Rude Awakening

Rude Awakening

Sorcery

Choose one —

  • Untap all lands you control.
  • Until end of turn, lands you control become 2/2 creatures that are still lands.

Entwine (Choose both if you pay the entwine cost.)

Latest Decks as Commander

Rude Awakening Discussion

alechodgin23 on Aesi, Tyrant of Simic Strait

4 weeks ago

Hey man awesome deck! Definitely a +1 from me!

I have a few recommendations for you:

- Turnabout - Rude Awakening - Lotus Cobra - Nissa, Vital Force - Recurring Insight

The first 3 cards mentioned are going to be 3 of the BEST ramp spells in your deck. The last 2 will be 2 of the best draw spells in your entire deck. I think they’d be a good fit!

I might would even include Sylvan Awakening and Natural Affinity as win conditions! They’re very fun!

Could you check out my lands deck? I’d love some advice from you. It might also give you some interesting ideas! Please read the entire description though. Here’s the link:

Sacrifice Lands and Recur Them for the Win!

hungry000 on $15 Manland Ramp

2 months ago

Hey TwentDoggo, glad you like the deck. Normally I wouldn't have trouble finding ways to upgrade my decks, but this one in particular is kind of inherently flawed in that there simply isn't much support for its plan. That said, there are some things you could do to make the deck more functional in general.

Probably the easiest upgrade you could make is include the Arbor Elf + Utopia Sprawl ramp package. These two make it possible to have four mana on turn two (turn 1 Arbor Elf, turn 2 Utopia Sprawl on an untapped Forest) which makes higher cmc ramp spells such as Hunting Wilds , Explosive Vegetation , and Nissa's Renewal more viable. It also makes the deck's combo turn come around much sooner since being able to make four mana off of one land gives you more untapped lands to attack with after casting Sylvan Awakening .

If you do this, you'll need to rework the deck a bit--this ramp plan is better with a lower land count, so Arboreal Grazer and Rites of Flourishing would be cut out, and since you have more mana early on you'll want to add some higher impact ramp spells (the aforementioned Hunting Wilds etc). You would also be able to play Rude Awakening , a card that I excluded from the original draft of the deck because 8 mana is a lot.

So these are the changes I'd make:

I'm not sure what you're budget is, but that's really the best you can do if you want to stick to the man land plan. I suppose you could also upgrade the mana base, but you can get by with all basics since you've got a lot of color fixing ramp spells.

Omniscience_is_life on Social Constructs (Oviya Pashiri) *primer*

2 months ago

DevoMelvminster good call with Season, that'll surely do some work! I'm not sure about Rude Awakening , I do need another landimator but that one costs a lot.

DevoMelvminster on Social Constructs (Oviya Pashiri) *primer*

2 months ago

Harvest Season seems fun. Seems like you end up with a lot of creatures, and if Throne of the God-Pharaoh is doing work, then i’m sure harvest could grab you a ton of lands.

How about Rude Awakening as another landimator, with the added benefit of untapping said lands?

klaudiohmm on Gods

3 months ago

Hey! I have some suggestions, hope they'll help:

Grind on Ashaya's Playground

3 months ago

Cool deck!!
Rude Awakening untaps lands and animates lands.
Fauna Shaman Maybe?

Profet93 on Competitive Ashaya Combo

5 months ago

+1

Can you list out combos?

What's the point of emerald charm, cradle + enchantment removal?

Shamanic Revelation > Collective

Seasons Past IMO > Praetor's counsel - 2 mana can make a big difference in a competitive deck.

Although not competitive, something to consider is Rude Awakening - Ramp with cradle, draw with shamanic revelation/collective (not regal force unfortunately), ritual given enough lands/dorks, alternative aggro wincon, etc... Lots of good stuff with the right set up.

Cut half forests for snow forests to trigger field of the dead

Castle Garenbrig - Upgrade

Maze of Ith - Combo with Argothian Elder to make infinite mana during the combat phase

You seem to have a good amount of slots dedicated to anti-blue. Is that necessary when it takes away from your gameplan? I feel if you cut seedtime, dosand or gaea's herald (note, I think there is a better version of herald that came out relatively recently), you can add more cards to help ensure consistency through redundancy. How much blue is in our meta?

Garruk, Primal Hunter / Rishkar's Expertise - Draw, you might need a bit more draw. If you're willing to pay 6 for collective, rishkar's is worth considering

Ehsteve on Lord Windgrace Sits Behind A Chasm

6 months ago

More Commander Legends

Undergrowth Stadium

I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.

War Room

There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.

Court of Ire

Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.

Wheel of Misfortune

With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.

Court of Ambition

Giving your opponents choice isn't the best. Skip.

Opposition Agent

No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.

Tormod, the Desecrator

Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.

Kamahl, Heart of Krosa

Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.

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