Shamanic Revelation

Shamanic Revelation

Sorcery

Draw a card for each creature you control.

Ferocious — You gain 4 life for each creature you control with power 4 or greater.

Latest Decks as Commander

Shamanic Revelation Discussion

seshiro_of_the_orochi on Warweaver's Chant

1 week ago

Worchatz: Thanks for the comment and the upvote, I really appreciate that. Regarding your suggestions, here's what I think:

Shamanic Revelation is great, I'll try to get it for the deck. Spiteful Visions is awesome, but I'll find another slot than that of Sapling. Her indestructibility is just too important here. Dense Foliage is interesting, but I don't get why it's that great here. Semi-shroud is cool, but I like my spot removal, and not being able to use it feels bad. Druids' Repository is super-cool, definitely going in. I decided against Grim Hireling. It's a fine card, but too fragile for the deck. I'm unsure about Heartless Summoning. The mana discount is great, but shrinking my creatures seems counterproductive here.

Lots of things to think about, thank you very much for the input.

multimedia on Ghired Quartermaster

3 weeks ago

Hey, nice version with such a low budget. Only 40 cents or less for each card is an interesting idea.

Even though you're building a very low budget deck still consider some basic deck building guidelines to structure your deck? A basic structure is helpful when building any causal Commander deck to give you a good start.

The numbers in this basic structure are just a start, not all areas are covered and the final numbers may be more or less for each part. A basic structure doesn't need anything but the basics, you can add other cards to make up other areas that you want specifically with your Commander after. 10 ramp and 10 draw sources help to make a smoother gameplay experience. The balance of extra mana from ramp with the draw sources theoretically helps to have mana and cards in your hand to cast with the mana. Creatures can be part of the numbers and cards that have more than one effect that can go in many different areas are excellent and should be priority for cards to play.

Compare the above example to your current deck structure:

  • 33 lands
  • 26 creatures
  • 16 removal sources
  • 3 ramp sources
  • 1 draw source

The amount of creatures is a fine number, but there's disproportionate amount of removal compared to other areas. 33 lands with only 3 ramp sources, two of which are 4 CMC and 5 CMC are risky numbers because you can potentially get land screw (not drawing lands) as well as mana screwed (not having enough mana to cast spells). Having major potential for both of these to happen in a game can be really frustrating and is really bad for gameplay.

I believe you can never have enough draw in Commander since draw keeps the game going for you making gameplay much more fun. Harmonize is a good card, but only having it for draw is not enough.


Ghired and the other impactful cards here are high CMC and you want to get to five mana for Ghired quicker than only relying on your land drops. More ramp can help and the best ramp to add such as Sol Ring and Arcane Signet are budget cards. Unfortunately, they aren't 40 cents or less though, here's some to consider:

3 CMC or less ramp is preferred to have these plays in the early turns of the game which is best time to cast ramp since then it helps you to cast Ghired and all the other high CMC cards you want to cast later on in the game. You don't want to be casting 5 CMC or even 4 CMC ramp instead you want to use that amount of mana along with ramp that you cast before it to cast other more impactful spells.


Lots of draw especially repeatable draw sources are important to have in Commander. Unfortunately, because of the budget restriction for cards doesn't give you a lot of options, but here some to consider:

  • Garruk's Packleader: repeatable draw any time a 3 or more power creature you control ETB including creature tokens. Rhino's have 4 power.
  • Voice of Many
  • Zephyr Boots: repeatable draw, can also give equipped creature flying evasion.
  • Mouth / Feed: only can cast Mouth first to create a 3/3 Hippo then Feed can only be cast from your graveyard.
  • Mask of Memory: repeatable draw, equip any big creature you control who has evasion such as trample or flying.
  • Shamanic Revelation

Creatures who can draw are nice with Flamerush Rider to make a copy of them to then populate with Ghired. This interaction is very good with Garruk's Packleader since the more Packleaders you control the more draw you get especially when you populate a Rhino as well as each Packleader triggers to draw from the other. Three of these suggestions care about the amount of creatures you control which is good when playing tokens.

I've given you a lot to think about, but I offer more advice in another comment if you would like, including cuts to consider. Good luck with your deck.

TrashWolf95 on Wolf Army

3 weeks ago

As a fellow wolf/werewolf player myself I have a few suggestions to make your deck a bit better. First I would remove Meteorite it's a high mana cost for not a lot in return I would suggest replacing it with The Celestus as it's cheaper mana rock and has synergy with your werewolves and the draw/discard ability is super useful. I would also remove Burn the Accursed in favour of maybe Lightning Bolt, Moonlight Hunt or Banefire.

