add 3xLongstalk Brawl. 2 slots remaining
Add 2xInspiring Call.
Cut 4xForest and 2xMountain. Add 1xYavimaya, Cradle of Growth, 1xKarn's Bastion, and 4xCragcrown Pathway
Add 2xScavenging Ooze to the sideboard.
Add 1xThe Ozolith to the sideboard.
Add 1xHeroic Intervention to the sideboard.
Add 2xBeast Within to the sideboard
Add 1xFog to the sideboard
Add Return to Nature to the sideboard.
Final thoughts: The above recommedations, I think, would put your deck into a slightly slower, but more robust configuration with some protections and some draw card built in. It would be missing a way to get things back from the graveyard, which can be very useful in some matchups and also lacks lifegain, which can also be helpful, especially with grindier midrangers such as this. Lifegain is pretty easy - something like Essence Warden or Weather the Storm maybe? Getting stuff out of the graveyard isn't quite as good with green, but still doable. Bala Ged Recovery, perhaps?
Other spells to consider if space can be made for them: Hardened Scales, Bow of Nylea, Song of Freyalise, Jiang Yanggu, Wildcrafter, Inscription of Abundance
kamarupa on
Flesh and the Power it holds
5 months ago
Perhaps -1 Experimental Augury and +1 Inspiring Call?
NV_1980 on
9 months ago
This looks pretty cool but what it really misses now is momentum. Not in terms of mana-sources (in that sense this deck is top-of-the-line), but in your capability to draw more than one card per turn. Right now you have six cards in the deck that will allow you to draw/tutor for more stuff. Most EDH decks will aim for at least ten. Some ideas on this front:
- Distant Melody: draw based on the amount of Myrs you control; that's quite powerful!
- Inspiring Call: won't just protect your myrs from wipes, but will also generate draw based on all who were boosted by Urtet.
- Jhoira, Weatherlight Captain: with this many artifacts in your deck, she will guarantee plenty of additional draw.
- Kindred Discovery: by far the greatest draw-resource you could include in this artifact-tribe deck.
- Thirst for Knowledge: turns a dead-draw artifact into three new cards.
- Vedalken Archmage: same reasoning for inclusion as Jhoira.
Hope this works out!
MortisAngelus on Card draw when adding +1/+1 …
1 year ago
Thank you all again for all the awesome suggestions!
I am well aware of all those "combat damage triggered" draws. But I want to not be restricted by combat damage. I already have Kutzil, Malamet Exemplar for that and was planning on complementing him with Bred for the Hunt. But now I am thinking of opting for Enduring Curiosity instead; why limit myself to drawing on combat with only +1/+1 counter creatures, and enduring curiosity also gives me another body to use an attacker.
But really, at this point, Toski, Bearer of Secrets is the best option.
Breena, the Demagogue is a very interesting card.
However, today I found a new (to me) card: Falco Spara, Pactweaver which essentially can capitalize on my collected counters.
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Thanks! But I dont think those cards fit my specific strategy.
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Yeah, but the angel is significantly better due to the evasion, and the additional synergy with Atraxa's lifelink.
Inspiring Call I feel like is the staple +1 counters matters card. It is literally reprinted in every deck now that cares about +1 counters. And yet I keep cutting it for spells.
Thanks to all of you again!
Antsquisher on Card draw when adding +1/+1 …
1 year ago
Two cards not mentioned above:
Exemplar of Light (same issue as Fathom Mage though)
Inspiring Call (kind of a one-time Danny Pink effect that can also save your creatures from Wrath of God style board wipes).
LordSnow on
Finneas Commander
1 year ago
I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.
Some cards you might want to think about replacing:
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Loporrit Scout I recommended at first, but now I am wondering if its worth the slot.
Suggestions:
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Sol Ring Great for paying that commander tax after Finneas dies. Among other things!
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Evolving Wilds Cards like this help fix your mana as well as thin out your deck. Less basic lands to draw later, if you are fetching them out of your deck. More likely to draw some heat!
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Terramorphic Expanse Same idea as Evolving Wilds.
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Escape Tunnel Yup, you guessed it! But also this has a neat second ability!
Agree with:
kamarupa on
Counter Intuitive (Arwen)
1 year ago
Thanks so much, Crow_Umbra and Tsukimi for the advice!
Yes, I found my way to EDHRec - it actually pushed my initial brew to over 120 spells and I really struggled trying to whittle it down.
I'm really into pure tribalism, in part for the challenge and in part for the aesthetic. If I have to include non-Elves to make it work, I'll probably just abandon the brew instead. I've never been big on Commander - it just doesn't resonate with me. I'd say there's at least a 50% chance I stop brewing in the format.
I did originally include Inspiring Call but I cut it in my final push to limit the deck to 100 spells. I chose to cut it because I didn't believe I had enough means of putting +1/+1 counters on creatures to generate reliable card advantage.
Tsukimi on
Counter Intuitive (Arwen)
1 year ago
Always happy to help (:
Kodama of the West Tree was going to be my first suggestion as this card is bonkers, especially with a +1 counter theme. If you're looking to diversify the counters you generate, I am a big fan of Slippery Bogbonder as it can give your commander and other important pieces protection. In that vein Inspiring Call is great in any counter heavy deck. Cathars' Crusade would be an excellent fit with so many low mv creatures. With so many low mv creatures you may want to include some more card draw too.
Like Crow_Umbra mentioned, the life gain feels less synergistic so cards like Wellwisher and Oracle of Nectars don't do much for your deck. I find that outside of a dedicated lifegain shell effects like these are not very strong in EDH and there are better/more fun ways to interact with the table. Instead I'd recommend Craterhoof Behemoth, or some of it's less expensive cousins like Moonshaker Cavalry or even End-Raze Forerunners, Earthshaker Giant, etc. so you have a way to close out games with all of your elves.
If you want any more feedback just let me know
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