Thraben Doomsayer

Combos Browse all Suggest

Tokens

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
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thraben Doomsayer

Creature — Human Cleric

: Put a 1/1 white Human creature token onto the battlefield.

Fateful Hour — As long as you have 5 or less life, other creatures you control get +2/+2.

kamarupa on Population Bomb

3 weeks ago

Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.

In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.

That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.

For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Gardenfoil & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway  Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.

Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.

Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.

Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.

I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.

Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.

The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.

Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.

Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.

Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.

Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.

Growing Ranks is pretty good, but at 4MV,it's on the slow side.

Overrun is a good spell here, and I think you've got the right number.

Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.

Something like Ephemerate or Cloudshift would probably be good with Hare Apparent

I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.

Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.

Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.

Balaam__ on Balaam__

3 months ago

Back with another bunch of first person cards legendofa, mostly from the first Innistrad block. I compared lists and you already had some so I ignored those.

Definites:

Death's Caress

Faith's Shield

Increasing Devotion

Mystic Retrieval (also the Avacyn version of the card)

Thraben Doomsayer

Triumph of Cruelty


Questionables:

Frightful Delusion definitely FPP, but no hands from off screen.

Ghoulcaller's Bell

Night Terrors shadows are coming from the wrong direction, I don’t think this is from the perspective of the vampire

Sharpened Pitchfork perspective correct shadows, but no hands

Wooden Stake perspective too low I wager

Chalice of Death  Flip this could be a keeper

Elbrus, the Binding Blade  Flip might be from the viewpoint of the dying guy

Exquisite Blood probably a severed arm, even if not it doesn’t look like the view could be from whoever the arm belongs to.

king-saproling on

2 years ago

Things like Steward of Solidarity, Presence of Gond, Thraben Doomsayer, Splinter Twin, Krenko, Mob Boss, Kiki-Jiki, Mirror Breaker, Tolsimir Wolfblood, Godsire go infinite alongside your general and 3 other creatures

kamarupa on Moonlight Sonata

2 years ago

I think I might favor Tocasia's Welcome over Collected Company here, though Welcome would be even better if your bounce effects could happen on your opponent's turns. Ephemerate isn't quite as repeatable as Soulherder, but it is cheaper to cast, though not a creature spell itself. There's also the classic Restoration Angel, but that seems too high MV and only a one time use. Saltskitter seems interesting, but not particularly reliable. Eldrazi Displacer would be great if it didn't require 3 mana to activate. Thraben Doomsayer doesn't give the all the benefits of a bounce, but token generation is still a powerful trigger with Soul Sisters. If any of those made the cut, then I'd say you didn't need Blue spells at all, which would make your mana base faster, cheaper, and more reliable.

I think Speaker of the Heavens is a pretty perfect fit with Soul Sisters.

While on principle, I like protecting permanents, I think Patch Up might be strong enough that removing your creatures could prove more helpful to you than to your opponents - something that usually frustrates the hell out of me.

I'm not convinced shock and fetch are the best lands. While the lifeloss is less painful when counterbalanced with Soul Sisters' lifegain, it also negates some of the advantage of gaining life. Equally efficient lands that don't cost life would be better. Pathways and fast lands seem, at least to me, just as good if not better: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip, Seachrome Coast, Razorverge Thicket, Botanical Sanctum

Max_Hammer on These silly hoomans - Need Help

2 years ago

Well hello there! I had way too much time on my hands, so here’s this. By the way, it’s all ordered best to worst. (:

Pay less to play more.

  • Circle of Dreams Druid is going to drop loads of mana, assuming you can pay the three green.
  • Fallaji Wayfarer is going to give all of your stuff (including your commander) convoke! Not all, but a lot.
  • Hamza, Guardian of Arashin is going to make a lot of your creatures cost a lot less.
  • Herald of War makes all of your humans dirt cheap if he gets counters. But, oh, what’s that? This deck loves making counters for creatures? Perfect.
  • Nissa's Expedition is just Cultivate but it potentially costs a lot less.
  • Gaea's Cradle is perfect if you have a small fortune laying around and you’re in need of mana.
I need more! More!!!

  • Bennie Bracks, Zoologist every time you make a token? So every turn? Alright, sick.
  • Ulvenwald Mysteries lets you investigate the murder of your entire army. A board wipe kills this deck, but this (plus loads of mana) could help bring it back.
  • Season of Growth lets you scry a lot, letting you look for pretty much whatever and just pull it out.
No, you’re not allowed to have that! Because I said so! Exile it! Now!

