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."
|Have (2)||, CampbellStev|
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|Commander / EDH||Legal|
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Voice of Resurgence Discussion
1 week 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.
5 months 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.
7 months ago
Hey, Ursaromg! I can definitely do that :D. What I've begun to notice in the deck, is it can be helpful to have a baddie on the board every now and again, because sometimes the combo does end up getting broken up too much by control, especially in game 1. Steel Leaf Champion is super annoying to deal with, and is well worth it's mana cost for how much of a threat it is the moment it lands. Gives me enough of a reprieve to get to the combo, or can just win on it's own sometimes.
Same with Polukranos, Unchained. Sometimes, by the time I get a Glittering Wish, I have nothing going on the board. Being able to reach for a big bad with a Wish has become a move I realize I need, and Treasured Find wasn't really the power bomb that I thought it was. I changed that slot from passive to aggressive, and it has been awesome. Polukranos, Unchained can exist as a giant body on the board not once but twice. But also, if I've gotten behind in creature power, it can sweep the whole board, not one but twice.
Skyclave Apparition is the card I've always been looking for in this deck. I have tried so many less versions of what this can can do, with things like Leonin Relic-Warder, Kitesail Freebooter, Tidehollow Sculler, and Fairgrounds Warden. None of them end up being that particularly effective, because the opponent gets their card right back most of the time. Skyclave Apparition doesn't give them their stuff back ever, and is more like Spell Queller or Thought-Knot Seer, which are amazing. Skyclave is so good it is being used across all formats. It can get rid of any threat on the board, from creature, to artifact, to planeswalker, or enchantment. That token isn't much to worry about either with the amount of creatures I play throughout the game. Plus, it's only 4/4 at the most.
Fiend Artisan is an all-star. Just like Ggoyf, I wait until I have 3 creatures in the graveyard until I first play him, so he can survive the initial Bolt. Its ability reigns supreme as Birthing Pod on a stick, which is incredibly useful after it survives its summoning sickness. Plus, the passive ability triggers Rhonas the Indomitable, it can be tapped for Chord of Calling, it's never not useful.
I've always had an eye on Voice of Resurgence, since it was first printed. But it seems better as a set of 4, and I don't have room for that at this point. Plus, just a little bit underpowered compared to cards like Kambal, Consul of Allocation, Vexing Shusher, and Grand Abolisher, which tingle my giblets just a bit more.
Thanks for asking! I really appreciate you and others having kept up with and encouraged me over all this years, it's definitely what helps keep this deck firmly my favorite deck in all of Magic.
7 months ago
Hello ! I have following this deck for a while and seen many different versions of it but I don't understand some of the more recent changes. Can you explain the inclusions of Steel Leaf Champion, Skyclave Apparition and Polukranos, Unchained ?
7 months ago
So I linked Birthing Pod as an example of a good toolbox deck to give you an idea of what makes a toolbox deck works. The elements are a solid gameplan without the engine card. An engine that generates a lot of advantage in cards or mana. And having cards to attack hand, board and graveyard tied to other useful effects.
As someone who plays a lot of Eldrazi in Modern and Legacy TKS is a great but in Piomeer you have to consider the cost to it. It requires you to either play suboptimal lands of which there are only enemy versions (Pain Duals), the Amonkhet Sac a Desert lands which also ping you to use coloured, wastes which is basically adding an extra colour. The cost is a lot for a single card. You cant even use a mana dork for it. And I didnt say anything about Sylvan. You need to develop your mana and its an OK card for that. The other cards mentioned pull your deck in a very diffrent direction away from tutor. Playing stuff to turn off counter spells isn't so hot when you are playing the role of the control deck. The others are low impact or also pull you aggro not control when your engine uses 5+ mana to get started. Rites wants you to flood the board with creatures etc.
So if you wanna play Vannifer you actually have hit upon some very good cards for the deck. Knight, Prince, etc. Mirror Image is OK but a bit more situational.
Bounding Krasis and Hippo let you turn any 2 drop into a 5 drop in a single turn. Siege Rhino pushes you from bant to 4c so your manabase needs to be red hot but is powerful beater and has a decent etb.
This is the sort of deck where your snakey friend can work as a 1 of. As can Tithe Taker as a useful effect that leaves a body behind.
You run 1 drop mana dorks and maybe some sylvans to help make turn 3 Vannifar.
