Quest for Renewal

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Quest for Renewal

Enchantment

Whenever a creature you control becomes tapped, you may put a quest counter on Quest for Renewal.

As long as there are four or more quest counters on Quest for Renewal, untap all creatures you control during each other player's untap step.

Last_Laugh on Profet93

1 week ago

Hey lol, Seeing as you're on. For my 6th Doctor deck I'm thinking of trying an untap enabler but can't decide between Reveille Squad, Curse of Bounty, or to just go ballsy with Awakening. Right now I have Seedborn Muse, Quest for Renewal, Drumbellower, and Intruder Alarm for that effect.

Michigone on snakes, squirrels, and self-mill

9 months ago

I really want to play against this deck to test it out! This idea sounds super cool! Also, anyway to get some good untaps going in order to activate your commander multiple times per turn? I saw Patriar's Seal, I also like Thousand-Year Elixir, Saryth, the Viper's Fang, Instill Energy, Quest for Renewal, Illusionist's Bracers, Seedborn Muse, and Vitalize. There are probably other options out there

multimedia on Lathril Elves in the Shadows (Budget)

2 years ago

Hey ionlyplayelves, here's the MTG Wiki that explains activated ability.

If a creature has an activated ability, the cost has and it doesn't have summoning sickness then you can tap it to activate at any time of the game (your turn or any opponent's turn) at instant speed. However, if the effect of the ability specifically says "activate this ability only during your turn" or "activate only as a sorcery" then there's some restrictions of when you can activate. You can only activate at those times of a game, only on your turn, but Lathril doesn't have these restrictions for it's effect.

The creature who to activate can't have summoning sickness since that prevents a creature from tapping and all creatures get this when they first enter the battlefield (ETB) and keep it until your next turn. Haste such as from Swiftfoot Boots when equipped removes summoning sickness letting a creature tap the same turn it ETB or on any opponent's turn that follows after.

Instant speed means being able to tap to activate at any phase of the game on any player's turn when you have priority or in response to another trigger that a player puts on the stack. Just like any instant spell, activated abilities can happen at this same speed. "Activate only as a sorcery", sorcery speed is different, can activate only on your turn and only on one of the two main phases, just like a sorcery spell. "Activate this ability only during your turn" doesn't means sorcery speed it means you can activate the ability at any time only during your turn. Activate on your turn at any phase, a main phase or any other such as in combat phase at instant speed.


Lathril's activated ability has a cost and then an effect. The cost must be paid before the effect can happen and that cost is tapping 10 other Elves. Lathril can't have summoning sickness, but any or all of the 10 other Elves can, to still tap them to pay for the cost. Tapping the 10 other Elves is an action not an activated ability. You're simply tapping the Elf to pay a cost and the tapping is not activating anything.

Another example of this here is Birchlore Rangers, summoning sickness doesn't matter to activate it's ability since to pay the cost you don't have Rangers. It can tap along with any other Elf even the same turn it enters the battlefield to make one mana. If you control other Elves, any two can tap to make one mana.

Quest for Renewal takes advantage of being able to untap Lathril once on each player's turn. If Lathril doesn't have summoning sickness, you control 10 other Elves who are untapped and she becomes untapped then you can tap to activate her again. Repeatedly do this as long as you can keep untapping Lathril and have 10 other Elves to tap. Because Renewal untaps Lathril and 10 other Elves once at each player's turn then Lathril can tap/untap at least that many times in a full cycle of all player's turns.

Staff of Domination with infinite mana is a good example of repeatedly tap/untap Lathril and 10 other Elves all on one turn which can happen on any player's turn. Because like Lathril, Staff can tap to activate it's ability at instant speed and artifacts don't have summoning sickness.

ionlyplayelves on Lathril Elves in the Shadows (Budget)

2 years ago

Hi multimedia, as a new player to mtg I have a question on your statement below:

"Quest for Renewal lets me untap all creatures I control at each opponent's turn which with Lathril means each opponent loses 10 life on each opponent's turn. Being able to tap Lathril on each player's turn to make all opponents lose 10 life can equal with four players a loss of at least 40 life for each opponent for one cycle of players' turns."

As far as I know, Lathril's second ability (tapping for 10 dmg/life) can only be played during your turn. Can you explain how this combo would work and how I can tap her during my opponents turns?

RNR_Gaming on HELP WANTED | KATILDA | BORING HUMAN TRIBAL

2 years ago

Well, personally I'd add more untap aspects. Awakening, Seedborn Muse, Wilderness Reclamation + Ashaya, Soul of the Wild - is stonks. Also, Leyline of Abundance and Quest for Renewal are sweet tech too - heck I may even brew this lol.

Misconception on Lathril's Elves

2 years ago

Cool build so far! May I give some suggestions based on my own Lathril Deck?

Quest for Renewal is a recent addition I found that can easily double as a win-con once you get Lathril going, as it allows you to activate her again on each opponents turn.

I'd also throw out cards with too little synergy such as Ajani's Comrade and Bramblewood Paragon in favour of manadorks such as Llanowar Elves and Elvish Mystic as additional ramp to get your engine going faster.

As for every deck that contains green I highly recommend Beast Within for removal since it lets you get rid of almost anything, lands included.

This Deck is still a token-strat, so if you have the budget Skullclamp can do wonders when it comes to card-draw!

Hope this gives you some Ideas :)

Monomanamaniac on Lathril and a lot of elves

2 years ago

Omniscience_is_life I definitely agree that I'm being very very greedy with my lands and I need to make some tough calls to get that count up, but honestly I've never been land screwed in an actual game before. The interaction game is certainly my biggest weakness, I have very little in removal or in protection cards. I wish I had an extra heroic intervention in my collection for sure, but wrap in vigor seems like a reasonable inclusion. Any suggestions for possible cuts to get some of that going would be appreciated.

shadow63 as soon as I can get my hands on a craterhoof you bet it's going in. Swinging the whole team honestly isn't my main win condition, but it's a good backup plan.

Yisan more untap effects are decent for the list, but repeatable ones seem to give better results. I actually use several untap effects Copperhorn Scout, Wirewood Symbiote, Seedborn Muse, Quest for Renewal, Thousand-Year Elixir, Staff of Domination are the main ones.

sub780lime I've had an acolyte sitting in my maybe board from day 1, it's a nykthos on a stick, and certainly pulls its weight. Its casting cost and not being an elf are the only things that have kept me from pulling the trigger on it. Augur of Autumn seems like a winner for sure. Yeah right now my primary wincon is looping lathril's ability every turn or infinitely.

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