Replenish

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Legality

Format Legality
1v1 Commander 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
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Vintage Legal

Replenish

Sorcery

Return all enchantment cards from your graveyard to play. (Auras with nothing to enchant remain in your graveyard.)

NV_1980 on 5 color 0 creatures

1 week ago

With this many enchantments, maybe Greater Auramancy and Replenish would make sense. These are rather expensive methods of protection/recursion, but worth it in this context.

Tur on Hidden Power - Mono-Color - …

4 weeks ago

Hello everyone! This will be a forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please upvote the post or provide positive feedback and I will consider creating similar posts.

The powerful cards I plan on discussing are mono-color cards which are strong with big mana in commander.

I will provide one card per mono-color identity. These cards will not include x-spells nor multi-color identity spells. (I.e. no Torment of Hailfire nor Zacama, Primal Calamity)

It is obvious that big mana is a huge part of semi-competitive play. Whether it is from ramping through creatures, artifacts, enchantments, instants, sorceries, or lands. Big mana is pretty fun. Mana doubling effects from lands are especially useful. In this article, I'll be focusing on mana doubling from lands, but other ways to generate big mana are always possible

Here are some common big mana effects for each mono-color identity:

This is not an all inclusive list as Mana Flare, Heartbeat of Spring, Keeper of Progenitus, Sword of Feast and Famine, et cetera would work just as well. In each mono-color identity the artifacts Caged Sun, Gauntlet of Power, and Extraplanar Lens can be used, however the black and green color identities have an advantage for mono-color double mana effects. Furthermore, green contains cards such as Seedborn Muse, Awakening, and Wilderness Reclamation which allow for more interactions.

Well, let us begin in WUBRG order!

White: Sacred Mesa

This card is relatively unused. According to EDHREC, Sacred Mesa is played in 1511/849227 (0%) decklists and is under one dollar. You'd be surpized how powerful this card is with double mana. Imagine making some number of pegasus at instant speed as either blockers or attackers for your next turn. (The upkeep cost can be paid by making a summoning sick pegasus during your turn.) Not to mention power and toughness buffing effects are ideal with Sacred Mesa, examples include Dictate of Heliod, Cathars' Crusade, Caged Sun, or Elesh Norn, Grand Cenobite.

It is often compared to Luminarch Ascension because they have similar effects. Yes, it makes a 4/4 angel instead of a 1/1 pegasus.

However, Luminarch Ascension has many downsides:

  • You have to have four quest counters to use the ability. (That is, you have to not lose life during an opponents turn four times.) This creates a huge target on your life total and you'll see it surely chip away.
  • Bounce effects, such as Cyclonic Rift really mess it up. Welcome back to square one!
  • Common cards, such as Vorinclex, Monstrous Raider prevent quest counters from even occurring. Vampire Hexmage or Hex Parasite are also options to remove the counters.

Sacred Mesa is way more versatile and does not have such downsides. Not to mention is it only three mana, ideal for Sun Titan recursion.

Blue: Compulsion

It is very rare to see this wonderful card. According to EDHREC, Compulsion is played in 1000/945324 (0%) decklists and is under one dollar. Having an activated draw ability with very little downside on a blue enchantment is insane. Ideal when paired with Teferi's Ageless Insight or Thought Reflection. There are a few cards which have a similar effect, such as Triskaidekaphile or Kefnet the Mindful without having to discard a card, but having a two mana activation is much more versatile. I suppose that an argument could be made with Training Grounds, but that is too much just to make the Kefnet the Mindful ability more cost effective. Furthermore, discarding a specific card like Echo of Eons, Wonder, or a shuffle Eldrazi such as Kozilek, Butcher of Truth has some nice synergy. (In fact, it should be played in most bant enchantress decks, such as the commander Tuvasa the Sunlit. Replenish for life!)

Black: Chainer, Dementia Master

This is a wonderful card, but a little pricey compared to the previous two cards. According to EDHREC, Chainer, Dementia Master is played in 6344/983251 (1%) decklists and is approximately ten dollars. Yes, we all know that you can abuse Chainer, Dementia Master with Gray Merchant of Asphodel or Kokusho, the Evening Star with sacrifice outlets such as Phyrexian Altar. Suppose we don't want to abuse this card into the ground is it still just good card? Yes. We can fill up or graveyard with Buried Alive or Entomb and get back a creature card, or we can grab a creature card from an opponents graveyard. It can also be used to interrupt graveyard combos, such as Aristocrats by using the ability on an opponents Butcher Ghoul with the undying trigger on the stack.

Red: Scourge of Kher Ridges

An extremely powerful and undervalued card. According to EDHREC, Scourge of Kher Ridges is played in 1005/912333 (0%) decklists and is under three dollars. If you're able to untap with Sourge of Kher Ridges and double mana, your opponents are going to have a rough time. As you can put multiple activations on the stack, it provides you with a very high on-board presence. Even within a response to removal. I've heard players complain that Scourge of Kher Ridges dies too quick to removal and my answer is "from your opponents perspective it needs to die before you're able to untap". Ideal with lifelink (and deathtouch) equipment such as Basilisk Collar or Shadowspear.

