Reforge the Soul

Reforge the Soul

Sorcery

Each player discards his or her hand and draws seven cards.

Miracle symbol:1[[symbol:R (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Latest Decks as Commander

Reforge the Soul Discussion

MortisAngelus on Sunder Shaman or Rust Scarab …

4 weeks ago

Thanks for all the input guys.

I wasnt sure about forum rules if I was allowed to link deck lists or not.

But here's the current list: Forged Execution

It might look somewhat harmless, but unless ppl have a lot of hexproof/shroud/ward it is very devastating. Built first version 5 years ago, but wasnt allowed to play it in my playgroup due to the land destruction/full permanent control.

So the issue is not what the low cmc cards should be. I just want to add 2 big creatures.

Off topic; any suggestion on how I could refill my hand without also refilling my enemies hands? I used to have 3x Reforge the Soul but they have been relocated to my EDH decks. And this deck should stay budget. Same question goes for what I should add to my sideboard.

P.s. 4x Reclamation Sage are on the to-buy list.

joschang01 on Updated Modern Belcher

4 weeks ago

It’s pretty confusing, but it is a “Doomsday” combo that can be set up in Turn 3 and start/kill Turn 4.

Turn 3: Cast Recross the Paths, as the card resolves you reveal your entire library to show there are no lands. Since the card says “…put the rest of the cards on the bottom of your library in any order…”, you get to order the deck to:

After stacking your deck, you clash with your opponents and reveal Turntimber Symbiosis  Flip, put it on the bottom of your library, and put Recross the Paths back into your hand.

Turn 4:

In your draw step, draw and reveal Reforge the Soul to trigger miracle and cast it. Draw:

Now we should have one untapped land, follow the steps below:

  1. Play Shatterskull, the Hammer Pass  Flip untapped
  2. Cast Pact of the Titan
  3. Cast Infernal Plunge, sacrificing the 4/4 Giant; 3 Red floating, 1 lands Untapped
  4. Cast Pyromancer Ascension; 2 Red Floating
  5. Cast Manamorphose, add 1 Red and 1 Green, draw the third Manamorphose; 1 Red 1 Green floating
  6. Cast second Manamorphose, trigger Pyromancer Ascension, put 1 counter on it, add 1 Red 1 Green, draw the fourth Manamorphose; 1 Red 1 Green floating
  7. Cast third Manamorphose, trigger Pyromancer Ascension, put the second counter on it, add 1 Red 1 Green, draw Bala Ged Recovery  Flip; 1 Red 1 Green floating
  8. Cast fourth Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    2 Red 2 Green floating

  9. Cast Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack, resolve both 6 Red 2 Green floating

  10. Cast Bala Ged Recovery  Flip targeting Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack. The copy will target Desperate Ritual, resolve both spells 4 Red 1 Green Floating

  11. Cast Manamorphose, trigger Pyromancer Ascension, resolve Pyromancer Ascension and put a copy on the stack

    • The first will add 2 Red and draw the second Bala Ged Recovery  Flip
    • The second will add 2 Green and draw anything 4 Red 3 Green Floating
  12. Cast Desperate Ritual with Splice Onto Arcane with the second Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension and add a copy. Resolve both add 12 Red 12 Red 3 Green Floating

  13. Cast second Bala Ged Recovery  Flip targeting Desperate Ritual, trigger Pyromancer Ascension, resolve Pyromancer Ascension, make a copy targeting a Bala Ged Recovery  Flip, resolve both 9 Red 2 Green Floating

  14. Repeat step 12 to add 12 Red mana 19 Red 2 Green Floating

  15. Cast Bala Ged Recovery  Flip to return Manamorphose and Bala Ged Recovery  Flip

    17 Red 1 Green Floating

  16. Cast Manamorphose, add 4 green draw 2;

    15 Red 5 Green Floating

  17. Repeat step 13, return Desperate Ritual and a Bala Ged Recovery  Flip

At this point, steps 12-17 will loop and lead to an arbitrarily large amount of mana and card draw. With that you can do a bunch of wonky things including:

For the record, I don’t play belcher, but I learned the combo after getting belched so many times haha

Vessiliana on Landfall that desperately needs card draw

2 months ago

If your hand is often empty, then maybe Reforge the Soul?

KayneMarco on Rog and Jeska

2 months ago

Color me inspired! If you don’t mind I gotta steal this deck idea. Why no Sword of War and Peace? Few other card ideas to consider:

SynergyBuild on HULLBREACHER BANNED

4 months ago

jaymc1130 while I certainly saw how busted Breacher and Oppo Agent were and wanted a ban. I didn't expect Breacher's popularity in non-cEDH tables. In hindsight the accessibility of cards like Windfall , Whispering Madness , Reforge the Soul , and staple casual commanders like Nekusar just make me feel dumb to not see this being banned.