  • Devouring Light, Conclave Tribunal, Hour of Reckoning are all removal spells but if you’re on a mana budget with a lot of 1/1’s.
  • Elspeth Tirel is a board wipe, if you manage to keep her around for long enough. If that’s not what you need, though, she’s got plenty of utility otherwise.
  • Coordinated Barrage, Kabira Takedown  Flip, and Outflank aren’t super powerful, but can destroy pretty much anything that comes your way. If it’s not hexproofed, shrouded, or indestructible, it will be killed.
  • Devout Chaplain says “The power of Christ compels you! Begone!” but this time it actually works.
  • Sanctuary Lockdown lets you say “Not this combat phase, Satan,” and if you have enough mana, you can do that again and again and again. Plus, if you decide you can’t, then it’s still a big boy.
  • Kamahl's Will will destroy just about anything in sight and can give you extra attacking force, if you can manage a way to keep all of your lands safe.
Gotta keep your stuff safe, yeah?

  • Loxodon Hierarch is going to save your deck (which is very sensitive to board wipes) from a board wipe, judy once. Use wisely.
  • Scapegoat won’t save your tokens, but it will save everyone else, commander included.
  • Kindred Boon can slowly but surely make literally every creature you own indestructible.
  • Ephemeral Shields is extra protection that can easily be pulled out of your back pocket.
  • Basri's Lieutenant isn’t going to save your deck, but it will buy you time or give you a chance next turn at a kill, if the board wiper was low.
Make all of your stuff bigger!

Make more stuff! The theme of these suggestions is Give me more, if you couldn’t have guessed.

Might of the Masses is always fun in a creature deck, one green for a massive “Fuck you” at instant speed is great. Now here’s a bunch of Might of the Masses style cards.

I was looking for cards with the keyword “Human” and a million Gideon cards came up, so here’s all of the Gideon Planeswalkers. None of them are bad, per se, but all Gideon cards are not made equal.

  • Gideon, the Oathsworn just happens to slip and give all of your creatures an absurd number of counters. Not to mention the big body (noticing a pattern yet?) and the one-sided board wipe! He’s got a weird face again, sadly, pass.
  • Gideon, Champion of Justice is a board wipe and a big, bad creature all wrapped into one. 7/10, he can dominate me.
  • Gideon Jura can goad and destroy stuff. Perfect for removal and instigating fights when you know you’ll win. Not to mention the big scary 6/6 lurking beneath. Also a weird face, pass.
  • Gideon of the Trials reads “Fuck your biggest creature, he’s not going to do anything, and also, as long as I’m around, fuck you more.” Nothing crazy, but can definitely make you public enemy #1 for having an effect like that. Pretty normal face, but that ability makes him a dick. 3.4/10
  • Kytheon, Hero of Akros  Flip is just some kid. Ignore him. This is a child, pass.
  • Gideon, Battle-Forged!? Where did you come from? Nothing super interesting here, but for one mana not bad. Weird face, pass.
  • Gideon, Martial Paragon can give buffs to all of your stuff, which is definitely not bad at all, and your opponents are automatically dead if he gets that ten ability off. That said, this Gideon can get it. 10/10.
  • Gideon Blackblade is eh. He’s okay. He can get it, though. 7/10.
  • Gideon, Ally of Zendikar can do some generic Gideon stuff. Make tokens, give buffs, be a 4/4. Eh. 6.7/10.
This is just stuff I couldn’t find a specific panel for, so yeah.

Your deck is pretty spotless, so unless some of these are direct upgrades or you know what you want to take out, then this is all I have for you here.

  • Thraben Doomsayer’s first ability can be easily beaten by other cards, and his second ability is mostly useless, since you’re pretty screwed at 5 HP either way.
  • Heron's Grace Champion Lifelink is cool, but not something you super need. It’d be worth it if it was permanent, but it’s not, so pass.
  • Maja, Bretagard Protector just feels a little expensive for such a lackluster ability, Idunno.
  • legendofa on Need a good card that …

    2 years ago

    ((Cathars' Crusade or First Day of Class or Celebrity Fencer or Hamletback Goliath)) + ((Elemental Mastery or Kiki-Jiki, Mirror Breaker or Splinter Twin or Krenko, Mob Boss or Thraben Doomsayer)) + Intruder Alarm goes infinite for tokens and +1/+1 counters. There's no particular synergy with Hinata, Dawn-Crowned, though.

    Load more
    Have (1) metalmagic
    Want (1) mflint