Mother of Runes

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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
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mother of Runes

Creature — Human Cleric

: Target creature you control gains protection from the colour of your choice until end of turn. ((Remember the acronym debt.) The targeted creature can't be damaged, enchanted, equipped, blocked or targeted by anything of the chosen colour. Anything of the chosen colour attached to that creature immediately falls off.)

Profet93 on Kaalia of the Funk

18 hours ago

SufferFromEDHD

How has Dolmen Gate been playing for you? Specifically, does your meta have a lot of fliers? On the one hand, if they don't have a lot of fliers, given your commander and pretty much all your creatures have flying, is gate necessary? And if they do have a lot of fliers, how impactful is mudslide? Similar question for Bedlam.

Props for running Armageddon and Rebuff the wicked! At the risk of sounding like a broken record, given your deck is commander reliant, Deflecting Swat? Or perhaps even a Flawless Maneuver? Mithril Coat is also a good protection option that is reputable and easy to cast.

Have you thought of potentially swapping out Footfall Crater for Hall of the Bandit Lord? While hall can't be used the same turn, and does cost life, it is a haste outlet that is less likely to get you 2 for 1ed, and it takes a land slot, freeing another slot for whatever you need, probably draw. Unless you don't focus too much on draw given you're game plan is just to destroy them quick and easy with overwhelming cheating into play advantage.

How has Insidious Dreams been and what to do you tutor for? I've personally never liked it given that discard is additional cost to cast and you don't even get them into your hand. Especially given this is a combo deck and you are already low on draw, what exactly is the gameplan with it? Perhaps I'm missing something?

Thoughts on swapping out Strionic resonator for Isshin, Two Heavens as One? Resonator costs less, is less likely to be removed, and is easier to cast but requires you to have mana open. Isshin costs more mana, is harder to cast and easier to remove but doesn't require additional mana.

Mother of Runes - Protection

While I adore expedition map, have you thought of swapping it out for another ramp piece? You have about 5 pieces of ramp. Swapping map for Mind Stone or another 2cmc ramp spell can help you bring your commander out earlier. Of course mind stone's draw is nice too.

I'm sure you've went through most of these suggestions as you originally made the deck given your expertise in EDH but I would love to rack your brain regarding your thought process. Let me know what you think

Profet93 on Play EDH they said, it will be fun they said

1 month ago

Karn, the Great Creator > Kataki - One sided null rod with ability to animate artifacts and recur some of yours.

Mother of Runes - Protection

Mentor of the Meek - Draw. Don't necessarily need but I don't see a lot of draw in your list.

Land Tax - Lands/"Draw"

Darksteel Mutation > Mandate - Commander removal

Archivist of Oghma - Draw

Mangara, the Diplomat - Bit expensive but potentially worth it depending on meta

Aura of Silence - Fits perfectly into the deck

Generous Gift - Sometimes permanents just need to go away.

Profet93 on Blinking Contest

1 month ago

KCisSICKnasty +1

Deck is SOLID AF. Given your deck is very reliant upon your commander, do you feel you have enough ramp to bring him out quickly enough? Mind Stone might be a potential consideration to increase your artifact count that could bring him out more quickly from 5 to 6. Maybe swapping out commander sphere or better yet, desertion? The former is great but doesn't bring your commander out sooner. The latter is fun but holding up 5 mana and being restricted to only getting creatures/artifacts, one that might not have synergy with your overall plan might not be ideal.

Maybe Mother of Runes? - Protection

How has Inventors' Fair been treating you? Given you have about 14 artifacts or so, do you trigger it reliably? Perhaps maybe swap it or even the exotic orchard which doesn't necessarily tap for your colors for Blinkmoth Well? Blinkmoth can mess with opposing artifact synergies and most importantly, make your Static orb one sided.

Fierce Guardianship in your maybeboard seems amazing given it can protect your commander at 0 cost, since your reliant upon your commander. Maybe even a Rhystic Study or even a Smothering Tithe for some good value?

^EDIT: I missed your $ exclusions regarding fierce gaurdianship

I would love your thoughts regarding your thought process. I'm scared to ever come across this deck.

