Unlocking the Power of Convoke: A Comprehensive Guide for MTG Players
Convoke is a keyword ability in Magic: The Gathering that allows you to tap your creatures to help pay for spells. This can be an incredibly powerful mechanic, letting you cast expensive spells much earlier than you normally would be able to. It promotes a wide board presence and rewards you for playing multiple creatures. This comprehensive guide will walk you through everything you need to know about Convoke, from understanding the rules to building effective decks.
What is Convoke?
Convoke is a keyword ability that appears on some spell cards. When casting a spell with Convoke, instead of paying mana costs, you can tap untapped creatures you control to help pay for the spell. Each creature you tap this way reduces the spell’s cost by one mana of that creature’s color or one colorless mana if the creature has no color. It’s important to note that tapping a creature with Convoke doesn’t necessarily *require* you to reduce the cost. You could tap creatures and still pay the full mana cost, although there’s almost never a good reason to do so.
**Key Characteristics:**
* **Mana Reduction:** Each tapped creature reduces the total mana cost of the Convoke spell.
* **Color Matters:** If a creature has a color, it pays for one mana of that color. Colorless creatures only pay for colorless mana.
* **Tapping is the Key:** The creatures must be untapped at the beginning of casting the spell to be tapped for convoke.
* **Doesn’t Affect Mana Value:** Convoke only affects the *cost* you pay, not the spell’s mana value (CMC). A spell with a mana cost of {5}{W} with Convoke will always have a mana value of 6, even if you tapped six creatures to cast it for free.
How Convoke Works: A Step-by-Step Guide
Casting a spell with Convoke involves several steps, each crucial for understanding how the ability works:
**1. Announcing the Spell:**
* First, you announce that you are casting the spell with Convoke and put it on the stack.
* The stack is a zone where spells and abilities wait to resolve. Think of it as a holding area for magical actions.
**2. Determining the Total Cost:**
* Determine the total cost of the spell. This includes the mana cost printed on the card, any additional costs (like kicker or buyback), and any cost increases or reductions (from effects like Thalia, Guardian of Thraben or Goblin Electromancer).
**3. Activating Mana Abilities:**
* Activate mana abilities. If you need specific types of mana to pay for the spell (e.g., two red mana for a Boros Reckoner), you may need to use mana abilities of lands or other permanents to generate that mana.
**4. Paying the Costs (Using Convoke):**
* This is where Convoke comes into play. Instead of paying the mana cost with mana, you can tap untapped creatures you control.
* For each creature you tap, you reduce the spell’s cost by:
* One mana of that creature’s color, if it has a color.
* One colorless mana, if the creature is colorless.
* You can tap as many creatures as you want, up to the total mana cost of the spell. You can also choose to tap fewer creatures and pay the remaining cost with mana, or even tap no creatures and pay the full cost with mana.
* You choose which creatures to tap before you actually pay the costs. This allows you to plan your actions strategically.
* **Important:** You can’t tap the same creature to pay for multiple costs. Once a creature is tapped to pay for a Convoke cost, it’s considered tapped and can’t be used again for the same spell.
**5. Paying Remaining Costs:**
* After tapping creatures, you must pay any remaining costs with mana. If you tapped enough creatures to cover the entire cost, you don’t need to pay any mana.
**6. The Spell Resolves:**
* Once all costs are paid, the spell goes to resolve. This means its effect happens. For example, if you cast a creature spell with Convoke, that creature enters the battlefield.
**Example Scenario:**
Let’s say you want to cast “Triplicate Spirits”, a white sorcery with a mana cost of {3}{W}{W} and Convoke. You control the following creatures:
* One Plains (Land, provides {W})
* Two White creatures
* One Blue creature
* One Colorless creature
Here’s how you could cast Triplicate Spirits using Convoke:
1. You announce that you are casting Triplicate Spirits.
2. The total cost is {3}{W}{W} (five mana, including two white).
3. You tap two white creatures to pay for {W}{W} of the cost.
4. You tap the blue creature to pay for {1} of the cost.
5. You tap the colorless creature to pay for {1} of the cost.
6. You use your Plains to generate {W} to pay for the remaining {1} of the cost.
7. You’ve now paid the full cost of Triplicate Spirits. The spell resolves, and you create three 1/1 white Spirit creature tokens with flying.
Convoke Rules and Nuances
Understanding the specific rules and interactions of Convoke is essential for mastering the ability:
* **Creatures with Summoning Sickness:** A creature you control can’t be tapped to pay a cost if it has summoning sickness. Summoning sickness applies to creatures that haven’t been under your control since the beginning of your most recent turn. Notably, convoke doesn’t target. So a creature with hexproof can still be tapped.
