|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Rare|
|Commander 2014 (C14)||Mythic Rare|
|Worldwake (WWK)||Mythic Rare|
Combos Browse all
- Milling with Laboratory maniac and Abyssal Persecutor
- Is it safe to sacrifice Abyssal Persecutor to an effect that gains me life if both my opponent and I are at zero?
- Does Abyssal Persecutor prevent opponents from countering Dash hopes when they're at 5 life or less?
- Darksteel reactor & abyssal persecutor in multiplayer
Creature — Demon
You can't win the game and your opponents can't lose the game.
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Abyssal Persecutor Discussion
2 days ago
Unfortunately I don't think there's anything red or black that grant creatures shroud. Equipment can only be attached to creatures you control so something like Whispersilk Cloak wouldn't be an option. You could splash blue perhaps for an aura like Robe of Mirrors and also gain access to counterspells to assist in assembling your combo which may be your best bet to make sure your Abyssal Persecutor stays on the board. I don't know if you'd be willing to splash another color because I'll admit that isn't necessarily the most desirable thing to do.
3 weeks ago
[email protected] Thank you very much for you suggestion, I haven't even think how Extirpate strong is when i played it IRL.. I should definitely add more at least for sideboard.. could destroy with this whole tribal/combo decks. And yeah 1 more Gatekeeper of Malakir.. they just run out of them in my local store :D.. i was thinking about Phyrexian Arena as well.. but that's not the most budget way.. Abyssal Persecutor Does not work as i thougt.. i recommend too removing it from deck.. And Contaminated Ground yep.. that card looked fun to play.. but in the late game it's pointless to play.. I'm not really big fan of Sign in Blood spending 2 mana/life for 2 cards + i need to draw it and that is 1 slot maybe for different card. If you know what i mean, excuse my english :x But sure i will try it! Gifted Aetherborn I think this is perfect card for my destroying theme deck. Gives me life, devotion and a protection. I'm really big fan of this idea <3 Thank you
3 weeks ago
Simian Spirit Guide doesn't let you cast Myr Superion however (according to the gatherer), even if the other trick works. In any event this makes me want to build a Master of the Feast, Desecration Demon, Abyssal Persecutor deck using Bad Moon and Heartless Summoning. Throw in some Grey Merchant of Asphodel for a little devotion aspect and we have a fun deck.
1 month ago
Hey, i am breweing arround a EDH deck with Endless Whispers and I am looking for creatures with bad effects for the controller so i can give them to my opponents. Any ideas?
1 month ago
APPLE01DOJ - I don't know. Yesterday, I could have written you an essay; today, I'm facing down Jace, the Mind Sculptor. I know nothing until further testing. I have rushed to bring back two copies of Liliana of the Veil to the list since the unbans, a card I had eschewed very quickly in my original construction of the deck, since it hardly favours the player drawing an extra card a turn; however, with the advent of Bloodbraid Elf and Jace TMS, opponents are now likely to be able to keep up with the CA of Phyrexian Arena, and as such, Liliana of the Veil is likely to be good again (even if the format is being overrun by lots of Bloodghast, Hollow One, and Faithless Looting).
However, I can offer a breakdown of how the creatures function in non-blue matchups:
a. Pack Rat:
The deck started with the set of Pack Rat. But that all in-strategy was soon found to be suboptimal - drawing multiple Pack Rats was unnecessary and rarely served any purpose; not to mention the speed of Modern means turn 2 Pack Rat is often too slow. As sweepers, Detention Sphere, and Maelstrom Pulse became common, and as Hollow One and Death's Shadow and Tasigur, the Golden Fang started to surface, Pack Rat lost some of its luster.
The natural question, then, if Pack Rat is slow and vulnerable, why play him at all? The answer: Pack Rat is ten cards in one card. Backed up with any kind of disruption and removal, he takes over the board and ends the game, quickly and unstoppably. Two activations are more than enough to put away games, and trading spot removal for Rats is a losing proposition. So in this list, he's gone from being a windmill early slam, to a lategame engine that turns dead land drops and discard spells into an army of creatures. Barring Path to Exile before a single activation is possible, Liliana, the Last Hope can always buy him back - one copy of the Rat, therefore, is ample.
I've covered the virtues of this card in a post above - essentially, he's my Tarmogoyf, but he flies. Whether he functions as The Abyss or as a 6/6 unblockable, he ends games very quickly, and many a game against combo/Tron has been put away by disruption into disruption into Demon. Of the quick clocks available to black, he's one of the better ones. I believe the added utility to be well worth the extra two mana over Goyf (besides, far be it from me to argue against 6 6 fliers for four - speaking of which, Demon is almost always a strictly superior option to Abyssal Persecutor, since Persecutor requiring us to find an additional kill spell for our own demon while Phyrexian Arena ticks down/the burn opponent is topdecking is not a good feeling).
