Signal the Clans

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.

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Set Rarity
Gatecrash (GTC) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Signal the Clans occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Signal the Clans Discussion

SplendiferousPotato on Saskia Deckbuilding Directions?

2 months ago

Hey all,

So, the printing of Saskia in the upcoming SLD has been the inspiration/encouragement/reason I needed to finally start building her, but I am a bit stuck with how to go about it. I currently have a bunch of directions in my head, but I need to file it down to make it work. Here are my vibes so far:

  1. Legends! I have found a bunch of combat-focused/synergistic to goof around with Saskia's ability, and I think a Legends theme could be very functional in a midrange value deck. Cards like Aurelia, the Warleader, Gisela, Blade of Goldnight, Queen Marchesa, Marisi, Breaker of the Coil, Bruse Tarl, Boorish Herder, Zurgo Helmsmasher and Shalai, Voice of Plenty really offer a powerful way to supply the beatdown. I would of course throw in all of the Legends support spells, like Reki, History of Kamigawa, Captain Sisay (also in the SLD, by the way), Time of Need and Heroes' Podium.

  2. Sunforger! I love this card, and being in four colors gives me a bunch of really great targets to get my damage through, protect my board, find my answers to threats and grind out the game. A few stand-outs from my preliminary research include Naya Charm, Boros Charm, Eladamri's Call, Enlightened Tutor, Signal the Clans, Congregation at Dawn and Crackling Doom, and all of the best instant-speed removal I could want in pieces like StP, PtE, and personal favorite: Crush Contraband. There would need to be a couple Sunforger synergies to make this work, such as graveyard->library shuffle effects like Mistveil Plains or maybe even Gaea's Blessing? Not sure about graveyard shuffling effects, so I am open to suggestion.

  3. Curses! Saskia already reads like a Curse on a creature body, so I thought this may be a weird direction to go in! There are several fantastic Aura Curses in these colors, and I could run an enchantress-style of deck using these cards as a way to delay my opponents' plans and encourage them to attack each other instead of me. Good examples of cards to run in this theme are Curse of Disturbance, Curse of Bounty, Curse of Bloodletting, Curse of Opulence, and while not a Curse, Captive Audience is pretty hilarious - especially when cast against the right opponent. I would obviously run the supports cards to make this strategy work, such as the enchantress creatures and enchantment-casting synergies of the like.

So, I think some subset (maybe all?) of these themes and strategies could coexist, but I would love to see what y'all think. What could I do with my favorite badass asskicker?

Haima13 on Korvold, Aristocracy

3 months ago

My spoilers in the comment above arnt working for me so im trying something different. "If you want to sift through some cards you can look at each section, but I would recommend just looking at the first grouping to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

Haima13 on Korvold, Aristocracy

3 months ago

If you want to sift through some cards you can look at each section, but I would recommend just looking at "The short list" to start with, as I went a bit too far with the other lists. Those lists are fine to just look at ideas or "good cards" but there are far too many to call them suggestions.

Headtext for first 3 entries. Show

Enters tapped but sac's for free Show

Doesn't enter tapped, cost mana to sac Show

The expensive ones Show

Cards that do similar but arnt lands Show

multimedia on Korvold, the hangry kang

6 months ago

Hey, nice concept for a budget Korvold deck. The suggestion to add the persist combo with Grumgully is a good one.

Budget cards to consider adding:

Cards to consider cutting:

  • Cinder Marsh
  • Everglades
  • 3x Swamp
  • 2x Mountain
  • Basal Thrull
  • Blood Bairn
  • Nightshade Stinger
  • Shrapnel Blast
  • Accorder's Shield
  • Fountain of Youth
  • Phyrexian Walker
  • Desperate Gambit
  • Vial of Poison
  • Delif's Cone
  • Fling

Consider cutting Shrapnel Blast and some of the cost artifacts? I don't think Blast is good enough of a card to want to include these artifacts. Good luck with your deck.

DemonDragonJ on Copying Signal the Clans

6 months ago

If a player copies Signal the Clans , can they take a shortcut by searching their library for six creatures cards and putting two at random into their hand, or much they search separately for each instance of the spell? I know that copying Demonic Tutor or a similar spell allows a player to take a shortcut and search their library for two cards, but the game still considers them to have searched and shuffled twice, but StC may be different.

multimedia on Korvold, Fae-Cursed King Jund EDH

7 months ago

Hey, you're welcome.

You want to try to limit the amount of high mana cost cards (four drops or higher) you have in your deck.

These are all better high mana cost cards then Brass's Bounty . Bounty makes treasures, but that's all it does and it costs seven mana. There's better cards for less mana that make treasures. Bounty makes treasures equal to the amount of lands you have therefore you can't even ramp into Bounty with nonland sources such as mana rocks or mana dorks.

You don't need Butcher of Malakir if you have Dictate of Erebos . Butcher is seven mana redundancy (the same thing) which is too much. If you didn't have Dictate then Butcher would be fine. There's too many five drops here especially since Korvold is a five drop and it's the five drop you want to cast more then the rest. The other five drops that are worth keeping are:

I'm not a fan of Revel I would cut it because I think treasures are better to sac and make mana or to grow Korvold and draw then keeping ten of them on the battlefield hoping to win with Revel.

Sidisi, Undead Vizier is a good tutor, consider more tutors? Diabolic Intent is worth clearing $10 to add. It makes you sac a creature before you can tutor which is has synergy with the sac theme of Korvold. Consider cutting Growing Rites of Itlimoc  Flip for Intent? Rites is a fine card, but for your deck it's not better than Intent since Intent can tutor directly for Dockside Extortionist .

Eternal Witness is great with Intent and Temur Sabertooth . Witness can recur Intent letting you cast it again. Sabertooth can bounce Witness back to your hand to cast it again and recur Intent or something else. Having the ability to recur any card is very helpful when the strategy with Korvold is to sac your permanents. To make room in the budget for $5 Witness consider cutting $6 Mazirek, Kraul Death Priest ?

Because Dockside Extortionist is so good with Korvold then having other tutors that can get him are helpful.

These are good budget creature tutors. Evolution goes with the sac theme since you sac a creature before you tutor for another one and put it onto the battlefield. Signal can tutor for three different creatures and then randomly you put one into your hand. Empath can tutor for Prossh or Avenger. Summons can tutor for both Extortionist and Sabertooth.


Korvold is five mana and you kind of want him on the battlefield before you start sacing permanents to get the value. The problem is you need more ramp to do this. More early game ramp is good with Korvold; it can be used to cast him faster and then ramp permanents can be sac fodder for his ability. The nice thing about Korvold is even if you all draw are ramp and nothing else it's fine because ramp lets you cast him faster and then the ramp or lands can used to sac to grow him and draw.

One drop mana dorks are some of the best cards for ramp in Commander.

multimedia on Punch first. Ask questions while punching

8 months 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

8 months 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
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