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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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Voice of Resurgence
Creature — Elemental
Whenever an opponent casts a spell during your turn or when Voice of Resurgence dies, 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."
Max_Hammer on These silly hoomans - Need Help
1 year 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. (:
- 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.
- 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.
- 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.
- 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.
- Song of Freyalise is budget, makes every spell into a convoke spell, and then lets your hammer your opponents with the might of ZEUS!!
- Path of Ancestry should go into every tribal deck!! Well, maybe not every, but it’d definitely be good in this one, so there you go.
- Branching Evolution is just perfect for this deck. Double it, yesssss!
- Hydra's Growth would be perfect on your commander, especially since your best protection works just on them.
- Rick, Steadfast Leader is enough to make a human deck cry. This is no longer a democracy, this is a Ricktatorship.
- Crowned Ceratok, Tuskguard Captain, and Bramblewood Paragon all give your big creatures trample. Just yes.
- Horn of Valhalla can both make a bunch of tokens and then use those tokens to make a big, fuck off 99/99.
- Voice of Resurgence protects you against, or at least discourages the use of, counters and murders on your turn. Why? It makes a big, fuck off 99/99 when someone does.
- Queen Allenal of Ruadach makes more tokens and is a massive body. What’s not to like?
- Hanweir Militia Captain Flip is a mean creature and makes plenty of tokens.
- Primal Vigor, Second Harvest, Anointed Procession, Parallel Lives, and Doubling Season all say “What, you thought I was going to stop at only one million?” Though, I do have a feeling you left these out intentionally. Either they weren’t working or you avoid doubling strategies like these, which totally makes sense.
- Craterhoof Behemoth is, to say the least, a strong card. All of them get trample? And +99/+99? And it has haste? This is a way to turn a game around fast if I’ve ever seen one. The ultimate Might of the Masses creature.
- Might of the Masses is the classic. Instant destruction for just one green. Perfection.
- Seraph of the Masses is a Might of the Masses creature with flying and convoke.
- Shanna, Sisay's Legacy is a Might of the Masses creature with ability hexproof.
- Appeal / Authority is just slow Might of the Masses.
- Huatli, Radiant Champion is Might of the Masses but in Planeswalker form.
- Sigil of the Nayan Gods is Might of the Masses in enchantment form.
- Crusader of Odric is a poor man’s Might of the Masses creature
- 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.
- Reconnaissance lets you attack with everything and then say “Well, no, actually, I didn’t attack with those.” This is one of those cards in Magic that you just have to believe was invented or inspired by toddler games where they invent the rules as they go along, y’know? Anyway swing at will!
- Peach Garden Oath is one mana for a crazy amount of lifegain. Lets you swing aggressively and pay as much life as you want.
- Kindred Summons gives you the gift of as many humans as you damn please. That said, be careful not to deck yourself.
- Sigarda, Champion of Light is the other Sigarda card you might want to add, since she likes giving you stuff.
- Chord of Calling is just a plain good tutor.
- Flight of Equenauts, Ledev Guardian, Conclave Equenaut, Conclave Phalanx, and Argivian Phalanx, are just free creatures, more or less.
JacobAGrossman on Glittering Company
2 years 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
2 years 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
2 years 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
3 years 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.
BringerOfStorms on Fellowship of the Towering Forest
3 years ago
Modernized this deck a little... Removed Krosan Tusker , Voice of Resurgence, and Mythic Proportions.
added
Mantle of the Ancients , Sanctum Weaver , Holy Avenger. ~BoS
Oof_Magic on
3 years 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.
Have (3) | orzhov_is_relatively_okay819 , JuneBlue58 , Azdranax |
Want (1) | Divine-Asura |