I cannot praise this card enough in any mono black midrange list. He exiles creatures, he gains life consistently, and he makes every removal spell in our deck a 2 for 1. Traditionally, efficient mono black removal has been weak to graveyard recursion such as Flamewake Phoenix, Bloodghast, Geralf's Messenger, Kitchen Finks, and so forth, since all these cards must be killed more than once, at no additional expense to the opponent. Thoughtseize and Phyrexian Arena is a painful combination, especially in a world of Lightning Bolt and Kolaghan's Command. Kalitas solves all of these issues beautifully, and with any removal spell stalls the board incredibly easily and well.
Okay, have you seen the art? If Drana were real, she'd totally be my Valentine.
Jokes aside, one of the issues I was frequently running into with the deck was the amount of time it took me to close out once I had stabilised. While all of my creature threats (Gray Merchant of Asphodel is basically a Corrupt, he doesn't count) end the game quite quickly, I just wasn't drawing them fast enough - my opponent would get the opportunity to find that Cryptic Command or Sphinx's Revelation, or get those last 2 Boros Charm. There is a delicate balance between disruption and pressure that must be maintained in all decks that are not pure control, and maintaining that balance required me to find another fast game-ending threat.
I considered running the fourth Desecration Demon, but the idea of another big dumb beater was not appealing. I wanted a powerful threat with intrinsic value attached to its kit, that could help deal with the board even when I was not drawing multiple cards a turn, and hopefully one that was either resilient, or dodged some of the common removal in the format (Lightning Bolt, Abrupt Decay, Fatal Push - although I was open to playing four drops, since consistently having revolt to deal with a whole myriad of four drop threats is difficult). While black has plenty of value three drops, none of them offered this game ending power, or were too easily killed - Nightveil Specter and Lifebane Zombie, for instance, offer great card advantage in specific situations, but don't really pack the same punch as something like a Desecration Demon or Pack Rat army.
Finally, I settled on Drana. There are a lot of powerful five drops in black with value built in (Bloodgift Demon, for instance), but Drana does something none of the others do - she kills things, turn after turn, while being able to attack in the air for huge chunks. In a meta with Lingering Souls, Dark Confidant and Young Pyromancer, Drana seemed like an elegant solution, and so far, she has far exceeded my expectations. I do not think I should consider running multiples of her, since she is quite expensive and can be killed for no value the turn she comes into play, but untapping with her can feel a bit like untapping after a Supreme Verdict to an empty board.
No Geralf's Messenger, no Phyrexian Obliterator; only 2 Gray Merchant. I do not believe the all in devotion plan is likely to ever become Modern competitive, for sheer want of interactive capability and card advantage - if you are playing a midrange list in Modern, you need lots of early interaction in the form of hand disruption and removal, a proactive plan to end the game with efficient threats, and ways to pull ahead on cards after both players have been stripped down to limited resources. Gray Merchant is an extremely powerful card, as good as or better than Siege Rhino if it drains for upwards of five; it swings races, it ends games, it doesn't care about board stalls, and for all intents and purposes is basically a Modern legal Tendrils of Corruption (not my quote - blame LSV. Then again, that man also calls Disciple of Phenax Mind Twist, so take these statements with several grains of salt).
But despite his inherent power level, Gray Merchant of Asphodel is a very high variance card, and can sometimes be Highway Robber. Removal in Modern is aplenty, and curving out into enough devotion for Gray Merchant to be good is not a reliable plan. Even when the traditional mono black lists do manage to implement their plan - Geralf's Messenger into Gray Merchant, for instance, after having gotten two or more of their creatures removed, despite being an overall drain for seven to nine, just lacks the power/speed to push through opposing Tarmogoyf, Kalitas, Traitor of Ghet, Grim Flayer, Death's Shadow - not to mention blue decks with their Cryptic Command and board sweepers and Sphinx's Revelation.
Gray Merchant of Asphodel in my list is therefore a card I'll often be discarding to the various discard outlets in the early game; using either the second copy or Liliana, the Last Hope's minus two to drain the opponent out if necessary later on. His being a zombie means he can be sacrificed to Kalitas, Traitor of Ghet either to simply grow the great vampire, or to be recursed with Liliana, as the situation calls.
I do not think running more than two of the card is likely to be feasible for Modern given the uncertainty of whether Merchant will be Corrupt or Highway Robber, and also given Merchant's relatively high mana cost; while it is possible that one is the correct number (and indeed, often in post board games, I do go down to one or no Merchant) at least in game 1, the proactive plan of discard, kill, kill, flier, smack, Merchant win is a very strong one. Having access to the second copy in case the first gets exiled and therefore cannot be returned with a future Liliana is also quite relevant against decks with Path to Exile and Pyxis of Pandemonium.
Despite Merchant's variance, I believe his power level and his ability to end the game on the spot through cards like Ensnaring Bridge and Witchbane Orb is not to be undervalued. In a deck with Phyrexian Arena and Ob Nixilis Reignited, every life point represents an extra card; while Highway Robber may be terrible, a five mana 2 4 that draws 4 cards on etb and drains the opponent for four is an absolutely phenomenal Magic card.
