Voice of Resurgence

Creature — Elemental

Whenever an opponent casts a spell during your turn or when Voice of Resurgence dies (is put into the graveyard from the battlefield), create a green and white Elemental creature token with "This creature's power and toughness are each equal to the number of creatures you control."

KL185 on gw d&t

2 weeks ago

Voice of Resurgence is super epic you might want a few of them

JacobAGrossman on Glittering Company

1 month ago

Finally made the changes I've wanted to for a long time. A Vizier of Remedies and a Devoted Druid are out. Only need one of each to get the combo going, and again, it's just an incidental one more than an actual focus of the deck. I noticed the cards are pretty terrible on their own, and aren't really worth it. Devoted is a mana dork that costs 2, which makes no sense in modern these days, and the Vizier is just useless without another combo piece.

The Renegade Rallier is out, too. The card advantage slot has been taken over by both Augur of Autumn and Dark Confidant, which, honestly, there's no excuse for not having already had in the deck.

Torens, Fist of the Angels has been an amazing addition. It has the creature pressure of Magus of the Bridge or Voice of Resurgence without the weaknesses. Also, the creatures he creates are green, for Chord of Calling, and can grow big as the game goes on.

Finally, Hexdrinker was the obvious and natural replacement for Quillspike. They basically do the same thing, just the hex is way better haha, for every reason.

nbarry223 on Glittering Company

4 months ago

I guess my main point is do you want cards that synergize with each other good or do you want infinite potential that aren’t quite as good on their own.

For example, Spider and Hapatra synergize with persist and the Druid giving you extra value on a decent number of cards. If you get all the pieces they can go infinite and win the game.

Spike Feeder only synergizes with one card. So to me, that means you can invest more into that particular combo or remove it for cards that synergize with more cards (or general hate/value like Grist, the Hunger Tide, Voice of Resurgence, etc). Helios is fine since it has value beyond that particular combo, but actually seeing the other piece isn’t consistent enough for the two piece combo to come up enough, even with all the ways to fetch it. So I’d increase both their card counts if you felt the combo ends enough games or replace the weakest link with something better.

So for example if you went to something like 2x Helios and 3x spike feeder it would give you significantly better odds at hitting that combo, but you’d have to cut other cards for it (let’s ignore what to cut for the hypothetical). If you look at both extremes, what seems better?

If you look at all your potential combos/synergies with the extremes in mind, that should give you a good idea of how to proceed. I could give some specific percentages and things on various card counts if you wanted and we could optimize them mathematically, but I just wanted to talk in generalizations for a better feel of the overall direction you want to head.

Going to head to bed but I’ll check in tomorrow if you want to walk through any specifics. I think most of your numbers are pretty optimum already, but a deep dive will show what doing +1 or -1 to a count does statistically.

hiddengibbons on Hushbringer

4 months ago

I know that Hushbringer prevents you from getting tokens as a result of Voice of Resurgence or Doomed Traveler dying. But what about Judge's Familiar and Cathar Commando abilities? Those are activated abilities and wouldn’t be affected, right?

nbarry223 on Glittering Company

8 months ago

Actually now that I think about it, there's also cards that just discourage a control player to play as a control player, like Voice of Resurgence.

Oof_Magic on

11 months ago

Played a couple games and it seems like green was coming out. First match up against Modern Maverick with Knight of the Reliquary , Noble Hierarch , Voice of Resurgence , Stoneforge Mystic , and MAINDECK Qasali Pridemage . I managed to slow them down off of two Ghostly Prison s by turn 6 until I could draw into Sphere of Safety . Closed off the removal with double Sterling Grove and maybe four turns bought off Out of Time the opponent had to wave the flag before the fleet of angels. In the second game, they had removal creatures and tutors galore to keep me off enough early plays that I folded to Eternal Witness to get back Eladamri's Call on my end step and I folded not needing to see what they’d pull, I was behind enough on board and stuck on two lands. Tiebreaker started out looking like the second but with double Sterling Grove in my opener, I could at least absorb a removal if not close them off removal completely. I was mainly leaning on that while Sythis, Harvest's Hand fed me into more board control. We went back and forth with me removing or isolating singular threats along the way until they blew me out with Engineered Explosives for three to get rid of two Ghostly Prison s, Enchantress's Presence , Out of Time , and Solitary Confinement but not before I could deploy a second Grove. They didn’t have a very threatening board with On Thin Ice and Runed Halo still doing work. So I got back Confinement with Hall of Heliod's Generosity and sent in the final blows with Heliod, God of the Sun .

That was a close fought battle and much more back and forth than I anticipated. Those tutors provided for a rather consistent toolbox package. Alas, strats with one way to win are relatively easy to hate. It’s less about accumulating hate and rather about using enough hate to get to that one piece. That Engineered Explosives blowout scared me but we just needed that one piece. Ironically, I drew into Confinement off of Sythis’s trigger when I replayed my Halled back first Confinement. Guess I knew what I was discarding on that first upkeep.

Second match brought more green creatures with Heliod Company. First game went pretty smoothly as I got out a quick Sythis backed by Grove. Also started with Leyline of Sanctity . Always nice to get that incidental gotcha. They plopped out some creatures. I deployed Ghostly Prison and frankly, off the back of not being able to combo me, they folded to Sigil of the Empty Throne . Second game went very similarly too first match second game. Off the back of Grove and Halo, I got stuck on two lands and they widened their board beyond saving as I never got another land. Last game was very intriguing. They managed a decent board but I managed to get a draw engine behind Solitary Confinement early. They Walking Ballista + Heliod, Sun-Crowned to an arbitrary amount of life and asked how I was going to win. While I didn’t have a guaranteed win, I could theoretically moderate how many draw engines I had out and use Hall of Heliod's Generosity to keep me from milling out until the opponent eventually would. They decided to close up there. A theoretically infinite amount of life: defeated. That made for a very interesting finish. I’m sure my opponent was just thinking ‘How can they possible overcome all the life? They only have Heliod, God of the Sun and Sigil Angel beats.’ Well, we found out. Very slowly. Very miserably.

Red_X on It's Dangerous to go Alone . . .

1 year ago

A couple of things I'd consider. 1) I'm not sure Wargate, Authority of the Consuls, and Neutralize are the best options for your deck. You don't have any real use for the lifegain or the tapped effect beside stopping blockers. Some normal removal like Path to Exile is probably a better option. Wargate also isn't going to be super useful, since you're only running 23 lands and 4 heirarchs, plus you don't really have silver bullets to tutor. An actual threat like Mirran Crusader or Voice of Resurgence will probably get better mileage, although Chord of Calling is a stronger and cheaper tutor, as long as you just need creatures. Replacing some of the non-creature spells like Detention Sphere with options like Deputy of Detention might make that easier. Neutralize also doesn't really fit with your deck because you're trying to deploy a threat every turn. There's very few times you're going to be able to keep up 3 mana where deploying a threat isn't just better. 2) Fetch lands and shock lands will help you cast your spells on time. You've got and mana costs where half your lands are basics, which is going to be difficult. That being said, if it's a budget concern I get it, in which case your mana base seems to be pretty good. I like the deck.

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