Signal the Clans

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Rare

Combos Browse all

Signal the Clans

Instant

Search your library for three creature cards and reveal them. If you reveal three cards with different names, choose one of them at random and put that card into your hand. Shuffle the rest into your library.

Signal the Clans Discussion

multimedia on Punch first. Ask questions while punching

1 month ago

Hey, nice job keeping the budget low and interesting version of Xenagos with Planeswalkers.

The majority of my budget cards suggestions to you to consider are lower mana cost cards to help to reduce the avg. CMC of your deck which is high at 4.4 or cards that are the same mana cost, but are upgrades.

Cards to consider adding:

These are cards that I think can help your deck since they provide something that's missing here. Early game ramp is good when playing a five drop Commander who you would like to get onto the battlefield quick. There's also many high mana cost creatures here that more early game ramp can help to cast them. Farseek can search for a dual land: Cinder Glade or Sheltered Thicket . Being able to land ramp with a dual land is helpful. Elvish Mystic and Llanowar Elves are one drop mana dorks who are some of green's best cards for Commander.

Creature tutors: Fierce Empath and Signal the Clans are helpful to get a creature into your hand after getting Xenagos onto the battlefield. Either, but especially Empath can get Ghalta, Primal Hunger . Repeatable draw is very good in Commander especially draw that has interaction with your Commander. Greater Good and Garruk, Primal Hunter is powerful repeatable draw when you have a creature with a lot of power which a creature gets from Xenagos's ability. Ghalta for instance can draw 24 cards after doing 24 combat damage. Greater is also good with Moldgraf Monstrosity , a way to kill it which then reanimates two creatures giving you more fuel for both Xenagos and Greater.

Moldgraf and Greenwarden of Murasa are ways to recur or reanimate cards from your graveyard. They are creatures which gives them interaction with Xenagos and Greater. Having recurion/renaimation is helpful in Commander because your creatures are going to die and being able to use a card more than once is good. Chaos Warp and Beast Within are versatile instant removal spells in Commander since they can target any one permanent this includes a problematic opponent land.


Cards to consider cutting:

  • Timber Gorge
  • Gruul Guildgate
  • Shivan Dragon
  • Essence of the Wild
  • Hoard-Smelter Dragon
  • Rumbling Slum
  • Zhur-Taa Ancient
  • Protean Hulk
  • Shamanic Revelation
  • Hunting Wilds
  • Planewide Celebration
  • Enlarge
  • Blanchwood Armor
  • Consign to Dust

Good luck with your deck.

multimedia on Land Drops

1 month ago

Hey, nice version of Wildborn, pretty underrated casual Commander.

Cards within the budget to consider adding:

The first of these suggestions are lands that give you value, repeatable value with Crucible. I see Grounds and Glade in the manabase which makes Lore a good two drop land ramp spell. Signal and Empath are additional tutors for your finishers creatures. Cultivate and/or Reach are not ideal, but they're pretty good with Wildborn because they basic land ramp and put a basic land into your hand which you can play because of Wildborn.

Cards to consider cutting:

  • 2x Forest
  • 2x Mountain
  • Ground Assault
  • Indomitable Creativity
  • Pillage
  • Seek the Horizon
  • Vengeful Rebirth
  • Traverse the Ulvenwald
  • Harmonize
  • Slice in Twain
  • Undergrowth Champion

multimedia on The Ur-Dragon's Dragons

1 month ago

Hey, there's definitely a lot of Dragons here, too many. Have you thought about the mana curve?

There's only three two drops? Consider adding more early game ramp? Cards within the budget to consider adding:

These suggestions are low mana cost ramp and tutors to get the better Dragons into your hand such as Utvara Hellkite .

For the manabase consider adding some Tri lands replacing the ETB tapped Fetch lands?

These types of Fetch lands are consistently going to get dual lands that will also ETB tapped which is really slow. Tri lands are also slow, but only delaying one turn and then they give you one color of three choices.


Cards to consider cutting:

  • Bad River
  • Flood Plain
  • Grasslands
  • Mountain Valley
  • Rocky Tar Pit
  • Zendikar Resurgent
  • Chromium, the Mutable
  • Nicol Bolas
  • Dromoka, the Eternal
  • Dragonlord Kolaghan
  • Palladia-Mors, the Ruiner
  • Dragonlord Atarka
  • Sarkhan the Masterless
  • Prismatic Geoscope
  • Firemind Vessel

Good luck with your deck.

