Kami of False Hope

Kami of False Hope

Creature — Spirit

Sacrifice Kami of False Hope: Prevent all combat damage that would be dealt this turn.

Latest Decks as Commander

Kami of False Hope Discussion

bushido_man96 on Kenrith Group Hug

1 week ago

Kami of False Hope and Spore Frog can be good political tools.

mdf64 on Bringing Turbo Fog to the …

1 month ago

Hey, my turbo frog list actually comes as a variation of Martyr, as that is the deck that I play. Martyr already plays a one of Kami of False Hope which can lock the opponent if they are playing no ways to deal with Abiding Grace. The win condition is usually Squadron Hawk, Solitude or Serra Ascendant. There is also room to play Hope of Ghirapur to lock out control and combo.

legendofa on Bringing Turbo Fog to the …

1 month ago

TL;DR: I want to make Turbo Fog better, but I'm not sure how.

I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.

Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.

Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.

Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.

For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.

Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.

I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?

Balaam__ on Abiding Grace Turbo Frog

1 month ago

I really like the interaction between Abiding Grace/Kami of False Hope/Ranger-Captain of Eos. It has tons of potential. That said, I don’t think the mill crabs are viable wincons. They can be removed with ease, and certain deck types can actually profit from the mill. I think a traditional beater might be the way to go, or perhaps tokens to swarm the board. has plenty of good options whichever you choose. Other than that, great build and +1

Balaam__ on Killer Krab Kult of Innistrad (Azorius Eldrazi)

1 month ago

You could run Kami of False Hope as a one drop for a repeatable Fog, protecting your side of the table from any combat damage. You’d still have to worry about targeted removal, but I think it’s worth considering.

BrassLord on Necromancy

2 months ago

As for suggestions... Malakir Rebirth  Flip, Undying Evil, Supernatural Stamina, Abnormal Endurance, and Feign Death are all ways to double down on ETB triggers or responding to opponents removal, allowing you even more venture!

Giving your commander evasion can also come in handy! Things like Hot Soup, Trailblazer's Boots and the like will help give you consistent adventuring!

Some weird low cmc cards that I think you'd like are Kami of False Hope and Gift of Immortality. Alone, Kami is like a spore frog, and has saved my butt more times than I can count. Gift of Immortality is just that, it makes it so your opponents effectively need to kill your creature twice. When paired together or with your commander, the Kami puts a soft lock on combat damage, allowing you to continue to grind out the game for advantage!

Gravebreaker Lamia and Silversmote Ghoul also form a neat little engine when paired together, also helps set up your graveyard! Speaking of grind Desecrated Tomb can easily turn into a win condition if your commander goes online early!

Daxos, Blessed by the Sun is a decent life gaining trigger that fits with your theme! Bounty Agent is a repeatable commander destruction card! Alseid of Life's Bounty and Selfless Savior are both cheap cmc guys that can give your commander protection and you can still fetch them from the grave!

The deck does look a bit light on removal or interaction, so I'd recommend adding any plethora of options for creature removal in black and white!

All in all though, play with the cards you have! Have fun refining the deck, and don't be afraid to lose! It helps you see what your decks strengths and shortcomings are, and you're able to make changes! Hope these recommendations give you some ideas to work with! May your she dwarf beard grow ever long!

wallisface on WB Martyr Graceblade

3 months ago

Some thoughts:

  • A single copy of Kami of False Hope mainboard could auto-win you a LOT of matchups, particularly pre-sideboard.

  • similarly, having a single Hexdrinker sideboard would be very strong for hosing opponents planeswalkers

  • I really don’t think Sorin is worth it here, his presence is very “meh” for his mana.

Mana_Mythic_Legendary on Pursuing Perfection, Part 1: Mono-White …

6 months ago

This is the start of a project inspired by a TED talk. The speaker was part of a commission to create the perfect Pepsi, but the data he’d gathered was less than helpful. Instead of forming a nice, easy bell curve, the gathered preferences formed seemingly random clusters. That’s when he had an epiphany: a perfect Pepsi was impossible, but perfect Pepsis were. Some people liked it sweeter, some with less carbonation, some with more citric acid. I don’t remember how Pepsi took that report, but it was an interesting insight and I never forgot it.

Years later, I was reading the comments on an article about the ten best commanders. Most of them railed against the writer’s choices. Why wasn’t this one at the top, why wasn’t this guy on the list, why were all the picks garbage… That's when it occurred to me. Salt aside, the article was chasing the perfect Pepsi. Any article trying to rank options would be, because the commanders don’t exist in a vacuum. They exist in context, and what works in one place is a wretched pile in the next. There is no perfect commander. However, there are perfect commanders, and that’s what we’ll be thinking about here.

