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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Quest for Renewal
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.
8 months ago
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.
8 months 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?
11 months 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.
1 year 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 :)
1 year 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.
1 year ago
Hey, one drop green mana Elves are really good, a big reason to play Elves. They aren't just ramp with Lathril they're also fuel for her activated ability when you don't need them for ramp and lets you get more Elves onto the battlefield quicker.
- Elves of Deep Shadow: can tap for black mana which is helpful with a lot of Forests.
- Fyndhorn Elves
- Elvish Mystic
- Llanowar Elves
- Arbor Elf: combos with Elvish Guidance when it's enchanted to a Forest.
- Birchlore Rangers: lets you tap Elf tokens the turn they're created to make mana, even black mana.
Staff of Domination does everything as a mana sink for Elves and can be an enabler for Lathril to be a win condition. With Staff you first make infinite green mana by tapping and untapping one of Archdruid, Marwyn(with 5 or more power), Priest of Titania, Circle or Wirewood Channeler. When you have infinite green mana then Staff is the mana sink to draw and cast enough Elves to control 10 or more. When you have 10 or more Elves then Staff can be the mana sink to repeatedly untap Lathril and each one the 10 Elves as the win condition.
Quest for Renewal is another enabler for Lathril and 10 Elves to be win condition. When Quest has four counters which is not difficult especially with more mana Elves, you can untap all creatures you control during each opponents turn. With Lathril each opponent loses 10 life on each player's turn, resulting in all opponents losing 40 life in one cycle of all player's turns if you have three opponents.
Chord of Calling is a helpful instant creature tutor since can tap Elves to help to pay for it's convoke, with enough Elves it's a free spell to cast and it puts the creature you search for onto the battlefield. It has nice interaction with Elf tokens since can tap them to convoke the turn they're created. With Chord get Ezuri or Miara, Thorn of the Glade in response to removal, get Archdruid so you can tap him on your turn, get Magistrate so you can tap her on your next turn, get Varragoth so you can attack with him on your next turn, etc.
Patriarch's Bidding is among the most powerful tribal spells for quick recovery. For five mana it reanimates all Elves in your graveyard. Play a Regrowth just to have another potential Chord or Bidding or recur any other card.
An area to consider improving to help with competitiveness is the manabase by upgrading to Golgari dual lands that ETB untapped.
- Undergrowth Stadium --> Foul Orchard
- Llanowar Wastes --> Golgari Guildgate
- Overgrown Tomb --> Jungle Hollow
- Unclaimed Territory --> Darkmoss Bridge
- Twilight Mire --> Cabal Stronghold
- Woodland Cemetery --> Skemfar Elderhall
Cabal Stronghold only works with basic Swamps and there's only 9 here which is not enough to really get much if any ramp making it consistently only a colorless source of mana.
Some cards to consider cutting: Blightbeetle, Mana Bloom, Terramorph, Serpent's Soul-Jar, Return Upon the Tide, Masked Admirers, Wild Pair, Golgari Guildmage, Korozda Guildmage, Rhys the Exiled, Blanchwood Armor, Dowsing Dagger Flip, Harvest Season
If Blightbeetle is tech in your playgroup than nice, but if it's not then it looks out of place. Most if not all mana ramp sources can come from actual Elves instead of other sources like Mana Bloom or land ramp like Terramorph. I would even play one drop mana Elf or Farhaven Elf over Cultivate or Harvest Season.
Serpent's Soul-Jar is not a good card, exiling an Elf when it dies is not a may you have to do it and hoping to be able to cast many Elves later, one at a time with Jar is not going to consistently happen. Instead most if not all your exiled Elves will be stuck in exile for the rest of the game because Jar will be destroyed or removed another way.
Good luck with your deck.
1 year ago
Eh he's far too slow for cedh but nothing ventured nothing gained play with it a few times and see how it performs in your group.
Their purpose is to dump massive amounts of mana into tasigur to draw more lol. With something like Seedborn Muse and Quest for Renewal you're looking at 4-5 cards a turn. Tasigur is all about grinding out value and digging for combo pieces - I read you were on a budget so I wasn't sure what the cut off was for price point. My top recommendations if you go this route are
1 year ago
Nice brew! Do you think Quest for Renewal would be nifty here?