I would also like to point out the maindeck inclusion of incidental lifegain like Collective Brutality and Kalitas, Traitor of Ghet in conjunction with Gary makes most burn and aggro matchups extremely favourable.
While the creature suite has been carefully picked, and is constantly being chosen and rechosen and tweaked, the engine that enables this deck is Phyrexian Arena. Any interactive deck with reactive spells always runs the risk of its reactive measures not lining up well against the threats being deployed on the other side; Arena churning through the deck presents the critical mass of answers and threats to overwhelm the opponent, ensures land drops are made, and essentially in every regard dots the deck's i's and crosses its t's. With discard outlets like Collective Brutality and Liliana of the Veil to trade potentially dead cards for relevant spells early on, irksome draws with too many high cmc cards can still function smoothly and well.
1 month ago
Hey fl0yd I see your point about being split between archetypes. I think the two can synergize well though. I'll try to discuss the cards mentioned here.
Teysa, Orzhov Scion: A nifty card. I'm not super sold on it, but she may have a place. I may play test her at 1.
Blood Artist: I would love to run him and Zulaport Cutthroat at 4 in this deck, but space is currently a bit tight and he lacks human synergies. I leaned on 6-7 being enough of the drain effects. Thoughts on who exactly to take out?
Thatcher Revolt: I really like this one as well. It has a lot of synergy. There's really two main reasons it didn't make the list first go round. Basically I want red to be as small a splash as possible. You made a good point about it helping the budget, so I'd like to at least need as few duals, shocks, and fast lands as possible. Secondly it isn't a human creature, so it cannot be returned with Rally the Ancestors which is currently a very strong play to close out a game at instant speed.
Removal Suite: I absolutely agree with you about upgrading Tragic Slip. To me the floor on it is too low (but it does have a high ceiling). Ideally I'd replace it with Fatal Push because I'm a bit iffy on Path to Exile. The problem is I'm trying to keep the list from hitting crazy prices.
Viscera Seer: Initially building the deck I thought of Viscera Seer. I like the free sac and Scry is ok. At the time I opted out for a full set of Falkenrath Aristocrat. You are right she can be bad in multiples and I have to be careful when I play her. I'll debate coming off one Aristocrat for Seer though. The problem is (while Aristocrat may be expensive) she has insane potential to close out a game or turn a game around. She has great human synergy and has board impact the turn she comes down. If my board is established she has board impact the turn she comes down even if she gets targeted by removal.
Abyssal Persecutor: I like this card and I'm definitely going to test it. My concerns are it comes down and doesn't do anything that turn for 4 mana. It also dies to Fatal Push and would be fighting with Falkenrath Aristocrat for a spot. And Aristocrat has Haste and can achieve Indestructible possibly.
Judge's Familiar: I'm a bit iffy on this one. I see what you mean about the value in the control match up though. It may warrant a sideboard spot. There aren't any humans with a similar effect are there? I guess Thalia, Guardian of Thraben is close.
Hand Disruption suite: Love the idea of this. Almost definitely will make it in sideboard. Main board is a maybe since I want to be creature heavy and I feel at least a little removal is important.
Rite of Consumption: I see where you are going with this card. It packs a lot of potential, but I feel like it will often just be dead in my hand. I'll consider it though.
Red: I see your point in removing red. It definitely helps with the budget as well as consistency. But, I think Falkenrath Aristocrat is a bit too strong to pass up in this build. At least in its current iteration.
Thalia's Lieutenant: I see your point here. The goal with her though is to have an aggressive start. Turn 1 Champion of the Parish into Lieutenant is a lot of damage up front. Plus I like she can buff my Cartel Aristocrat who is basically unblockable. I'll consider lowering her count for some Gather the Townsfolk though. The problem with Townsfolk is again that it is a spell.
Falkenrath Aristocrat: I see where you are coming from with this card. And I've largely addressed her already, but I will test with her at 3. Also, she was a large part of the reason to build the deck. Her status as an Aristocrat and Human Synergy makes the idea just click.
Unclaimed Territory: This card is basically being used as a budget Cavern of Souls which would be undeniably good in this deck. Given the low spell count and the fact there are only two creature types makes the color fixing surprisingly good.
Overall some real quality suggestions that have given me a lot to think about. I'll make some adjustments, do some testing and get back to you.
1 month ago
That's a pretty good angle too. I was going to suggest letting the permanent actually enter the battlefield under the control of an opponent to enable spicy stuff like Soulgorger Orgg, but then I realized it would take things a bit too far with Miss Phage
On that note, a balance question concerning my own card's Zedruu-Donate ability: Particularly from a casual point of view, is it an inherently degenerate concept for a player's commander to have the ability to easily and reliably give people permanents that are more or less lethal, like Immortal Coil, the aformentioned thrice-triggered (not activated, sorry) Demonic Pact, Nefarious Lich, Forbidden Crypt and Abyssal Persecutor (also plain old Lich I guess but it requires another lifeline to be safely donated), or is that no different from everything else that strongly encourages people to include enough removal? I know Zedruu herself already has Transcendence but that one can't always be used due to the goat's lifegain.