Savage Summoning

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Savage Summoning

Instant

Savage Summoning can't be countered. The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it.

multimedia on Nethroi. More mill support?

1 year ago

Self-mill yes, opponent mill no. You'll want plenty of self-mill to fuel Nethroi along with lots of ramp since Nethroi is 7 mana to mutate.

Fauna Shaman, Buried Alive, Jarad's Orders, Unmarked Grave, Vile Entomber are helpful especially if playing dredge creatures. Shigeki, Jukai Visionary is nice for self-mill + ramp + recursion.

Culling Ritual is a powerful card in multiplayer Commander that also provides ramp for Nethroi. Songs of the Damned goes well with self-mill + lots of creatures for ramp especially since Nethroi has 6 black mana in it's mutate cost.

Body Launderer and Karmic Guide are two good creatures with self-mill and they combo with a sac outlet such as Viscera Seer for infinite scry/loot. Activated Sleeper is an underrated 0/0 creature who also combos with Karmic. Braids, Arisen Nightmare is powerful draw in multiplayer Commander when sacing your own creatures helps you.

Plumb the Forbidden is mass sac for mass draw. Vivien, Champion of the Wilds, Emergence Zone, Savage Summoning lets you mutate at instant speed on an opponent's turn.

plakjekaas on Question for the CEDH community

2 years ago

I have included Seedtime in my decks, and have yet to cast it for a first time. It's just too coincidental of a circumstance to have it in hand, 2 mana open, and an opponent casting a spell that is blue during my turn.

Savage Summoning I have considered for a temur Ghostly Flicker(+Dualcaster Mage) combo deck, so you can start the flicker loop, make infinite mana, probably draw your deck, and will be able to flash in a payoff creature (like one that deals damage on etb, I had the commander, Omnath, Locus of the Roil in mind) without stopping the loop. A specific solution for finishing the game while you're already drawing your deck, that's how niche the card actually is '^^

enpc on Question for the CEDH community

2 years ago

Giving this some additional thought (especially since I'm not having to type on my phone):

For Savage Summoning in a cEDH setting, the most powerful part of the card is that you can give a creature spell flash. My reasoning for this is because if you're casting a big creature in cEDH, generally you're going for big impact cards. But (usually) the kinds of decks which want to cast big creatures are either stax effects or control decks who are casting soemthing like Nezahal, Primal Tide. In the case of control decks playing Nez, it's already uncounterable and, well, you're a cotrol deck. You're already packed with counterspells so why would you dilute your general control with something that only protects your stuff and only as you play it. The window of value is so low here.

And for the other deck type that you play big creatures with being stax, your objective is to lock the game down early. Every turn you let slip is a turn that your deck is not doing its thing. So You're not going to want to wait until you can play something big and then flash it in uncounterably. By the time you're playing something big you should already have a board lock (unless you've either done something wrong or were unable to achieve a proper lock). And at that point there shouldn't be much that your opponents can do about your incoming high impact card anyway. So at this point the card basically becomes a "this only really adds value if I'm getting my arse kicked but want to stick that one big creature" which is not what you want to be wasting card slots on.

If you're after flash effects, at least Scout's Warning at worst cantrips, but Savage Summoning just isn't worth it unless you're talking very niche scenarios, which makes it not worth it.

As for Seedtime, as I mentioned the card is basically only playable if your opponent is casting blue spells (i.e. countermagic). This means that you're either A) responding to countermagic with your own countermagic, which in this case you may as well just play conditionless extra turn spells (as you're running blue), or B) your main plan has just been stopped. This means that more often than not, you don't have much else to do and so it will untap your lands, draw you a card and let you play a land (kind of like a vintage turn 1/2 Time Walk). That's not terrible, but the question is: could the card be doing more to aid your main strategy? Imagine if you had a wheel in hand instead, to refill your hand. Would this be more valuable than an extra turn?

The strength of card comes from being able to respond to something like a Cyclonic Rift (especially if you're a very permanent heavy deck) or if you can generate a lot of value in a given non-win turn (@davidsays1 I did notice that you have a Selvala, Explorer Returned deck which runs it - this is probably one of the better use cases for the card due to the value that Selvala can generate you). And sure, responding to an someone Brainstorming at your EOT is funny, but it's still pretty corner case.

