Once Upon a Time
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
|Have (2)||jpv , Mortiferus_Rosa|
Printings View all
|Throne of Eldraine (ELD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Once Upon a Time Discussion
2 days ago
Once Upon a Time, would allow you to chop out 2x lands and improve the overall consistency of this deck!
I know because I have been playtesting Myr Superion Zoo builds and that is the best spell, in fact it almost single handedly enables the deck.
3 days ago
As a somewhat new Magic player, I have learned the value of card advantage the hard way, in the trenches of FNM, losing over and over again. But I still have a hard time evaluating cantrips in non-control decks.
In a Gruul Zoo build I am running for Modern, I use 4x copies of Once Upon a Time, which I love because it allows me to mulligan less and match up Burning-Tree Emissary or Hidden Herbalists with Myr Superion. Also, it feels good to cast it "for free", both thinning the deck and fixing mana.
My question is, with a low curve 18 land deck, how many more cantrips do I need? I am evaluating Light Up the Stage, but are there other and better options?
Also, what are the guidelines for use of card advantage spells in a non-control deck?
1 week ago
Ah, token decks are always a delectation to pilot! I have some recommendations, and thus you may heed as you see fit.
Now, in an aggressive swarm-style list, Druids' Repository seems all too immaculate. It allows for far too much ramp, far too early. Nature's Will fills a similar role. Growing Rites of Itlimoc Flip is another one that can send your board astir rather quickly, as well as drawing a card on entry (hopefully).
So, thirty-seven lands seems to be a rather high count. I would advocate for cutting one in place of a cantrip such as Once Upon a Time.
One more note: Dragonmaster Outcast is rather slow. It requires six lands, then the dragons have summoning sickness. If you are to make a cut, that's what I would recommend.
That shall be all from me, my liege. If you so wish, I have my own tokens list, as linked here:
May fortune betide you.
2 weeks ago
The only bogles list that I've seen updated in awhile. Thoughts on Once Upon a Time? I know that it's not an enchantment but it helps dig 5 more to find a creature when the hand is full of gas but it also sucks late game. I don't know if it's worth testing. Maybe if we were still pre-London Mull this would be better? I don't know. I just want someone else's opinion on this card.
2 weeks ago
Anytime! I LOVE discussing Stompy.
I've honestly considered porting the list over to Pioneer but the ban of Once Upon a Time due to a completely different deck, and the loss of Rancor definitely killed my fervor. Maybe we could work together on porting the deck to Pioneer? Thoughts?
On the topic of Rancor - I completely agree with you on its strength, especially with Syr Faren. My issue with Rancor is that multiples are often weaker then a single recurring copy. Also I have no single card I am interesting in cutting in favor of another Rancor. I did admit that cutting a Dryad Militant might be possible, but I would rather replace it with another creature for consistencies' sake. Hope that makes sense.
VERY good argument on the same devotion count by player a 2-drop and a Tormod's Crypt as playing a single Wheel of Sun and Moon. I believe my bias on the issue is graveyard deck resiliency. I would rather have a permanent in play that they HAVE to answer, over a one time effect that they can just recover from. But I definitely see your point and don't fault that choice at all.
Keep in touch.
2 weeks ago
Thanks for the well thought-out response! Yeah, it's too bad that modern isn't being played quite as much since the introduction of Pioneer :(
You may have convinced me to cut a Hexdrinker, I'll have to think about it some more.
I totally am starting to see where you're coming from with the more Syr Faren, the Hengehammer-based build. I think that's a bit of a different route to go down, but seems like a strong variant. Syr Faren is basically as explosive as it gets when things go right, but I having to cast combat tricks on it pre-combat (for this reason I would argue that Rancor is actually the strongest combo with Sry Faren), as well as it being very weak as the only creature on the battlefield are both significant downsides. Don't get me wrong though, Syr Faren, the Hengehammer is a fantastic card and I don't criticize you for running more than me.
I forgot that Once Upon a Time lets you cut lands! Makes sense!
I can also see where you're coming from with the sideboard choices, but my philosophy is as follows: Take the example of Wheel of Sun and Moon vs. Tormod's Crypt. Let's says you side them in against Dredge, and draw one of them turn two. It is true that taking a turn to cast Wheel of Sun and Moon would leave you with two devotion. If you had Tormod's Crypt, however, you could play it AND slam a Strangleroot Geist- in this scenario you also end up with two devotion but don't miss out on valuable tempo (which could be crucial if they have a answer to your hate piece). Yes, the equation changes if you run out of other things to be doing, but at that point in the game I think you're probably dead anyways, or will have at least already used your Aspect of Hydra. What do you think of this logic? I could be way off.
3 weeks ago
Ah, tokens! Initiate the throng, then fulminate as such.
I have many suggestions.
Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.
You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.
Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.
For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.
This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.
Beast Whisperer is just good value.
I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.
That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.
May fortune betide you, and the tokens your enemies. Farewell!