DreadKhan on Tempered Steel/Starlight Spectacular

5 months ago

No problem, hope some of my ideas are helpful! If your group is fine with Sol Rings then they should help flip Erayo, there is also Moonsnare Prototype (the Channel ability can also be relevant) and Springleaf Drum that can turn a creature into mana, Sol Ring is probably better though! To pay no life to cast Vault Skirge would require Black mana, but since you only need to hit someone twice with a 1 drop to break even I feel like it's fine to pay the life, since it becomes very useful if you can buff it's power at all (hence using it with Cranial Plating).

Yeah, Cranial Plating is more of a 'fast' win con that is best used in 1v1 games, where you can arrange a turn 3 or 4 kill with it hopefully, if you have more people you might need something better at dealing with multiple opponents. If you're fine with 4 drops, have you heard of Vedalken Humiliator? Its much better vs multiple opponents, it makes your opponents' blockers into vanilla weenies. I would think a x1 or x2 at most if you like it.

If you want to protect your creatures IMHO one of the best ways to do it is Mother of Runes, I prefer her over Giver of Runes, fwiw she's only 1 mana.

Azoth2099 on [KFC] Kaalia Friended Chickens

7 months ago

jameswarlord

No problem dude! Glad to help, truly.

As a longtime brewer of this particular Commander, I'm definitely seeing a few cards here that I would cut in favor of more card draw, Ramp, Tutors, & Interaction to get you to your power pieces like Vilis, Broker of Blood. Please don't take this the wrong way, but it will be a shorter list to include the things that I would personally keep in the list, sans Lands. Here we go:

Creatures: Vilis, Broker of Blood, Rune-Scarred Demon, Burning-Rune Demon, Ancient Gold Dragon, Drana and Linvala, Mother of Runes, Giver of Runes, Grand Abolisher & Serra's Emissary

Artifacts: All Mana Rocks CMC 2 or less, Swiftfoot Boots & Lightning Greaves.

Enchantments: Dragon Tempest, Phyrexian Arena & Phyrexian Reclamation.

Instants: Boros Charm, Swords to Plowshares, h Path to Exile.

Sorceries: Damn, Diabolic Tutor & Seize the Spoils.

Everything outside of these ones should be replaced with value pieces imo! I'd also heavily recommend that you pick up a copy of Razaketh, the Foulblooded. It was just reprinted in Commander Masters, and is hovering around ~$8 at the time of this post! It was just like $25-$30 a little while ago. Insane. I'd also recommend looking through the Dominaria Remastered set, lots of spicy reprints in there that have taken a price plunge & could be great here like Sneak Attack & Gamble.

NV_1980 on Oloro, Where Art Thou?

7 months ago

I'd really second Azoth2099's remark about adding protection for Oloro. The boots (Lightning Greaves, Swiftfoot Boots) are excellent choices, though I'd also recommend stuff like Mother of Runes and/or Giver of Runes to help keep Oloro on the battlefield for you.

FolkOccult on Sisay's Horny Spaceship

9 months ago

Five Color Decks

Probably the one deck-type I've found myself building often, I've built this commander twice, the Jared Carthalion planeswalker three times, Morophon Ultimatum-tribal, Tiamat D&D only, and a couple other flavor specific lore-restrictive decks and the biggest advice I have to offer is trying to balance your mana base and pips (not saying your lands themselves are off, but looking at the color of the spells in your deck I can see the imbalance in colors when comparing your black and white spells to the number of red, green, and blue spells. This isn't necessarily bad, but with as many of these that have two pips of the same color mana, you're going to find yourself getting stuck with something you can't cast because you're waiting on that one pip of additional mana in the color you need).

My biggest piece of advice for accomplishing this is to either focus on multi-colored creatures, or mono-colored pieces that you can cast and send on their way. Both require a tight balance of mana-color, the first requiring as mana colors of mana to be open as possible while the latter only requires you have one of each color available to cast either a white, blue, black, red, or green creature.

