|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
Combos Browse all
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn.
Inspiring Call Discussion
1 week ago
You popped off on that game on mtg muddstah! so much fun to see Pir and Toothy do well. I mostly played going tall with toothy but have you considered these cards? Bioshift , Inspiring Call and Solidarity of Heroes
2 weeks ago
Very nice list! You might like these: Verdant Embrace , Winding Constrictor , Hardened Scales , Asceticism , Snake Umbra , Solidarity of Heroes , Inspiring Call , Reyhan, Last of the Abzan , Death's Presence , Corpsejack Menace
2 weeks ago
As a disclaimer, some of these are not perfect 1:1 replacements. Essentially, any card on the remove side can be swapped for any card in the replace side. Remove-Replace Blind Obedience - Kismet : Slowing down your opponent's lands is huge and will make you "faster" in comparison
Huatli's Raptor - Mikaeus, the Lunarch : HR is low cost, which implies it will come out early, but it really works best midgame. Mikaes scales to any point in the game and can proliferate faster with all your "untap creatures" effects.
Inexorable Tide - Unbreakable Formation : IT is flashy, but slow to build up. UF is cheap, can save your creatures from a wipe, and if cast during your main phase, basically gives you a free combat round with no consequences.
Caustic Caterpillar - Black Sun's Zenith : You have tons of artifact/enchantment removal and without graveyard recursion, CC is just too small. BSZ can be cast for X=1 and then can be proliferated. Plus it recurs itself.
A few cards I found that would work great in this deck, but had no easy replacements: Gleam of Authority , Together Forever , Orochi Hatchery , Citadel Siege , and (I know you used to have it here) Vorel of the Hull Clade
1 month ago
I mean this in the kindest way: I think you're packing too many big guns without enough ramp and utility. I don't think 4 ramp spells, especially Legendary ones, are sufficient to crank out creatures fast enough, let alone protect them and disrupt opponents.
Oran-Rief, the Vastwood seems like a good fit here, as does Utopia Sprawl . And you really can't go wrong with Birds of Paradise , either, but Llanowar Elves or Elvish Mystic will work just was well. I'd encourage you to run at least 6x ramp spells. I'm speaking from my experience trying to build Elf Warrior Tribal, mono-green +1/+1 counters, mono-white +1/+1 counters, Selesnya +1/+1 counters, and Simic +1/+1 counters. In each case, speed and resiliency have been the major factors determining the deck's success or failure. The best of all of those, incidently, is mono-white +1/+1 counters, because it's the fastest, and because white offers so many useful spells at low CMCs. All that said, there are a ton of spells that are relevant here and I wish you the very best of luck in finding a winning assemblage.
So here's a list of spells of varying cost that might be helpful: Rishkar, Peema Renegade , Jiang Yanggu, Wildcrafter , Hunger of the Howlpack , Inspiring Call , Simic Ascendancy , Hydroid Krasis , Tezzeret's Gambit , Incubation Druid , Vinelasher Kudzu , Chasm Skulker , Servant of the Scale , Arcane Adaptation , Metallic Mimic , Tuskguard Captain , Vines of Vastwood , Heroic Intervention , Incubation / Incongruity , Beast Within , Pongify , Turn to Frog , Fog , Harmonize , Return to Nature , Field of Ruin , Scavenger Grounds , Muddle the Mixture , Negate , Cyclonic Rift , Vapor Snag
1 month ago
2 months ago
I suggest adding substantial mana-ramp, namely Utopia Sprawl and Fertile Ground . (Growth Spiral doesn't cut it) Other ramp spells: Weirding Wood , Dawn's Reflection , Market Festival , Verdant Haven , Arbor Elf , Birds of Paradise , Llanowar Elves , Elvish Mystic , Incubation Druid , Elvish Archdruid , Noble Hierarch - In this case, I strongly favor strictly Enchantment ramping over creatures - dedicate your ramp to ramping and keep your creatures aggro.
Inspiring Call seems pretty good here, provided you have the mana to cast it.
I suggest cutting Bioshift and Growth Spiral. They're just not as versatile/consistent as other options. I also suggest cutting Bioessence Hydra and all the Planeswalkers. Bioessence Hydra necessitates all the PWs, so unless that's specifically your goal, it seems like it's unfocusing the deck. Just play as many Hydras as quickly as you can.
I don't find the aforementioned RG Hydras worth adding R as a third color. I do think Hydroid Krasis is worth keeping U.
2 months ago
Hey, saw your forum topic asking for help.
Budget lands to consider adding:
- Command Tower : reprinted in Commander 2019 (C19), one of the best lands for multicolored Commander decks.
- Seaside Citadel : Bant Tri-land.
- Yavimaya Coast : reprinted in C19.
- Exotic Orchard : reprinted in C19.
- Ash Barrens : reprinted in C19.
- Prairie Stream : reprinted in C19.
- Canopy Vista
- Opal Palace
The lands that have been reprinted in C19 will decrease in price over the next month.
Upgrades to consider:
- Forgotten Ancient > Angel of Deliverance
- Managorger Hydra > Resplendent Griffin
- Cathars' Crusade > Elite Scaleguard or Cultivator of Blades
- Sol Ring > Teyo, the Shieldmage
- Good-Fortune Unicorn > New Horizons
- Thrummingbird > Shanna, Sisay's Legacy
- Grateful Apparition > Storm Fleet Aerialist
- Farseek > Nissa's Pilgrimage
- Inspiring Call > Ojutai's Command
- Brainstorm > Attune with Aether
- Ponder > Broken Bond
- Unbreakable Formation > Assure / Assemble
- Tezzeret's Gambit > Courage in Crisis
Many of these suggestions are repeatable sources of proliferate or counters. Ancient and Managorger are good with a counters theme because they get counters as you and your opponents cast spells. In multiplayer Commander these cards if not dealt with can get out of hand very fast especially Managorger because it has trample. Farseek can search for a dual land: Temple Garden , Irrigated Farmland or Scattered Groves . Being able to land ramp with a dual is helpful when playing three colors and wanting to be able to make turn three.
2 months ago
Inspiring Call is also a must for this deck - dodges a wrath, and gives card draw.
other kick-knack spells to consider: Abzan Charm , Bant Charm , Bioshift , Dromar's Charm , Jund Charm , Steady Progress , Temper , Test of Faith , Trap Essence , Unbreakable Formation , Contentious Plan , Volt Charge
Inspiring Call occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%