* **Creatures with Tapped Abilities:** Tapping a creature to pay a cost for Convoke is not the same as activating an ability that requires tapping as a cost. You can tap a creature to pay a cost even if it has an ability that says “{T}: Do something.” You are paying a cost, not activating an ability.
* **Convoke and Additional Costs:** Convoke can help pay for additional costs like Kicker or Buyback. For example, if a spell has a Kicker cost of {2}, you can tap two creatures to help pay for that Kicker cost.
* **Convoke and Cost Reduction:** Convoke reduces the *total* cost of the spell. This means it interacts with other cost reduction effects. For instance, if you control a Goblin Electromancer, which reduces the cost of instants and sorceries by {1}, Convoke will apply to the reduced cost.
* **Convoke and Cost Increases:** Similarly, Convoke interacts with cost increases. If an effect increases the cost of your spells (e.g., Thalia, Guardian of Thraben making noncreature spells cost {1} more), Convoke will apply to the increased cost.
* **Mana Abilities:** You can use mana abilities *before* you tap creatures for Convoke to ensure you have the right mana available. This is important if you need specific colors of mana.
* **Split Second:** You cannot cast a spell with Convoke if a spell with Split Second is on the stack. Spells with Split Second prevent players from casting other spells or activating abilities other than mana abilities.
* **Paying Costs in Full:** You’re never *forced* to use Convoke. If you want to pay the entire mana cost of the spell with mana, you can. This is rarely optimal, but it’s an option.
* **Multiple Instances of Convoke:** If a spell has multiple instances of Convoke (which is rare, but possible through effects that grant abilities), each instance works independently. You can tap creatures to pay for the cost multiple times.
* **Restrictions on Tapping:** Some effects may prevent you from tapping certain creatures. For example, if a creature is affected by an ability that says “This creature can’t be tapped,” you can’t tap it to pay for a Convoke cost.
Building a Convoke Deck: Strategies and Tips
Building a successful Convoke deck requires careful planning and consideration of several key factors:
**1. Creature Density:**
* The most crucial aspect of a Convoke deck is having a high density of creatures. The more creatures you have, the more easily you can cast your Convoke spells. Aim for a creature count of at least 20-25 in a 60-card deck.
**2. Low Mana Curve:**
* Focus on creatures with low mana costs. You want to be able to deploy multiple creatures quickly in the early game to set up your Convoke plays. One and two-mana creatures are ideal.
**3. Token Generation:**
* Token generation is a powerful strategy in Convoke decks. Spells that create multiple creature tokens at once can provide a significant boost to your Convoke potential. Cards like “Raise the Alarm”, “Spectral Procession”, “March of the Multitudes”, and “Increasing Devotion” are excellent choices.
**4. Synergistic Creatures:**
* Include creatures that synergize well with Convoke or with having a large board presence. For example, creatures that get stronger when you have multiple creatures in play (like “Crusade” or “Metallic Mimic”) can be very effective.
**5. Convoke Payoffs:**
* Choose Convoke spells that provide significant value for their cost. Ideally, these spells should either generate card advantage (drawing cards), provide strong board control (removing threats), or create powerful threats of their own. Examples include “Martial Coup”, “Chord of Calling”, and “Crush of Tentacles”.
**6. Mana Fixing:**
* If your deck includes multiple colors, ensure you have adequate mana fixing. Dual lands, mana rocks, and creatures that produce mana can help you cast your spells consistently.
**7. Removal and Interaction:**
* Don’t neglect removal spells and interaction. You need to be able to deal with opposing threats and disrupt your opponent’s game plan. Include spells like “Swords to Plowshares”, “Path to Exile”, or “Lightning Bolt”.
**8. Card Draw:**
* Card draw is essential for maintaining momentum and ensuring you don’t run out of steam. Include card draw spells or creatures that generate card advantage, such as “Harmonize” or “Mulldrifter”.
**9. Resilience:**
* Consider including ways to protect your creatures from removal. Spells that grant hexproof or indestructible can help keep your board intact and allow you to continue casting Convoke spells.
**Example Deck Archetypes:**
* **Selesnya (Green/White) Tokens:** This archetype focuses on generating a large number of creature tokens and using Convoke to cast powerful anthem effects or utility spells. Cards like “March of the Multitudes”, “Crusade”, and “Sundering Growth” are key components.
* **Azorius (Blue/White) Control:** This archetype uses Convoke to cast powerful control spells like “Austere Command” or “Supreme Verdict” while maintaining a board presence with efficient creatures. It aims to control the game and win in the late game.
* **Boros (Red/White) Aggro:** This archetype combines aggressive creatures with Convoke spells that provide reach and burn damage. It seeks to overwhelm the opponent with a combination of creature attacks and direct damage spells.