By stacking as many pips of the same color (two, three, or four of the same color pip like in Celestial Mantle) you're actively fighting your deck's mana base by telling your one of each color to filter you another color of the same pip (meaning you'll need ways to filter or get these colors which isn't as effective as just having these colors on the field, ala basics, fetches, or mana rocks). With rocks you can do this, or by filtering, but I suggest just pay 2 mana for an arcane signet and you're better off than hoping you can get the color you need to use your Mana Crypt to cast your commander turn 1.

The second part of making sure your WUBRG deck isn't going to smack itself face first off the draw, is going to be curating your mana around your library and the cards within it. I suggest establishing your mana base after you've counted your pips (either making sure if there are any multi-colored spells that they have only one pip of each color present to establish an easier cast Elenda, the Dusk Rose which can be cast with WUBRG components, or lowering your two-to-three pip spells like Liesa, Forgotten Archangel or Mesa Enchantress unless it's pinnacle to your game plan to more multi-colored or single-pip creatures.) or putting as many single-pip spells into this as possible for blatant consistency.

The Game-plan

I can't say I'm skilled or the least bit talented at constructing decks, I actively fight the design philosophy of each plane and their released cards which may never see reprints. Making some set-decks stronger than others innately by what was released at the time.

What I can say helps me recognize a game-plan is looking at the main card I'm building around, in this case Sisay is probably your strongest contender for a commander that can host as many 'sexy mtg ladies' as possible. But. Mechanically speaking, this commander requires legendary permanents. A couple things can solve this, On Serra's Wings is probably the most 'permanent' solution. Giving a creature you control Ring-Bearer would now work in making anything a legendary. Otherwise, the easiest method of achieving this would be to make as many of your creatures as legendary as you possibly can.

Hosting 33 creatures makes this easier to make probable if all of them were Legendary, but otherwise, only serves to fit your card with more creatures that might not trigger your commander and their ability to go permanent ('sexy mtg lady')-hunting and providing you further value.

I definitely suggest the latter and making this focused around as many multicolored/mono-colored legendary women as you can make work. This would give you more access to playable creatures, help you create a consistent mana-base, and most importantly play most anything in your hand.

That doesn't mean select pieces of utility can't be added in Mother of Runes is a great include for flavor if you so chose to keep them, Skrelv, Defector Mite is the same card but legendary and would otherwise be the 'legendary' for this piece of utility. So finding those non-legendary 'sexy woman' slots might be the particularly most daunting task here? I'll try to suggest what adjustments I might myself make when playing with such a theme.

Artifacts

Looking over your decklist, there are a couple red flags that immediately come out to me. This being a WUBRG deck, having cards like Mana Vault or Mana Crypt are going to both eat your life, and mana. Unless going for some specific jank, your first priority should be creating an open and available pool of five mana colors, not colorless mana. Otherwise, you're going to be flooded with mana only capable of letting you cast one color of spell, or at contributing on the generic mana of a spell or two.

I'd suggest swapping your Mana Vault for a Arcane Signet, providing both a cheap (financially) solution to providing you with more different color mana pips that can allow you to 'ramp' off of your Sol Ring, and Mana Crypt if you keep it.

I can't say I'd outright replace Mana Crypt in every deck, it is THAT good, but for WUBRG, nailing your mana base is second to none when it comes to important deck-building topics. You can't shirk the ability to get the colors of mana you need. If finding the pips of mana you need if a priority, I'd replace this with Wayfarer's Bauble to guarantee any one color into play for use.

You can also replace your Gilded Lotus for a Wayfarer's Bauble instead of the Mana Crypt if you really want to keep it, otherwise I'd suggest Fellwar Stone here. Giving you an overall reduced average cmc, while giving you as must opportunity as possible at pulling the colors of mana you need to have open to cast anything you draw.

I can't recommend this as quickly as the others, it has its place in every deck, but you could replace Darksteel Ingot with Relic of Legends for the innate synergy you'd see in making this deck as Legendary-centric as you can.

If you choose not to work towards this overall theme, I can't blame you, but I will say it will not be as effective as you may wish it to become.

I'm going to leave this initial observation of the deck and some suggested adjustments I'd make here, before continuing into looking over your creature base and any synergies I can find.

I hope these initial points, or suggestions, are at least a little insightful, I'll be back with more later on.

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