Green: Kamahl, Fist of Krosa

Typically unseen in play. According to EDHREC, Kamahl, Fist of Krosa is played in 4786/880991 (1%) decklists and is approximately five dollars. It is odd how unused Kamahl, Fist of Krosa is compared to Ezuri, Renegade Leader when they basically have the same effect. Overrun as an activated ability which is stackable multiple times. I agree that Ezuri, Renegade Leader is better in elf tribal decks, however Kamahl, Fist of Krosa is great in most big mana decks. Ideal for wide aggro. Tall aggro will gain the benefit of trample. If you don't have extra creatures you can animate your lands as 1/1 attackers, correction 7/7 attackers. (Pretty interesting because these attackers get around Cyclonic Rift, they're lands.) You can also get some payback by animating your opponents lands in response to a creature board wipe. (From that reasoning it can be paired with cards such as Ascendant Evincar and Crovax, Ascendant Hero to destroy opponents lands through animation.)

All in all, these are relatively unused cards which have a lot hidden power with big mana. If your deck is mono-colored and designed for big mana spells or abilities, think about giving these cards a chance. See if they work well for you and your playgroup.

AstroAA on Bant enchantmentz

2 months ago

From here, most of my suggestions are towards just making your deck more efficient and better equipped to deal with potential threats.

Yeah, as shadow63 said, you don't have nearly enough ramp. Personally, I would cut Ormos, Archive Keeper, Nyxbloom Ancient, Dragonlord Dromoka, and Avacyn, Angel of Hope right off the bat and replace them with the likes of Birds of Paradise, Elvish Mystic, Noble Hierarch, and maybe even Sylvan Caryatid. If you wanted to keep a similar effect to Dragonlord Dromoka, I'd advise running Grand Abolisher instead as it's much cheaper CMC-wise.

In addition, I'd completely redo your mana base. I'd recommend things like Command Tower, Mana Confluence, City of Brass, Reflecting Pool, the three shocklands in bant colors, and at least the three fetch lands in bant colors. These would make your deck much more consistent. I'd also work to add in more spot removal like Swords to Plowshares, Path to Exile, Generous Gift, and Beast Within.

You can also cut stuff like Decree of Silence for cheaper yet similar options. Glen Elendra Archmage is a good and cheaper alternative that does something kind of similar. For Force Bubble you could potentially get away with running Elephant Grass instead. Instead of Sandwurm Convergence you could run something like Norn's Annex. Instead of Open the Vaults you can run Replenish.

DreadKhan on Rafiq, The One Hit Wonder

3 months ago

If the BW deck uses lots of enchantments, Ancestral Mask is pretty strong. It's also a card that's a great payoff for using lots of enchantments yourself. For the record, I suspect Enchantments as a theme is much more supported than Equipment is, there are incredibly borked cards like Serra's Sanctum (Tolarian Academy is banned), Academy Rector, and Replenish (the best of it's kind, but there are assorted other cheap versions), while stuff like Hall of Heliod's Generosity and many various Enchantresses (there aren't as many for Equipment I think) including Verduran Enchantress and Kor Spiritdancer are also very good. I have a Boros deck that uses creatures that draw cards off of enchantments being cast and stuff like Flickering Ward that I can recast over and over, I think Green has a bunch of other solid Enchantress cards, stuff like Setessan Champion. I think you can definitely run both and do fine, but if you wanted to go all in on one, Enchantments is really well supported in Bant.

If your Commander will usually have Double Strike, you probably could run Inquisitor's Flail, it's a really strong equipment with First Strike damage.

Not sure if you've got enough creatures to make it a viable alternative, but something like Pathbreaker Ibex could be an amusing backup Commander if you lose Rafiq somehow, maybe an Oubliette. The neat thing about Pathbreaker is that it can also double it's power (and get trample) after you buff it up, so it can be a very fast clock as well, and it has the not insubstantial upside that if you have a few creatures out with Rafiq you can just clobber people with a big Ibex swing.

pedroedmarcos on Opalescence and Theros gods interaction …

3 months ago

Hey there,

Once again I'm asking about interactions with opalescence, but what can I say? I love my gods.

So, I know that opalescence may or may not "affect" if the theros's gods are creatures based on which came first on the field. But how does it work If they entered the field at the same time? So, let's say I cast Replenish with Opalescence and one of the gods on the graveyard.

To mix things up a bit, lets say that I have enough devotion, what about if I have both Starfield of Nyx Opalescence and a god on the graveyard and I cast replenish? Which card is animating what?

pedroedmarcos on How Replacements effects work when …

6 months ago

Hey there,

Sometimes I f** hate myself for situations like this one. Let's say cast Replenish and in my graveyard I have a Heliod, God of the Sun, Starfield of Nyx and Opalescence. I already asked and read many times about how gods of theros interact with opalescence by who entered first, but here I have 3 replacements that can determine the power and thoughness of my god and all of them entered AT THE SAME TIME. So in a situation like this how would it work?

Orange+ on Punching in Pillow Fights

6 months ago

Hi, H-E-N-R-Y

Cool deck you've got going here :)

I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.

First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.

You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow

I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.

Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)

As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.

Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.

lilgigantopithicus on RESURGENT BELIEF

9 months ago

Gotta give love to Resurgent Belief decks. I really like the draw engine in it and how you can cheat out Belief. Both of these parts of the deck look solid, I just think getting out Belief needs to be more consistent. Some things I can think of for this are throwing in Personal Tutor and maybe a 1 of of Replenish. Your decks seems like it can get the mana in the late game for Replenish, and it adds some nice variety against stuff like Sanctum Prelate.

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