* **Mono-White Weenie:** This archetype is very similar to the Selesnya token strategy, but focuses almost exclusively on white creatures and spells. The aim is to flood the board as quickly as possible and then utilize Convoke to cast game winning spells.
Advanced Convoke Strategies
Once you’re familiar with the basics of Convoke, you can explore more advanced strategies to further enhance your gameplay:
* **Sequencing Your Plays:**
* Carefully plan the order in which you cast your spells. Consider the timing of your Convoke spells and how they will impact the board state. Sometimes it’s better to hold onto a Convoke spell until you have more creatures in play, while other times it’s crucial to cast it as soon as possible.
* **Bluffing:**
* Convoke can be used to bluff your opponent. You can leave mana open and pretend to have a counterspell or removal spell, while secretly planning to cast a Convoke spell on your turn. This can force your opponent to play more cautiously.
* **Mana Efficiency:**
* Convoke allows you to be incredibly mana efficient. Use it to cast expensive spells for a fraction of their normal cost, freeing up mana to cast other spells or activate abilities. This can give you a significant tempo advantage.
* **Board State Awareness:**
* Always be aware of the board state and how your Convoke spells will affect it. Consider the potential impact of your spells on both your own creatures and your opponent’s creatures. Plan your attacks and blocks accordingly.
* **Combat Tricks:**
* Convoke can be used to cast combat tricks during combat. Surprise your opponent by tapping your creatures to cast a pump spell or removal spell in response to their attacks or blocks. This can turn the tide of battle in your favor.
* **Stack Interaction:**
* Understand how Convoke interacts with the stack. You can respond to your own Convoke spells with other spells or abilities. This allows you to set up complex interactions and combos.
Convoke in Different Formats
Convoke sees varying levels of play in different Magic: The Gathering formats:
* **Standard:** Convoke has appeared in several Standard-legal sets and has occasionally seen play in competitive decks. Its effectiveness depends on the availability of strong Convoke spells and synergistic creatures.
* **Modern:** Convoke is less common in Modern due to the format’s high power level and abundance of fast, efficient strategies. However, some niche decks may utilize Convoke as a way to generate tempo or cast powerful spells.
* **Pioneer:** Similar to Modern, Convoke is not a dominant force in Pioneer but can be a viable option in certain strategies, particularly those that focus on creature tokens and anthem effects.
* **Commander (EDH):** Convoke can be a very powerful ability in Commander, where the larger deck size and multiplayer environment allow for more complex synergies and interactions. Commanders like “Trostani, Selesnya’s Voice” or “Ghired, Conclave Exile” can lead Convoke-focused decks. “Jetmir, Nexus of Revels” is tailor-made for Convoke decks.
* **Limited (Draft/Sealed):** Convoke is often a strong ability in Limited, as it allows you to cast expensive spells more easily and generate value from a wide board presence. Look for opportunities to draft or build decks with a high density of creatures and impactful Convoke spells.
Notable Convoke Cards
Here are some notable cards that feature the Convoke ability:
* **Chord of Calling:** A versatile creature tutor that can be cast at instant speed, allowing you to find the perfect creature for any situation.
* **Martial Coup:** A powerful board wipe that also creates a large number of creature tokens. Excellent in control decks.
* **Triplicate Spirits:** Creates three 1/1 flying spirits. This is amazing value especially in white weenie decks.
* **Crush of Tentacles:** A devastating board reset that returns all creatures you don’t control to their owner’s hands and leaves you with a powerful 8/8 Octopus.
* **Battle Hymn:** Generates a significant amount of mana based on the number of creatures you control. Useful for casting even more spells.
* **Empty the Warrens:** Not technically a Convoke card, but interacts amazingly well with the strategy to swarm the field with creatures and create an overwhelming board presence.
* **Increasing Devotion:** A token-generating sorcery that creates an increasing number of tokens with each subsequent casting. Great for building a wide board.
* **Sundering Growth:** A versatile removal spell that destroys an artifact or enchantment and creates a 1/1 Saproling token.
* **Raise the Alarm:** A simple but effective spell that creates two 1/1 white Soldier tokens. Provides a quick and easy way to build your board presence.
* **Spectral Procession:** Generates three 1/1 flying Spirit tokens. Another excellent token generator for Convoke decks.
* **Join the Ranks:** This creates two 1/1 white soldier tokens and also puts a +1/+1 counter on each of them. Great for getting your board presence going and making them more powerful.
Conclusion
Convoke is a complex and rewarding mechanic in Magic: The Gathering that can add a new dimension to your gameplay. By understanding the rules, building effective decks, and mastering advanced strategies, you can unlock the full potential of this powerful ability. Whether you’re playing in Standard, Modern, Commander, or Limited, Convoke can be a valuable tool for achieving victory. So go forth, summon your creatures, and unleash the power of Convoke!