Altar of Dementia

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy (CNS) Rare
Tempest (TMP) Rare

Combos Browse all

Altar of Dementia

Artifact

Sacrifice a creature: Target player puts a number of cards equal to the sacrificed creature's power from the top of his or her library into his or her graveyard.

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Altar of Dementia Discussion

jpcunha4 on Meren, the Gravedigger

4 hours ago

Joumba, there's a thing I feel that I need more in this deck, sacrifice outlets. I mean, I already have some but the are so costly that I think I should replace by better ones. I was thinking about Ashnod's Altar and/or Altar of Dementia replacing Mycoloth, for example. What do you think?
Thanks again man!!!

TGIFman on Everything is Unplayable

3 days ago

Altar of Dementia seems to be a really good add. Really good alternate win combo with Reveillark and Karmic Guide. Sac the guide, then sac the elemental to bring back guide which brings back the elemental. Infinite mill. It looks like your opponents will already be pissed at you, so adding this combo may be an act of mercy. Ashnod's Altar Might be pretty handy too, since I hear making things cost X more isn't really effective against infinite mana.

Just some suggestions. Over all, 10/10 would auto scoop.

ThallionDarkshine on The devil's in the details: ...

4 days ago

I do agree that generating mana during the combo is not all that useful, but 2-cmc ramp that lets you play Zur a turn early is always good.

I'm also not sold on the 5-cmc tutors, but I'm not sure if there are any better options... Dark Petition might be better for occasionally generating some mana (and fixing it to black if that's what you need). Beseech the Queen might also be a better option. You'd probably never get the chance to cast it for 3, but a slightly worse Diabolic Tutor might be better than one of the other options. Sidisi, Undead Vizier is another possibility, and can be recurred via Karmic Guide.

I think Altar of Dementia might be better than Altar of the Brood. While costing another mana, it works the same in your Intruder Alarm combos, and also works with Fiend Hunter + Sun Titan and Karmic Guide + Reveillark . Finally, I think Animate Dead is probably a great inclusion. You can tutor it with Zur to recur your stuff, and it can combo with Sun Titan.

chadsansing on Taigam's Resurrection Resort

5 days ago

Sweet commander!

Have you played with Cadaver Imp or Gravedigger? Apart from recursion, they're fun to loop with Altar of Dementia (or Altar of the Brood) and Deathrender.

To test with even more shenanigans, have you considered a package like this:

That gives you a sac outlet or two, a permanent source of recursion, a token-maker, and way to loop and clear opponents' boards of hexproof, indestructible, and shrouded creatures without going infinite.

Have fun playing!

Suns_Champion on IntruZur Alarm | Zur EDH

1 week ago

Thank you all for commenting! You are all part of what makes the T/O community awesome! Truly grateful!

ThallionDarkshine Thank you! I get what you're saying about overcommiting to the Stonybrook Schoolmaster combos... I need to test them out more thoughly but I'll definatly be looking for trouble in that regard. I like all of the other suggestions and will consider them. Altar of Dementia interests me the most. The 2cmc mana rocks, more sac outlets, and more counters are going in soon!

SlavicGhaespar I like them! Thank you! I'll be putting more sac outlets in soon so those'll work great! I can probably replace the Suture Priest and Soul Warden with them.

NV_1980 Yeah I really wanted to do something unique with Zur. It seemed fun. A lot of the maybeboard will be shuffled in there soon! Thank you!

chadsansing Thanks for the compliments! Glad you like it! War Tax seems okay. Concerned abount the need to pay for it, but I like that it's tutorable by Zur! Yeah I do have a lot of sub themes haha! I need a lot of testing! I like some of those recursion options and will consider them. Thanks for the advice on the mana base. I remember yours for your The Locust God deck looked near-perfect. As soon as I've nailed down exactly what cards I want in here I can adjust the mana base accordingly. For now, my OCD enjoys the fact that it's split perfectly into 3rds haha! Thanks again!

x12721 Thanks! I've been thinking about Macar for a while. Teferi's Protection is great but kinda pricy. Rhystic Study is great! Thanks!

usaDiabetic Thanks again! i like all of your suggestions, but I love Reconnaissance! Sweet card! Thank you so much!

One last THANK YOU to all of you for the comments and upvotes! Really appreciate it!

ThallionDarkshine on IntruZur Alarm | Zur EDH

1 week ago

I second the suggestion of the talismans and Fellwar Stone, since ramping out a t3 Zur is always nice. I'm not a huge fan of Stern Mentor as a tap outlet, since it doesn't get around summoning sickness like most of the others, and is very slow. In addition, it feels like you may be overcommiting to the Stonybrook Schoolmaster combos. I would consider adding some more free sac outlets, since they not only enable your recursion combos, but also work with the infinite tokens you create with your other combos. Altar of Dementia is a great way to kill with infinite tokens, while Martyr's Cause and Fanatical Devotion are decent protection pieces that are tutorable by Zur. I would also definitely recommend including some counterspells to protect your combos. Maybe cutting back a bit on token producers, especially the worse ones like Drana's Chosen and adding some great cheap counterspells like Swan Song, Dispel, and Arcane Denial would be good to shift you away from being all in on your combo. In that case, you could tutor up Necropotence first as a draw engine, and be more resilient against disruption. Rule of Law is a decent piece of disruption, that doesn't affect you greatly, since all of your combos focus on activated abilities.

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

nekogonz on Mill the life out of you...

1 week ago

chadsansing

I have tried them all, but I usually play on a multiplayer environment. Fraying Sanity doesn't work most of the time and I have thought about Altar of Dementia but I think it is a waste for just a single creature. I am still going to have fetches to have a combo for Hedron Crab.

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