Kindred Discovery

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Kindred Discovery

Enchantment

As Kindred Discovery enters the battlefield, choose a creature type.

Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.

Licecolony on Najeela, the Blade-Blossom

1 month ago

Nature's Lore, Three Visits, Masked Vandal, Heroic Intervention, Boros Charm, Species Specialist, Kargan Intimidator, Dusk / Dawn, Dowsing Dagger  Flip, Kindred Discovery, Kindred Dominance, Kindred Summons, Bojuka Bog, Scavenger Grounds are all worth consideration

I'd take out: Sol Ring Most of your mana costs are colored. Explore replace with better ramp as suggested above. Derevi, Empyrial Tactician not sure what this does here. Thassa's Oracle you're not looking to mill yourself out. Brainstorm only good if you can shuffle your library regularly such as with fetch lands. Demonic Consultation you're not looking for specific combo pieces Spell Pierce. You want to be spending your mana early, not keeping this up. Same with Mana Drain. Rally the Ranks. If you're gonna do this kind of effect, use something nicer like Realmwalker Coastal Piracy. Doesn't seem as good here as Kindred Discovery

Also think you can cut a couple lands given that your mana curve stops at 6. Or replace them with lands like Glasspool Mimic  Flip and Bala Ged Recovery  Flip

multimedia on my first deck idea

1 month ago

Hey, good start for being new to Commander, nice Bitterblossom and Sensei's Divining Top.

Sol Ring could replace Edge of the Divinity? Sol is a staple mana rock for ramp in Commander decks. It's powerful and the most played card.

By adding more one drop Rogues who have evasion (unblockable or flying) can help to have a more established army of Rogues who can attack the turn you play Anowon. More Rogues with evasion will have an easier time doing combat damage to a player which is wanted to trigger Anowon and other effects when creatures you control do combat damage to opponents. Consider cutting some five drops, four drops and three drops for more one drop Rogues?

Changeling Outcast is a Changeling, it's every creature type at all times in all zones (battlefield, hand, library, graveyard, exile). Agonizing Syphon, Access Denied, Annihilate costs too much mana for what they do. Reconnaissance Mission and Kindred Discovery are examples of impactful four drop and five drop with Rogues, you would much rather use your mana to cast these then the others.

Hi_diddly_ho_neighbor on A fistful of Myr [Urtet, Remnant of Memnarch]

2 months ago

Back again with some more thoughts. These are cards that I am considering in my brew which I think could be good here are:

Vanquisher's Banner and Kindred Discovery for card draw and a little bit of pump

Sun Titan and Teshar, Ancestor's Apostle are really strong reanimator effects since most Myr are 3 cmc or less (including Urtet).

Trading Post is great with a lot of little artifact creatures.

Mirror Entity is a myr and wincon all in one package

Mirrodin Besieged and Reflections of Littjara for more myr

DreadKhan on Grimgrin - Needs your Help

2 months ago

When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling  Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth  Flip is also very good, especially with a Voltron Commander.

I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.

A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.

Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).

mlequesne on Derevi Merfolk Tribal

2 months ago

Hi friend, I love your deck!

Maybe you can try Kindred Discovery for card draw, or Guardian Project, both are great enchantments for your deck.

See you :)

plakjekaas on People's Thoughts on Mommy Norn?

2 months ago

No, she doesn't shut down shocklands. Paying life for your shockland is not a trigger. It does not use the stack, you cannot react to it, just like you can't react to the creature type being named with a Cavern of Souls. Because the oracle text says "As ... enters the battlefield" not "When ... enters the battlefield".

It looks like the people defending her never played with Tocatli Honor Guard, Hushbringer, Torpor Orb or Hushwing Gryff and have no idea what the oracle text actually means. And Norn is worse, since it's every permanent entering the battlefield, not just creatures. Like Strict Proctor.

TypicalTimmy I looked at your Miirym deck, here's the "occasional benefits" Elesh Norn is actually going to shut down or interfere with:

Astral Dragon

Bramble Sovereign

Ganax, Astral Hunter

Nesting Dragon

Patron of the Arts

Purphoros, God of the Forge

Rapacious Dragon

Red Dragon

Scourge of Valkas

Skyline Despot

Swashbuckler Extraordinaire

Terror of the Peaks

Dragon's Hoard

Spinerock Knoll

Dragon Tempest

Flameshadow Conjuring

Garruk's Uprising

Guardian Project

Impact Tremors

Kindred Discovery

Temur Ascendancy

Warstorm Surge

That's a lot of synergy, ramp, carddraw and wincons shut down by a commander. About 1/3rd of all your nonland cards. And that deck is going to have a hard time removing her too, by the looks of it.

Now there are a few cards that get better playing against Norn: bouncelands like Boros Garrison don't return lands to hand anymore, Kroxa, Titan of Death's Hunger doesn't need to sacrifice itself, but effects like those are not enough to catch up with the Norn player.

What's this "no game-winning effects in white" everyone is talking about? Cathars' Crusade will end the game in a hurry, especially if you pair it up with something like Blessed Sanctuary. Double up on every O-ring effect. Stonehorn Dignitary will keep you alive, especially if you play Teleportation Circle and Conjurer's Closet, as one definitely will in this deck. Felidar Retreat and Emeria Shepherd with all your Land Tax effects will snowball into an enormous boardstate easily. Solitude will rule the table. Sun Titan is still one of the most played white creatures for a reason. For carddraw that white wasn't supposed to have, Spirited Companion, Carrier Pigeons, Combat Thresher, Farsight Adept, Inspiring Overseer, Mentor of the Meek, Priest of Ancient Lore, Resistance Squad, Roving Harper, Rumor Gatherer, Search Party Captain, Skyscanner, Thraben Inspector, Wall of Omens all double up with Norn. Because everyone memed that white is a bad colour, nobody seems to know what the color has to offer. It could already hold its own without such a saltmine of a card for the command zone, and if you need this middle finger to half the popular deck archetypes to even consider building it, you do you, but prepare to be avoided.

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