Mother of Runes

Mother of Runes

Creature — Human Cleric

: Target creature you control gains protection from the color of your choice until end of turn.

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Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Eternal Masters (EMA) Rare
Duel Decks: Elspeth vs. Kiora (DDO) Uncommon
MTG: Commander (CMD) Uncommon
Urza's Legacy (ULG) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mother of Runes occurrence in decks from the last year

Legacy:

All decks: 0.37%

Commander / EDH:

All decks: 0.05%

White: 0.83%

RBW (Mardu): 0.5%

Mother of Runes Discussion

mufasamike on King Grey, the Exalted

15 hours ago

Hey abuse Rafiq granting double strike as much as possible. Anything with a Curiosity effect or something similar is great with him. Medomai grants you two extra turns if he swings in alone first; look for other creatures/enchantments with "deals damage"

Rafiq was my first commander and the deck has grown into a 50/50 split of equipment and aura voltron, but I'd say the best either of those can do for him is give protection from a color- the best evasion you can have in some cases, plus it saves him from bounce/burn. Flickering Ward, Mother of Runes & Giver of Runes all work great.

Obviously play and tweak this deck as you go, but on first glance I'd say you've got too many creature ramp - subbing those out for mana rocks (signets) and some countermagic to ensure Rafiq hits the field quick and sticks.

Oh and also Spirit en-Dal ;D

multimedia on Karlov life gain

6 days ago

Hey, well done for a first deck built from scratch. What's the budget for making upgrades? For now I will suggest cards $2 or less each.

Cards to consider adding:

  • Sun Droplet: repeatable gain life and put a lot of counters on Karlov in multiplayer Commander since it lets you remove one counter at each player's upkeep. More players means you can potentially take more combat damage and you can do damage to yourself to put counters on it.
  • Caves of Koilos: Orzhov Pain land, ETB untapped and has interaction with Droplet since you do damage to yourself to make colored mana.
  • Talisman of Hierarchy: Orzhov two drop mana rock that has interaction with Droplet.
  • Pestilence: Karlov can get big and you will have more life than your opponents, this is repeatable pay mana to do damage to each creature and each player and it has amazing interaction with Droplet.
  • Pristine Talisman: gain 1 life and make mana.
  • Ranger of Eos: Soul Warden and Soul's Attendant are important cards to have on the battlefield and Ranger can tutor for both of them.
  • Mother of Runes: repeatable protection for Karlov from targeted removal or make him potentially unblockable with protection in combat and Ranger can tutor for her.
  • Dawn of Hope: repeatable pay mana to draw when you gain life.
  • Arguel's Blood Fast  Flip: repeatable pay life and mana to draw.
  • Loxodon Warhammer: when equipped to Karlov makes him a monster, giving him lifelink and trample. With lifelink he can put counters on himself when he does combat damage and trample evasion makes it easier to do combat Commander damage with him.
  • Rogue's Passage: make Karlov unblockable.
  • Sun Titan: repeatable permanent reanimation, can reanimate Karlov or any other 3 or less CMC permanent in your graveyard.

Cards to consider cutting:

  • Serra Avatar
  • Ill-Gotten Inheritance
  • Damnable Pact
  • Renegade Map
  • Armillary Sphere
  • Mycosynth Wellspring
  • Orzhov Charm
  • Beacon of Immortality
  • Torment of Hailfire
  • Underworld Connections

Torment of Hailfire is not a bad card, but it's an expensive price card that could be cut to make upgrades including all the cards I have suggested and some more. You don't need both Hailfire and Exsanguinate. Exsanguiante is the better spell with your deck since it gains you life.

Good luck with your deck.

multimedia on Ghired, Conclave Exile (Token; Populate)

1 week ago

Hey, nice upgrades of the Tutors and Smothering :)

What the precon needs is to cut a lot of the fat. The avg. CMC of the precon is 3.9 which is too high. You have reduced that number to 3.7, but that's still too high. Instead of adding lots of other high mana cost cards, 4 CMC or higher, cut some of what's already here for more low mana cost ramp. More ramp is good with Ghired and the precon lacks early game ramp:

Cards to consider cutting for these:

  • Blossoming Sands
  • Kazandu Refuge
  • Desolation Twin
  • Emmara Tandris
  • Soul of Zendikar
  • Heart-Piercer Manticore
  • Scaretiller

Other low mana cost cards to consider adding:

Cards to consider cutting for these:

  • Valor
  • Soul Foundry
  • Growing Ranks
  • Doomed Artisan
  • Full Flowering

Good luck with your deck.

multimedia on Ghired's Rampage EDH

2 weeks ago

Hey, consider ways to make Ghired better? Repeatable protection for him in combat and more attacking with him.

Cards within the budget to consider adding:

Cards to consider cutting:

  • Temple of the False God
  • Grand Coliseum
  • Adorned Pouncer
  • Samut, Voice of Dissent
  • Thunderfoot Baloth
  • Rampaging Baloths
  • Giant Adephage
  • Ancient Stone Idol
  • Ezuri's Predation
  • Skyshroud Claim

Good luck with your deck.

THCue on Zedruu, Enlightened Master

2 weeks ago

Giver of Runes could be a tad better than Mother of Runes because you can also pick colorless or just put them in. Great deck keep us up notice you made some updates. Her downside is she cant protect herself.

multimedia on Ghired - token Smash face

2 weeks ago

Hey, nice work in progress at upgrading the precon :)

I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.

Cards within the budget to consider adding:

A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.

There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.


To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:

Combos that go with these cards:

  • Kiki + Helm + Purphoros or Tremors for infinite damage.
  • Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.

Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.

  • Assault + Umbra + five lands for infinite combats.
  • Assault + Ventmaw for infinite combats and infinite green or red mana.

More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.

A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.

Good luck with your deck.

multimedia on Naya Commander

2 weeks ago

Hey, good start and budget version.

If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.

Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.

Some budget cards ($5 or less each) to consider adding:

Lands

One drops

Two drops

Three drops

More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.

Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.

The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?

Good luck with your deck.

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