Kumena's Awakening

Kumena's Awakening

Enchantment

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of your upkeep, each player draws a card. If you have the city's blessing, instead only you draw a card.

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Set Rarity
Rivals of Ixalan (RIX) Rare

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Tokens

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
Historic Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Kumena's Awakening occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Kumena's Awakening Discussion

Hi_diddly_ho_neighbor on Insight into Budget Card Draw ...

1 month ago

Hmm that is a pretty vague request. Card draw engines come in all shapes and sizes depending on your strategy. What type of deck are you trying to build? Regardless, here are some of my favorite general ones in each color:

Black: Greed, Arguel's Blood Fast  Flip, Underworld Connections

Green: Colossal Majesty, Lifecrafter's Bestiary, Rowen, Elemental Bond

Red: Vance's Blasting Cannons  Flip, Outpost Siege, Furious Rise

Blue: Monastery Siege, Kumena's Awakening, and many, many more

White: Hahahahaha...white doesn't draw cards. Mentor of the Meek and Dawn of Hope are about it

Colorless: Staff of Nin, Book of Rass, Conqueror's Galleon  Flip, Trading Post

hejtmane on Insight into Budget Card Draw ...

1 month ago

Not great but some colors have limited access to repeatable draw Arcane Encyclopedia Mind's Eye

Blue Kumena's Awakening Honden of Seeing Winds

Green creature base Lifecrafter's Bestiary Guardian Project Elemental Bond

Black Vampiric Rites

Half draw half ramp simic colors Bounty of the Luxa

RiotRunner789 on Ninja'd

1 month ago

As for a win-con you are in good colors for some infinite combos. You could consider Demonic Consultation with Thassa's Oracle, Bloodchief Ascension with Mindcrank, or Cephalid Aristocrat with Lightning Greaves and some empty library win-con.

Then either put in a tutor or two (not as fun) or put in a couple more ways to draw cards like Insight, Kumena's Awakening, or Phyrexian Arena.

With a couple combos, then you should win most of the time with your ninja's but have the added bonus of sometimes going to an infinite win or having a second way to win. Also, with a bunch of small creatures out and access to green you could just throw in a End-Raze Forerunners and/or Overwhelming Stampede

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

carpecanum on Braids' Aquarium

1 month ago

Kumena's Awakening maybe? Its really easy to get City's Blessing in commander games. Arch of Orazca

Wash Out maybe.

I don't know your meta but is that Planeswalker integral? Maybe put in something to help your deck instead of possibly slowing them down until they can whack a planeswalker. Do you really need Leyline of Anticipation if you are putting out your big cards only on your upkeep for no mana? I'm not sure Caged Sun helps you more than a cheap manarock.

bushido_man96 on Toss A Coin To Your Witcher

3 months ago

You have access to the best colors for card draw here. Rhystic Study, Mystic Remora, Greed, Rishkar's Expertise, Guardian Project, Kumena's Awakening, are just a few options that would provide consistent card draw.

slashdotdash on Ramos The Sparkle Dragon

3 months ago

Hi there West,

As a player who specializes in WUBRG big mana, I'd like to add a few suggestions.

Board Wipes

First off, let's look at a robust boardwipe package. I recommend 3 to 6 Sweepers total for a big, slower deck like this.

Disclaimer - while boardwipes can be a big feel bad for some, they are often extremely helpful to prevent slower decks from getting #WREKT by faster, lighter decks. Just make sure your playgroup is okay with you leaning into a slower playstyle that uses boardwipes to keep the nonsense at bay (this will really depend on your meta). Keep in mind boardwipes also help you get in for Voltron damage, assuming you sequence your plays correctly.

  • Crux of Fate
  • Ixidron: Looks strange, acts stranger. This thing is in my top 5 for favorite creatures, as it deals a crippling blow to most enemy decks.
  • Cataclysmic Gearhulk: Thins the board without killing your best things. Beware, the opponent will still have stuff, but you're betting that Ramos can take 'em.
  • Sublime Exhalation
  • Day of Judgment
  • Wrath of God
  • Phyrexian Rebirth: If your deck is ramping enough (I think your deck can probably do it) then this spell is bananas.
  • Flood of Tears: It is easy to overlook the second sentence...
  • Time Wipe: A bit meh with Ramos himself, but keep in mind you can utilize this before Ramos even comes out to save your best creature while clearing the way for big mana spells.
  • Phyrexian Scriptures: DANGER!!! This one is so slow that it can straight-up get you killed. It might be okay with Ramos, but it could also aggro everybody. I only include it because it synergizes a little bit with Ramos.

Card Draw

So one reason your deck might be "sputtering", as you put it, is simply the lack of Card Draw. With about 12 Card Draw sources you should be more able to keep yourself going and avoid sputtering.

Generically good card draw happens to be mostly black. Don't worry about life loss here, especially if you do end up adding board wipes.

Removal

Your removal package is one of the strong things I see here. My only comment is that Vindicate looks good but its sorcery speed, so a Beast Within or Generous Gift is better in my opinion. Nice job on this section though :D

It's a Trap!!!

Alright, so I'd like to help you identify the "trap" cards. My playgroup calls a card a trap if it looks good in the deck in theory but is actually quite bad in practice.

I strongly recommend against Morophon, the Boundless because you will be getting at best one or two creatures from him. I don't believe your deck is (or should be) tribal enough to take advantage of him.

Ponder and Preordain are unlikely to do as much work as real card draw spells, at least from what I gather skimming over your list. Your deck is going to be naturally slower (and that's fine if you have enough Removal and Sweepers to keep yourself alive) so don't sweat cutting the 1-drops for card draw spells. I would instantly run Painful Truths and Read the Bones in place of these.

Voltron: This is just an opinion, but your Voltron section looks too big. I think the best thing about Ramos as a Voltron commander is his ability to naturally acquire a threatening amount of power as a side effect of you playing a really good Rainbow deck! Lean into that. I know it feels bad to cut some of the artifacts, but you may find it better to have other threats or support for your threats, instead of relying on your commander (who is already a bit of a priority target if I'm being honest). Now granted I am not sure that you've got too much Voltron stuff, but my instincts tell me to avoid committing too much to Voltron. I have seen it end terribly many times and this deck has the luxury of Incidental Voltron, so I would take advantage of what your commander is already doing.

Also, just a general trap for big mana decks is choosing too many "Payload" cards (like Maelstrom Wanderer, Nicol Bolas, etc) while not including enough support for them. I don't think you've got an issue with that, but stay vigliant - you're the only one who can stop you from going overboard.

Other Quick Additions

Kessig Wolf Run: Supports the Voltron, lets you sink that excess mana, and only takes a land slot to boot! Simply a great card for the Voltron portion of your strategy.

Wrap Up

Overall, this is an interesting deck design though I do think it could benefit from a more focused game plan.

Don't get me wrong, this is good stuff - I think you've created a nice first version. Please don't take my criticism of your card choices personally, these are after all just my opinions and I am very passionate about making WUBRG work well. That doesn't mean I know best, though I'm trying to share what tips I can on the topic. At the end of the day choose the cards you want, but please do add more draw spells ;)

Cool deck and nice first draft.

Cheers and have fun :D

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