Arcane Foundry › Commanders › Homura, Human Ascendant // Homura's Essence
Homura, Human Ascendant // Homura's Essence
Legendary Creature — Human Monk // Legendary Enchantment · {4}{R}{R} · Red commander
Homura can't block.
When Homura dies, return it to the battlefield flipped.
Creatures you control get +2/+2 and have flying and "{R}: This creature gets +1/+0 until end of turn."
Build a Homura, Human Ascendant // Homura's Essence deck →
What Homura, Human Ascendant // Homura's Essence actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · deathWhen Homura dies, return it to the battlefield flipped.
- Static ability · anthemCreatures you control get +2/+2 and have flying and "{R}: This creature gets +1/+0 until end of turn."
What a Homura, Human Ascendant // Homura's Essence deck needs
Plays as team keywords. What the commander asks of the other 99 — read from the card and checked by hand.
- a wide board of creatures and tokens for the team pump
- creatures that profit from flying (it grants the team it)
The Homura, Human Ascendant // Homura's Essence deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 24× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 12× Refill your hand
- 5× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Homura, Human Ascendant // Homura's Essence
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Replicating Ring3 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
- Field of the Dead0 mana
- Fountainport0 mana
- Phyrexian Triniform9 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Abrade2 mana
- Untimely Malfunction2 mana
- Chaos Warp3 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Imperial Recruiter3 mana
- Shield-Wall Sentinel4 mana
- Skyship Weatherlight4 mana
- Moonsilver Key2 mana
- Pattern Matcher4 mana
- Gamble1 mana
- Hoarding Dragon5 mana
- Shrine Steward5 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Apocalypse5 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Professional Face-Breaker3 mana
- The One Ring4 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
- Birgi, God of Storytelling // Harnfel, Horn of Bounty3 mana
- Adaptive Omnitool2 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Get ahead on mana
- Sol Ring1 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Wayfarer's Bauble1 mana