But I would say that there are a myriad of blue extra turn spells, however most blue decks don't both running them unless it's part of the deck's strategy to begin will. So that should help paint a bit of a picture about why Seedtime doesn't really see play.

enpc on Question for the CEDH community

2 years ago

Generally the kind of decks that want to run expensive high value creatures will have other ways of protecting them (like Allosaurus Shepherd or Veil of Summer) which generally do more work than Savage Summoning. Additionally, a large number of counterspells that get played in cEDH don't hit creatures to begin with, since people are going for low cost spells. And if you have access to counterspells, you have a way of protecting your stuff that doubles as a way of shutting down an opponent.

As for Seedtime, you need to have during your turn and have an opponent play a blue spell (presumably counter your stuff) before you can take an extra turn. I know it's only 2 mana but the fact that you can play it generally means your plan A has been disrupted and so it just untaps your stuff and draws you a card, and if you want to do that then there are much better cards to be running. Basically put, the variance is too high with too low of a floor.

davidsays1 on Question for the CEDH community

2 years ago

I've been playing MTG for 8 years now (Khans of Tarkir), and EDH for roughly 7 (Commander 2014) Is there a reason I never see anyone use Seedtime or Savage Summoning? Seems in a competitive game Blue will always be at table, so both cards come in handy, an extra turn is amazing. An uncounterable creature is amazing. I've won many games, because of both cards so I'm just curious (savage summoning is mainly used for walking ballista when I use it.) Why neither card really sees much CEDH play.

multimedia on Abzan Graveyard Recursion Help

2 years ago

Good choices for cuts and adds.

Unfortunately, don't use the scale here to gauge competitiveness of your deck. It's crap, doesn't work well and it's better to just ignore it, turn it off in the editor. Trust me and everyone else who's helping you here in the comments. Your deck is improving, becoming more competitive with each change.

Yes, Bane of Bala Ged is better than Demon of Loathing, but it has similar drawback since it's also 7 mana and has to attack to trigger. Creatures like Bane and Demon are better in colors that have lots of haste enablers. On a budget Abzan doesn't have them therefore if you're going to play high mana cost creatures they should have an ETB ability or provide value another way. Sun Titan is an example, it's 6 mana, but in my opinion it's better than Bane and Demon since it could reanimate something when it ETB and it can be a combo piece.

I'm not saying to not play creatures who don't do anything the turn they ETB, but those creatures should be lower mana cost, not higher mana cost. Low mana cost to potentially play one and something else that same turn or play one and leave up mana for instant interaction with your opponents. Fauna Shaman is a good example, it can't tap the same turn you play it, but it's a 2 drop not a 7 drop. It's possible that Body Launderer won't do anything the same turn it ETB, but it's 4 drop as well as being a combo piece. These are big differences than a 7 drop.


Currently, your only option is to mutate Nethroi at sorcery speed on your turn thus the creatures you reanimate should give you value or combine to win the game that same turn. You don't want to rely on having those creatures on your next turn, reanimating creatures who don't do anything until they can attack could just waste Nethroi mutate. An opponent may just cast a board wipe and destroy all your creatures potentially not getting much from mutate.

There are effects in Abzan that are like haste such as flash or reanimating at instant speed. An effect that gives flash to a creature would let you cast/mutate Nethroi on an opponent's turn. Doing this lets all creatures you reanimated then attack on your next turn.

When you're playing so many creatures giving them flash can be very useful and also powerful. More instant creature reanimation goes with the strategy of self-mill, consistent creatures in graveyard. You're playing Doomed Necromancer, it and Apprentice Necromancer if they can tap can reanimate on an opponent's turn.

TheOfficialCreator on Gishath's Jurassic Park

2 years ago

Insist, Spellbreaker Behemoth, Savage Summoning, Prowling Serpopard, Vexing Shusher, and Allosaurus Shepherd are all options to stop your creatures from being countered if that's a threat you're concerned about.

As far as stopping your creatures from being destroyed, Asceticism, Dense Foliage, and Heroic Intervention are good.

Drestlin on G/W +1/+1 counters exile

2 years ago

True, removed Savage Summoning since Leyline of Lifeforce is cheap anyway. Mistcutter also saves me from it being taken control of and it has haste, so i'm going to leave it there :D

Load more
Have (1) metalmagic
Want (0)