Epicurus on BLRM (Bureau of Land and Resource Management)

5 months ago

IMMG54; That's a lot to answer for, haha. I'll try to address all of your concerns.

I actually have a lot of success with this deck, although 1v1 my other land destruction deck is better (Klothys Hates Your Lands, if you'd like to check that one out). However, I don't play it often, because my meta is a small group of friends (roughly a baker's dozen of us, and only 8-10 who gatherer consistently). and they're tired of seeing it. They tried just ganging up on me when I'd play it, but it's more difficult than you'd expect. This deck is very good at keeping opponents from doing anything at all. Only reeeeeeeeally fast go-wide decks and insane ramp decks can get rolling at all against it, even in 6-8 player games. Of course, like any Stax deck, it requires a lot of strategy as to who gets targeted by which spells, but I've been playing land destruction since the mid 90's, so I know what I'm doing.

Speaking of which, that's why I have all the true duals. Budget is actually a consideration for me, I've just been playing for a really long time. Started in '93. Almost all of the expensive cards I own came from packs. Some of them were purchased as singles, but, for example, in around '95ish, true duals cost around $25 each. I once bought a complete set of them (one of each) for $150. Inflation is a bitch.

I do know all about the Azusa/Strip Mine/Crucible synergy, and in fact I have a deck based around exactly that (Lost but Stripping, if you want to check that one out). The format for that one is what my meta lovingly refers to as "pre-modern," which is to say basically Legacy/Vintage, but not powerful enough to realistically compete in a tournament in either of those formats. We call it pre-modern because it's the type of decks we used to build before Modern format existed. We're all way too old.

Anyway, I found that the aforementioned synergy doesn't work as well in commander unless you build for it. What I mean is, you have to have a lot more "additional landfall" cards in the deck than just Azusa alone, as well as specific land-fetch spells such as Crop Rotation . I do have a very different deck for EDH that incorporates this synergy (that one is Yarok, Landlubber).

So my usage of this deck is limited to times when I haven't won in a while and need a slump-breaker, the odd instance when I play with a different group and want to show off (or just annoy everyone), and every now and then when someone in my group has a new deck and wants to see how it holds up against Stax. I've been spending tokens on it here on this site because I recently made a few changes, and also because I don't know if there's anything from Kaldheim or later that might help it. I've been away from the game since mid February.

You do bring up a very valid point about draw power. This deck really doesn't have any. So there are many turns I go through which go "untap, upkeep, draw, attack with Akiri, pass turn." Which isn't a problem if I have sufficiently stifled the other players (in fact, that's how it wins; slowly and painfully). However, it certainly would be nice if I could replenish my hand regularly. I like the suggestion of Tectonic Reformation a lot! And I've also thought about adding Wheel of Fortune and/or Reforge the Soul many times, but just never have gotten around to it. Maybe now's the time. For that matter, I've also thought about adding Return of the Wildspeaker because Akiri's power can get pretty damn big over time.

Speaking of which, the myr dorks are artifacts and thus raise Akiri's power. Birds of Paradise et al do not. Even Gilded Goose produces artifact tokens. Their presence is intentional, I assure you.

Thanks for the input! Maybe give me a +1? Cheers either way!

BrassLord on Torbran Miiiiillllllssssss!

5 months ago

Fun idea! Not sure how married you are to Torbrand as your commander, but Magda, Brazen Outlaw follows with the artifact matters themes, or Purphoros, Bronze-Blooded could be useful to cheat out powerful artifact silver bullets!

If you do stick with the Torbrand train, Pyrohemia can be fits to deal with, lightning bolting every creature and player at instant speed becomes a nightmare!

Trash for Treasure is a fun one as well. Since you have so much artifact recursion, Mindslaver can be a "win con" that can stall your opponents out as you mill them. Memory Jar works in a similar way, able to "mill" 7 cards while setting up your graveyard.

Could also be worth considering some wheel effects. Things like Wheel of Fortune Wheel of Misfortune Wheel of Fate Reforge the Soul Magus of the Wheel and Molten Psyche could be viewed as "mill 7" cards that also set up your own graveyard for recursion. Along that same line of thinking Howling Mine Temple Bell and Font of Mythos can be seen as additional mill effects.

Otherworld Atlas also seems like it could be really fun in your deck! Also, in any deck running the untap keys, I'd recommend giving Thran Dynamo and Gilded Lotus a try, as it can make your mana production explode!

Some food for thought! Really like the idea and direction of your deck!

plakjekaas on Win cons: locks

6 months ago

Don't forget Notion Thief / Hullbreacher / Narset, Parter of Veils in combination with Reforge the Soul / Windfall / Winds of Change and the like. It's a one-time effect, but usually stops all opponents right in their tracks, as much as any lock would.

Not sure if that counts for your criteria, but it's worth a mention.

Also Possibility Storm + Rule of Law to forbid all spells cast from hand.

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