Savage Summoning

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.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Savage Summoning Discussion

Flooremoji on Modern Horizons 2 Spoilers

2 months ago

Here are my thoughts on the set so far:

Cabal Coffers reprint: Eh. Not like it's going to do anything in modern. Gotta please the edh players I guess, even in modern's premier set?

Counterspell reprint: No opinions on this one.

Yursi: More edh stuff. If it had haste it might be good enough, but as is it's not worth it.

Flametounge Yearling: Excelent design, might even be playable but I'm not placing any bets, esp since it'll shoot itself with no other legal targets. I imagine that'll get some people who weren't around when ftk was legal.

Thrasta, Tempests Roar: I mean... I'm not terribly excited about this card. Seems a bit strong, but it might be fine. Savage Summoning and Vivien, Champion of the Wilds are cards that exist but I doubt Thrasta alone would be enough to justify them.

Unmarked Grave: It's balanced, not much else to say there.

Profane Tutor: Possibly playable, but with ssg ban I'm not sure which decks even need this effect.

Grief: I like Unmask . What I don't like is turn one shock Godless Shrine evoke Grief, Ephemerate .

Rishadin Dockhand: I am a fan of this card. Seems like an easy include into merfolk decks, I don't know where else it will find a home though.

Timeless Dragon: It seems a bit slow for modern, bomb in limited I'd imagine. It's not unplayable though.

Dakkon, Shadow Slayer: I feel like I am underestimating this card whenever I look at it, so it wouldn't surprise me if it's powerful.

Diamond Lion is a great callback, it's not busted but it just might see play.

Brainstone is meh, just the way I like it. Don't underestimate it in artifact based decks though.

Urza's Saga: I wish this card didn't get printed, but here we are. At least playable in modern by my calculations (thank goodness it can't find Lotus Bloom ), but in formats with artifacts like Sol Ring it's pretty damn powerful, and it's also pretty free in many cases.

MistaMint on Desecration Ritual (Yarok EDH)

6 months ago

Apologies for the double tag. It cut off the second part of my comment for some reason, both times. Was saying I also recently did Progenitor Mimic at end of turn with Savage Summoning and paired it with wurm

MistaMint on Desecration Ritual (Yarok EDH)

6 months ago

TheJakeWithHumanHair Thanks. Deck is a lot of fun to play, not much fun go play against. And remember, it's not about how much the card costs, it's about how you use it

MistaMint on Desecration Ritual (Yarok EDH)

6 months ago

TheJakeWithHumanHair Thanks. Deck is a lot of fun to play, not much fun go play against. And remember, it's not about how much the card costs, it's about how you use it

Zhesmeon on Don't touch my Throne

7 months ago

One of Jared's main weaknesses is that you cannot become monarch the turn he enters the battlefield. This means 1-3 opponents get the card advantage from monarch before it does anything for you. That's why I definitively would play Savage Summoning and Scout's Warning. Play Jared at the end step right before your turn. No disadvantage and you gain pseudo haste. Also Savage Summoning protects your spell and pumps Jared for his first attack and Scout's Warning is a cantrip.

The other thing you should be looking for is vigilance, because you want to attack as often as possible (it's a combat centered deck after all), but you also want to block in order to avoid losing the monarch and to pump Jared even further. Heliod, God of the Sun would be a nice addition.

TheVectornaut on When The Wall Is Up Against You

9 months ago

I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.

Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.

For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.

The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.

MahBoi100 on The Ladybug: An Apex Predator

9 months ago

Vlasiax

Savage Summoning is quite interesting seeing as it does solve our problem of lacking haste. It even lets you get in Kathril in response to graveyard hate, which is an aspect of the card that I hadn't yet considered.

Pull from Eternity and Riftsweeper both sit on the bench of honor. As cards in the deck, I don't feel like they do enough. They're singular waits on the scenario where Zetalpa or another bomb gets exiled. Until that happens, they're kinda dead. Their use vary from playgroup to playgroup, of course. I haven't faced much graveyard hate in my playgroup yet, but if someone gets a little cheeky, I may include one or both of them.

Wand of Vertebrae is another cut I've made as an adaption to my meta. People don't run much graveyard hate and as such, I didn't make room for what essentially is a worse Perpetual Timepiece. That's not to say that the card is bad, of course. I've considered it before, and might include it if I find people targeting my graveyard more.

These cards are all great potential additions to Kathril, and while most of them sit on the sideline for the time being, I may consider moving Savage Summoning to the mainboard. People are already scared enough of Kathril being granted Haste, so an Instant speed, uncounterable Kathril just might make them cry! x)

Vlasiax on The Ladybug: An Apex Predator

9 months ago

I see. What I've found as countermeasures to common removal options that I try to squeeze in are:

And I like your take on 'Hexproof on player' but I guess I'd stick to Leyline and Aegis of the Gods. And maybe something cheap to shuffle back some cards like Wand of Vertebrae.

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