Over the course of this project I’ll be discussing the thematic strengths of various colors and color combinations. Each article will highlight nine commanders who showcase those themes in different ways, then close with a personal favorite. This isn’t meant to be a list of the optimal but rather the fun, a celebration of the format.

Today’s topic is White, held by some to be the weakest color to run solo in commander. Funny, since this “weakest” color has little miss indestructible-on-a-stick Avacyn, Angel of Hope , that black hole of aggro Elesh Norn, Grand Cenobite , and the wombo combo beast Heliod, Sun-Crowned himself. We’re not here to discuss the powerhouses, though. We are here to talk about why you would play mono-white in the first place. White, friends, is where you come to drown your opponents in tokens, where Voltron stashes the best kitties, and where the friendless beast Stax makes its lonely home.

White Weenies

While Marrow-Gnawer and Krenko may live in the limelight of mono-colored horde decks, white is where said horde hangs its thematic hat. Here be the lion’s share of “creatures you control get” goodies, crowned by the mathematically grueling Cathars' Crusade . Here be the Hero of Bladehold and the Knight-Captain of Eos . Here! Be! Elspeth!

Mikaeus, the Lunarch First in our trifecta of white weenie lords is Mikaeus the Lunarch. Stick him at the head of a horde and watch his minions git gud. There are quite a few shenanigans, like Elite Scaleguard , that will delight in having this guy at the head of a deck.

Darien, King of Kjeldor Going a different direction, Darien makes minions himself rather than relying on token generators from the deck. Opponents will be understandably leery of touching his pilot with anything less than lethal damage. Add in Soul Warden and a few of her friends and things get downright silly.

Odric, Lunarch MarshalLord of keyword soup. What more needs to be said? Go in fear of his motley crew, in all probability lead by Zetalpa, Primal Dawn .

Voltron

Anyone can sink money into a fistful of swords or powerhouse auras and turn their pet legend into an unholy terror. White, though, has the greatest affinity for soloing Voltron. Equipment or auras, or even both, there’s a deep pool of support to chose from. The keyword Protection is part of what makes the swords so lethal, and white hands out that keyword like candy.

Sram, Senior Edificer Drawing is white’s weakest point, you say? Sram laughs at you and your lies as he beats you senseless. There is a pile of white cards that reward you for playing auras or for playing artifacts. Sram isn’t so picky. Be like Sram.

Halvar, God of Battle I really like this guy. Moving gear for free is great, but passing out double strike like free samples is downright brutal. Bloodforged Battle-Axe , anyone? Even as an equipment he does silly, silly things with friends like Kami of False Hope or Ranger-Captain of Eos .

Kemba, Kha Regent Hulk or horde? Why not both? Stack some toys on Kemba and watch your board grow, then go full theme and drop Raksha Golden Cub to take the throne with your army of cranky Norwegian forest cats. Include Leonin Shikari and (cat)ckle with glee. I wasn't joking about white, Voltron, and kitties.

Stax

Here’s the mean side of white. Blue may counter you, red may burn you, black may drain you, but only white truly embodies the spirit of the Smallpox flavor text. Whether you share the pain with cards like Hushbringer or dish it out with Drannith Magistrate and friends, opponents will go in fear of those terrible words “can’t” and “don’t.”

Hokori, Dust Drinker If you’re building stax, we can assume making allies in the game isn’t a priority. Horoki has no friends. Horoki needs no friends. Only rocks. Rocks, and something to put victims out of their misery.

Linvala, Keeper of Silence Somewhat kinder than Horoki, but only somewhat, since you don’t suffer with them. Their creatures can’t tap for mana. Their creatures can’t sacrifice each other. Their creatures can’t. So many can'ts, so little can.

Thalia, Heretic Cathar Maybe you can’t outramp them, but you can slow them down. Thalia functionally robs opponents of turns, blockers, and, if you rob them enough, of the win. A 3/2 with first strike is already good for three mana, and at this point is just icing on this vicious cake.

And, for my personal favorite...

Rune-Tail, Kitsune Ascendant A rule of thumb of mine is that one mark of a good deck is that it can function without its commander.

This is a rule I gleefully break most of the time.

Rune-Tail will automatically flip on turn three in almost all games, and a commander with effects like this make Pariah and other, similar cards downright hilarious. I made and took apart a Rune-Tail deck over a decade ago. It was a terrible mess, but a fun one, and the tech available for it has grown since then. The deck was built around walling up, gaining life and otherwise stalling until a win-condition like Darksteel Reactor or Felidar Sovereign could be triggered. It was a fun idea, but these days I'd probably build Halvar for fun or Sram if I wanted to win.

That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Blue!

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