Other cards to consider Scavenging Ooze. Hostage Taker, Sin Collector if you go black. Voice of Resurgence is a 2 cost who punishes counterspells and leaves a body behind. Felidar Guardian flickers creatures and land for mana. Renegade Rallier pods in off a 2 drop and revives any 2 drop in gy. Eldritch Evolution or Chord of Calling adds an extra form of toolbox and Collected Company gives advantage if built around a little more. If you diversify your card base to run useful enchantment creatures/artifact creatures and run fetches etc Traverse the Ulvenwald can also be useful and it then gives you access to non pod cards like Walking Ballista.
For Mardu toolbox I dont see a solid engine unless you are talking Wishclaw + Skybind. It would be neat to see a Lurrus of the Dream-Den / Open the Armory type toolbox with access to stuff like Mire's Grasp and the associated draw engines. But that suffers from some power issues.
8 months ago
I think I might also be able to get some two color painlands, since they're affordable and better than basic mountains. When people run two-color lands in 5c elementals it's usually U/R so they can cast Phantasmal Image and all the red creatures, but since I don't have that and I'll still have some mountains, maybe I can get Yavimaya Coast, which lets me cast Risen Reef, Omnath, Locus of the Roil and helps with one of the colors of both Unsettled Mariner and Voice of Resurgence.
8 months ago
Peoni: So I did try out draw/discard cards and I have to say I don't really like them. Paying two mana for them slows me down considerably, I don't always draw what I need, and I don't always have on hand the things I really want to discard. Would rather just rely on Risen Reef in the end.
The_Legionarre: My budget is pretty tight, the current hundred-or-so-dollars the deck costs is as much as I'm able to spend at the moment. I think I can get away with the current mana base for now as I'm only running creatures and only need at most 2 non-red sources for them. Getting better lands is definitely in my plan for future upgrades, though!
Agreed about decks Spirit Guide is better in, so far it's been great having it in my opening hand but it's a pretty dead card in other situations. It's on the list of cards to cut for any new additions, for sure.
I like Soulstoke a lot too, I've been really unsure of how many to run but I'm gonna take your advice and add some more! Fulminator Mage on the other hand, while I recognize how strong it is not all decks are equally affected by losing their nonbasics and when the impact is low I'd rather have another creature to play instead (as a 2/2 for three by itself is not great) and so I feel comfortable having the other copies be in the sideboard. But if I change my mind later own while playing against real people at least they'll already be on the 75 and it'll be easy to make the change.
Voice of Resurgence is pretty great, I've also been unsure about it but leaning towards the yes. One issue is that it's pretty expensive where I live, it's like they totally ignored the latest reprint and are still charging the Dragon's Maze price, lol. I'm gonna try playtesting with it later and see if it makes enough of a difference to make the price worth it right now, or if I'll wait until it's cheaper or I have more to spend first.
Agreed about Kaheera! I was actually already going to add her next time I edited the deck.
The Chandras are both nice, I had considered Chandra, Acolyte of Flame at one point but decided against because her -2 was going to be wasted on an instant/sorcery-less deck. Chandra, Novice Pyromancer seems to fit better, her -2 would add something the deck currently lacks and her +1 is really nice. 4 mana is a little steep considering Smokebraider doesn't work on her, but I'll playtest it for sure and see how it works in practice.
Thanks a lot for all the suggestions!
8 months ago
I'm not sure how tight your budget is but playing 9 basic mountains in a 5 color deck feels really bad. You could get a playset of City of Brass pretty easily, and another playset of Mana Confluence if you can, but at the very least you should get some shocklands for your most important color pairings, they're pretty cheap off of their most recent reprint.
In terms of nonland cards, Simian Spirit Guide seems way too cute in my opinion, sure sometimes it powers out 2 drops on turn 1 but i feel like often you're just discarding a card to play an undersized creature a turn early. Spirit guide is a lot better in decks that want to combo quickly but I don't think thats this deck.
In terms of cards I think you should try, Incandescent Soulstoke and Fulminator Mage are absurdly good cards and you should play more than the one copy. I know its in your maybeboard but Voice of Resurgence is a really high value card that offers a soft t3feri effect for 2 mana and a body AND a strong token once it dies.
Since your entire deck is elementals you should be playing Kaheera, the Orphanguard as your companion since theres literally no downside to it.
Apart from the lands none of these cards are more than $5 and will help you win more games against grindier decks and also help in your game 2 and 3 matchups.