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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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Winds of Abandon
Sorcery
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffles.
Overload (You may cast this spell for the overload cost. If you do, change this spell's text by replacing all instances of "target" with "each".)
gzusvictory on
Halvar, Divine Voltron
5 days ago
I am a sucker for one-sided board wipes. This will clear the way of any blockers for your team, you can choose to have it not affect any of your board, and you will not have to worry about leaving blockers up since damage is prevented until your next turn. The timing and damage prevention reminds me of The One Ring. Since the creatures come back tapped, it will actually incentivize the players to your left attack the players to their left for a turn since they have no blockers still and you take no damage since it isn’t your turn yet. For example, if you are player A and you play Morningtide's Light, then player B will likely attack the other opponents since the creatures of players C D or E are still tapped and you would not take any damage from them. This can also retrigger your own ETB effects.
Downside: Morningtide's Light targets, so protection effects are resistant. This card isn’t true removal since they will get their creatures back at a cost of getting them tapped. This will also retrigger all of your opponents ETB effects as well. The damage prevention does not stop loss of life.
Card in consideration of taking out for it: a 3-cost single targeted removal like Stroke of Midnight or Generous Gift, or another one sided board wipe like Winds of Abandon or Avatar's Wrath
DreadKhan on
Cecil Dark Knight/Paladin
2 months ago
I like something like Loran's Escape, Blacksmith's Skill, or even Galadriel's Dismissal as a way to protect your Commander after they're flipped. Dismissal is one of the best White cards ever printed, able to protect your creature(s) from removal/wipes, as well as being able to fog any an attack AND remove that player's blockers until their next turn, meaning it can also serve as player removal. I have no idea what they were thinking, but it's not even a GC atm.
If you want versatile removal in Orzhov I don't think you should lean into Black for it, Withering Torment and Feed the Swarm are both pretty bad compared to Anguished Unmaking, Generous Gift, Stroke of Midnight, or even Vindicate if you really like sorcery speed options. I'd even run something like Winds of Abandon over either, you lose a bit of versatility to get a much stronger removal effect that can double as a one-sided board wipe by the time you have a board ready to swing with.
DreadKhan on
EnBantress
4 months ago
If you care about finding those Sorceries maybe Personal Tutor? It's no longer as expensive as it once was, but it's still not a great card. It can find something like Winds of Abandon.
kamarupa on
Spirits
8 months ago
Anafenza, Kin-Tree Spirit, perhaps?
I think I'd also opt for at least 1xWinds of Abandon over Detention Sphere, as it's both cheaper to cast and also has a little bit more versatility as a one-sided board wipe.
kamarupa on
Soul Sisters
9 months ago
I like this deck a lot. My own experience and preference leads me to suggest 3 things:
1) having lots of a weenies is better with card draw. Tocasia's Welcome does that well, Esper Sentinel less well but for less MV.
2) While technically you meet my rule of thumb of 8 disruption spells (Rune sisters count for 6 + 2 Path), I think 4x removal is really a minimum. I'd cut 2 Rune sisters for 2x more Path to Exile (or perhaps some other removal like Winds of Abandon.
3) If Martyr of Sands is really so great (and I do think it is, then something like Patch Up or Raise the Past should make it even better.
4) 1xCastle Ardenvale is nice with Soul Sisters and also Tocasia's Welcome. Oops. I guess I had 4 suggestions, lol.
kamarupa on
Godsiren
10 months ago
I like it, but I think you're leaning a little too much on ramp and don't have any interaction spells. I suspect it can be more consistent and competitive with a few more lands and some protection and removal spells in the mainboard.
-4xElvish Mystic, +4 Lands (1xHall of Heliod's Generosity)
-3xChord of Calling, +2xHeroic Intervention, +1xWinds of Abandon
-2xLlanowar Elves, +2xPath to Exile
kamarupa on
Population Bomb
10 months 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 Garden
& 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.
plakjekaas on
Keeping Up With the Joneses
11 months ago
Removal like Path to Exile, Winds of Abandon and Settle the Wreckage give your opponents lands, so you have something to catch up to.
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| Want (1) | Jayce_Ran |