A few other cards off the top of my head that I play in my wolf/werewolf deck that are very useful are Rampant Growth, Warstorm Surge, Atarka's Command, Destructive Revelry, Nightpack Ambusher, Cult of the Waxing Moon, Cultivate, Wolfcaller's Howl, Master of the Hunt, Shamanic Revelation, Elemental Bond, Beast Whisperer, Wild Defiance, Scorned Villager  Flip, Overwhelming Stampede and Rhythm of the Wild.

Overall for your first edh deck you have some good picks and synergies I like the midnight hunt theme

Grasshoppeh1 on Lost and Afraid

1 month ago

Did a bit of Brainstorming last night

Potentially Temur Sabertooth might be good in my playgroup due to the amount of removal and ability to setup.

Rude Awakening + Temur Sabertooth + Eternal Witness + 11 mana == infinite mana and bounce/infinite ETB. Temur Sabertooth, plus any of my ETB or cast cards gives a lot of utility including extra draw, recurrence, removal, spot protection from removal.

I think this card is worth a shot with the amount of mana I have available most times. For the sake of theorycrafting we have to try it!! Who knows maybe if I wanted to go the jank route this would make Vorinclex, Voice of Hunger, Helix Pinnacle or Aetherflux Reservoir viable as a non-attack wincon. Testing needed,, wanted to vorinclex in my collection anyways.

For classic wincons,

For creatures, I feel like I could hold a sideboard of 15 fatties on me and swap them in and they would all feel equally viable. That said Kozilek, Butcher of Truth felt irreplaceable and thus is getting a perm mainboard. Prevents milling, draws cards, threat/wincon, resets my deck, nice with Life from the Loam.

Vorinclex like I've mentioned before accelerates the deck and give me more time. It's more of enabler than a combo piece itself. Potentially Defense of the Heart might work here too if I hadd him. It would also open up potentially a new archtype if I went with Aetherflux Reservoir + Temur Sabertooth.

As for the draw situation, we could build around it or just go with the classics.

Adding Guardian Project to the maybe board along with Beast Whisperer. They're not as "fast" as the other options, but guardian often times is a Harmonize or better and beast whisperer is tutorable draw!

Some classics are: Garruk, Primal Hunter which is a "5 mana draw spell", Shamanic Revelation is another Regal Force that works with tokens! Rishkar's Expertise is another garruk that has a ~70% chance to hit another spell. That percentile is potentially amazing due to the composition of the current deck.

On the fringe for: Zendikar Resurgent, vorinclex slowing down opponent's in that slot feels better as a mana doubler, and I could just play Guardian Project earlier if I was after the draw. This card feels like it's in a weird place. Might turn out to be just an expensive harmonize. Momentous Fall, I don't know how I feel about this yet. Generally it says, 4 mana sac a creature draw 2-6 cards. Feels like a card I would play when I'm ahead, not to get ahead. That said I could say the same for anything else that is not an etb draw, regal, or harmonize.

Next step I guess is to make a couple "Packages" and see how they fit the deck.

Gadianten on Scourge Under Moonlight

1 month ago

You really need at least 36 lands so to make room for them I would drop Descendants' Path, Sensei's Divining Top, Herald's Horn, Arlinn, Voice of the Pack, Jeska's Will and Unnatural Moonrise. The reasons for these drops are because your commander will often render slow incremental advantage pointless from cards like Sensei's Divining Top when you will be drawing two or more cards a turn, Herald's Horn and Descendants' Path do not really warrant a spot considering the explosive potential of your deck, you are better off with impactful cards like Shamanic Revelation instead. Unnatural Moonrise is very disappointing as its not even instant removing combat tricks and half your werewolves wont care about this effect anyway, its literally a weaker version of your cheap, cheap commanders passive but at the price of mana and a card slot.

Arlinn, the Pack's Hope  Flip is hard to control and does not really add much, although I understand the desire to have werewolf planeswalkers in the deck. I think Beastmaster Ascension however, would be pretty nasty, is not hard to activate and inexpensive to get out. You really want your creature enablers and spell effects make people flinch when they hit board.

Elmoisamac is very much on point about green fetch land spells and using basic lands with Blood Moon, don't underestimate Blood Moon in its abilty to cripple decks. You should have at least 16 basic lands so as not to be a victim of your own Blood Moon.

multimedia on Klauth Dragons

1 month ago

Hey, well done so far with your version of Klauth.

You have Old Gnawbone, by adding Hellkite Charger then you have an infinite attacks combo that with Klauth can be infinite mana of any colors. Charger could replace Demanding Dragon. I'm a big fan of including green's excellent recursion. Cards that can recur any one card from your graveyard are helpful.

Seasons Past is nice with Klauth's ability along with other Dragons to make a lot of mana to cast the cards you recur. Past and Witness could replace Shamanic Revelation and Explosive Vegetation.

Good luck with your deck.

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