KidEnkidu on

2 months ago

Hey thanks for the elaborate comment, multimedia! Yeah Brainstorm is a card you bring up that I really feel should be in not just because of early digs but because it lets you keep stuff when you wheel. And I agree, at least one thing that can get enchantments should probably be in there, I was thinking Sultai Charm or Beast Within .

I'm considering Dawn of the Dead as a sturdier card to fill the role of Kess, since it can get back the Magi and gives them haste AND they won't get exiled because you sac'd them so you can just keep doing that.

Also Signal the Clans is sweet, I did not know that card existed until just now, so thanks for that.

multimedia on

2 months ago

Hey, saw your forum topic asking for help.

I think you have enough wheels, but could add a few more if you wanted:

Consider more tutors or early game draw to help to find wheels or the impactful cards? Since don't already have Demonic Tutor then I presume this card is not within the budget? Tutors that won't break the bank to consider adding:

Early game spells that can help to find wheels:

Waste Not gives you a lot of advantage when you're wheeling the table. Kess, Dissident Mage is quite good to recast wheels or other instant/sorceries you discarded from your graveyard. Smothering Tithe and Necropotence are cards you don't want to see an opponent play and if one does you want some answers for it if it resolves.


Cards to consider cutting:

  • Etched Oracle
  • Runehorn Hellkite
  • Deathsprout
  • Murderous Cut
  • Condescend
  • Dream Fracture
  • Mindswipe
  • Perplex
  • Volcanic Vision
  • Psychic Corrosion
  • Spell Swindle
  • Neheb, Dreadhorde Champion

multimedia on The jungle...It just came alive and took him

2 months ago

Hey, you're welcome. I missed the interaction of Extinction and Spiteful; that's neat :)

The problem with going the basic land route is you need a consistent amount of each color and the only way to realistically get this on a budget is with lots of dual lands. Normally do I recommend the basic land route for budget 3-4-5 color manabases, with green as the primary color. Adding dual lands and spells that have interaction with basic lands: Battle lands, Shadow lands ( Game Trail ), Bounce lands ( Selesnya Sanctuary ), less expensive Check lands ( Woodland Cemetery ) and land ramp spells (Farseek). Slivers are different though because of the tight color requirements dual lands are a better option than basic lands. For budget Slivers in my opinion sacrifice some speed of gameplay to make sure you can better make the right colors of mana so you can cast Slivers.

Add low CMC budget cards that can tutor for Gemhide, Manaweft and Lantern as these cards let you worry less about if you have the right mana.

Adding Joiner Adept would help as it's another Lantern effect for your lands and a creature which makes it easier to tutor for then Lantern. Fertile Ground is also good for color fixing/ramp. Good luck with your deck.

multimedia on Ur Dragon Face Punch

3 months ago

Hey, nice version of causal The Ur-Dragon.

I know you don't want suggestions for the manabase, but 34 lands is low amount for Dragons. With an avg. CMC of 4.1 and only a few mana rocks and land ramp spells it's going to be difficult to consistently play cards from your hand especially Dragons even with Ur-Dragon's mana cost reduction. My advice is to consider 38 lands? For now just add more basic lands, 3x Snow Mountain and 1x Snow Forest? Also consider adding more low mana cost mana sources that are within the budget here:

Consider more tutors to get a Dragon especially Utvara Hellkite :

Temur Ascendancy has powerful effects with Dragons. Drakuseth, Maw of Flames is pretty ridiculous with haste. Vaevictis Asmadi, the Dire is underrated in multiplayer Commander and is also good with haste. Vizier of the Menagerie has a helpful ability when playing lots of creatures, five colors and it's good with Fist of Suns .


Demons and Angels are fun too, but I don't think you need or want them here. Cards to consider cutting:

  • Embodiment of Agonies
  • Rienne, Angel of Rebirth
  • Golos, Tireless Pilgrim
  • Ryusei, the Falling Star
  • Archetype of Endurance
  • Force of Despair
  • Crucible of Fire
  • Sword of Sinew and Steel
  • Blackblade Reforged
  • Altar of Dementia
  • Jaya's Immolating Inferno
  • All Suns' Dawn

I offer more advice including why I suggest to cut these cards and other manabase options. Good luck with your deck.

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Signal the Clans occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%