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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
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| Historic Brawl | Legal |
| Legacy | Legal |
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| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Raise the Past
Sorcery
Return all creature cards with converted mana cost/mana value 2 or less from your graveyard to the battlefield.
SufferFromEDHD on
Weeniemator Control
3 months ago
I suggested Return to the Ranks because it has the potential of being free. Rally the Ancestors has so much potential but it needs a free sac outlet which this strategy does not utilize. Raise the Past is the fair costed global effect, definitely worth considering. Patch Up meh Scout for Survivors good value but you don't need counters in this strategy.
SniperFrog on
Weeniemator Control
3 months ago
These are excellent suggestions. Unearth is already here, Return to the Ranks is an effect I've been looking into, but I feel like Raise the Past could be better value, at only four mana. These sorts of cards have always been tough for me to evaluate next to one another. Patch Up, Rally the Ancestors and Scout for Survivors might rank above Return for me as well, but that convoke is something I struggle to evaluate as well. I will have to test them out and see what feels best. Thanks for the suggestions.
K4nkato on Amalia & Raise the Past …
4 months ago
I was interested in building a deck centered around Amalia Benavides Aguirre & Raise the Past where you basically mill as many pieces as possible, cast Raise the Past & flip into a pile of permanents that can win the game. I was imagining something similar to a Krark-Clan Ironworks combo chain with creatures under 2MV.
Do y’all know of any creature piles that could function like this?
kamarupa on
Orzhov's Ally Debt Collectors
6 months ago
Love me some Allies! Nice! +1
Raise the Past might be worth considering - 4MV to hit so many creatures is just value town.
Ephemerate seems like it would be nice, especially with Tocasia's Welcome, which would probably draw you enough cards to be worth the slightly higher MV than Sign in Blood and slower, more conditional requirements. Sword-Point Diplomacy might be worth considering, too. And given how few dual lands you're running, I might opt for Night's Whisper over Sign in Blood. While technically you can kill an opponent with a Sign in Blood, I think in practice we almost never do. But we do often not have BB to cast a Sign in Blood when we need it most.
kamarupa on
Soul Sisters
7 months ago
I like this deck a lot. My own experience and preference leads me to suggest 3 things:
1) having lots of a weenies is better with card draw. Tocasia's Welcome does that well, Esper Sentinel less well but for less MV.
2) While technically you meet my rule of thumb of 8 disruption spells (Rune sisters count for 6 + 2 Path), I think 4x removal is really a minimum. I'd cut 2 Rune sisters for 2x more Path to Exile (or perhaps some other removal like Winds of Abandon.
3) If Martyr of Sands is really so great (and I do think it is, then something like Patch Up or Raise the Past should make it even better.
4) 1xCastle Ardenvale is nice with Soul Sisters and also Tocasia's Welcome. Oops. I guess I had 4 suggestions, lol.
kamarupa on
Orzhov Rottenmouth
7 months ago
I really like your creature base here - It seems like it's well focused on getting you cantrips to progress your deck toward your wincon and utilities.
That said, I think the supporting spells are a little all over the place and sometimes not the best option for the purpose they serve. For example, you might swap Blood Fountain for Raise the Past. They're basically the same MV (4), except with the former you get a Blood Token (not that great, IMO, and a mana sink in a deck with already too few lands) vs getting all your 1 drops not back to your hand, but to the battlefield. Similarly, I don't see any purpose to Niveous Wisps at all. Can-trips aren't card advantage, so the only real function it serves is to make a creature white, which has no bearing I can see on any other spells. Night's Whisper would be better, I think, though you've already got Dawn of a New Age AND quite a few Investigate triggers, so I don't think you really even need anymore card draw spells.
I think you'd be better served with some classic removal spells at instant speed than the Artifacts and Enchantments you're running. Path to Exile, Fatal Push, Dismember, etc. Even the two instants in your Sideboard seem more like Mainboard spells, while some of the Mainboard spells seem like Sideboard spells.
Since it seems like the goal of the deck is to play weenie creatures until you slam down a Rottenmouth Viper, I think the deck would benefit from another 4x creatures 1-2MV creatures. To that end, I think your protection spell that currently in your sideboard really deserves being in the mainboard - given that your plan is to sac most your board to play one big creature, your opponents are going to wait until you do that and then try to remove your one creature. So having something ready to protect it seems essential to the success of the deck.
As far as possible creatures to add - I think your best options are "when...dies" creatures like Deathgreeter, Doomed Traveler, and Fear of Lost Teeth - The ones like Doomed Traveler seem especially good as they replenish your board state as you sac. There's a bunch of them, too - here's a link to a search I did :)
Finally, I suggest adding at least 2 more lands.
jawz on
Wr Hare Raising
9 months ago
Strong suggestion. The Hare Apparent decks I was seeing that went with red support were all using Warleader's Call pretty much. It kinda speeds up the clock from what I can tell. It's pretty obvious synergy.
I talked myself into Nahiri's Resolve instead. The Call seemed like it was getting in the way on turn 3. If I have Hares or Scoundrels in hand at the same time I feel like I don't want to wait an extra turn to get them out just to get a Call out first.
Like, if I put a Hare out on turn 2 and then a Call out on turn 3, I find like I'm in a bad board state against pretty much any of the good decks that have power turns on 3. For example, maybe a Liliana of the Veil comes down and bins my Hare and then I'm way behind.
But if instead I Hare on 2 and then Hare on 3 plus a token, I feel like that's better. Sure it's not that strong, but often I can afford to chump block with the token and have enough left on turn 4 to convoke out a Knight-Errant or Raise some Hares back from the graveyard, then on turn 5 with a Resolve in hand instead of the Call I have options to play more Hares if I need immediate board state, or play the Resolve to start grinding.
Yes the Call sets up extra damage, but the Resolve's +1 power buff also sets up extra damage. If the game goes long, a big Raise the Past combos immediately with Call, but also combos fairly quickly with Resolve too.
I kinda feel the Resolve gives roughly equivalent value for the Call, but also gets out of the way on turn 3, and gives better late game play when you need to be in defensive chump blocking mode in the early turns.
But who knows.
seshiro_of_the_orochi on
Wr Hare Raising
10 months ago
This looks hella fun, I hadn't seen Raise the Past before. Have you considered Warleader's Call? I don't think I need to explain, right? ;D
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