Ancient Craving

Ancient Craving

Sorcery

You draw three cards and you lose 3 life.

Latest Decks as Commander

Ancient Craving Discussion

Optimator on Yahenni Aristocrats

3 weeks ago

You don't have a ton of card-draw, and I also recommend at least eight pieces for almost any deck. Graveyard recursion, especially the good ones, definitely count as card advantage in my book, so Phyrexian Reclamation is great here, as is Whisper.

Grim Haruspex and Disciple of Bolas are on-theme. Thorn of the Black Rose and Custodi Lich are fun creature-based choices too. Some other classic choices are Ambition's Cost, Ancient Craving, Promise of Power, Liliana's Contract, Syphon Mind, Castle Locthwain, and Read the Bones. Palace Siege is okay, especially if you feel you need more recursion. Diabolic Servitude is nice and repeatable. Victimize and Blood for Bones are a great rate. Oversold Cemetery is nice too, though pricey.

Greed, Arguel's Blood Fast  Flip, Skullclamp and Erebos, God of the Dead are really good but not cheap. Erebos, Bleak-Hearted, Yawgmoth, Thran Physician, and God-Eternal Bontu would be decent as well. Bonus points for some being threats/blockers.

Gonti, Lord of Luxury is an interesting choice for card advantage--especially if you can recur him out of the graveyard over and over.


Dreadhorde Invasion is a great source of sacrifice fodder. So are Grave Titan and Bitterblossom but they're expensive. High Market is good in case your commander get's Arrested or turned into an elk or frog or the moon. Rogue's Passage could help end games once Yahenni is huge.

If you find you can't close out games between all the groupslug aristocrat cards and Yahenni's damage, perhaps a few auxiliary groupslug cards could tip games in your favor. Most of the good ones are very expensive though. Bloodchief Ascension, Painful Quandary, Polluted Bonds, Wound Reflection, and Palace Siege et al. Torment of Hailfire and Exsanguinate are classic finishers too.

As far as cuts go... I don't love some of the creature-based removal. I know it's good because you can sacrifice them later but perhaps Morkrut Banshee, Skinrender, and Anowon the Ruin Sage could be cut. I don't love Devour in Shadow and Drag to the Underworld. You should be set on removal even with those five cuts. Feed the Swarm is worth noting! Mortician Beetle is a bit win-more but is uniquely suited to the deck and worth keeping for now. Probably makes a good blocker. Geralf's Messenger is a bit weaker than some of the token generators and recurring threats too.

Also, I don't know if you care (few do) but if you want an accurate price calculation for your deck you should put the cards in the Sideboard into the Maybeboard so they aren't added.

Optimator on Blood Diamonds

1 month ago

Thanks for the advice, ThoAlmighty!! This deck is one of my new decks built almost entirely out of cards on-hand. I bought the Venser's Journal, Gilded Lotus, and kind of bought the Torment of Hailfire and Exsanguinate for it and had the rest of the good (and bad) cards already in my collection in need of a home. As such, plenty of the card choices are not ideal or optimized. In a sense, this is a budget deck not looking for big-time upgrades yet. I'm aware that Deathgreeter and Falkenrath Noble don't synergize with my deck at all but they are just incidental lifegain and as early-game blockers. Definitely filler for now. Deathgreeter might have enough utility (in my meta) for his cost to stick around until I get something great for lifegain, such as Twilight Prophet or Exquisite Blood etc. I was thinking about replacing the noble with Ivory Tower since it's old and janky and one of those "works almost nowhere except this commander" cards. I want to play more games and see how important lifegain ends up being to me. Some decks run a shitload and some run almost none.

I've played five games now and in the three games where I played Ambition's Cost and/or Ancient Craving they have worked out. Ideally they smooth out my mid-game and draw me into more lands, ramp, and answers/removal to get up to Vilis. So far they have done so. I also don't have a ton of free-life-payment cards like Doom Whisperer so they serve as passable refueling for Vilis. More games will surely give me insight but for now I like them.

So far the ramp has worked out all right but I had an eye to add more already. I have twelve pieces (13 if you count Nykthos, Shrine to Nyx... oh to have a Cabal Coffers too!! Just gotta wait for Commander Legends). I usually have 7-10 in my decks so this is still feels like a good, high amount. I used to have Bubbling Muck and Dark Ritual in the ~105-card prototype but they were late cuts, reducing my overall ramp-card count without replacement. Five games isn't a huge sample size, to be sure, so I'm gonna feel it out some more before I make swaps. I would definitely add Thought Vessel as an early upgrade. I was also thinking of swapping the Leaden Myr for a mana rock that doesn't die to all my wraths.

Thanks again for your comments!

ThoAlmighty on Blood Diamonds

1 month ago

To be honest, I'm not much of a fan of Ancient Craving or Ambition's Cost. They're nice to refuel after you play Vilis but otherwise aren't worth the cost imo. Falkenrath Aristocrat and Deathgreeter don't seem to have the support to be very impactful either, and I imagine you could use more rocks. Charcoal Diamond and Jet Medallion seem like good inclusions from your maybeboard. Speaking of, Lord of the Void and Twilight Prophet are also sweet cards that you might want to swap in; if you can get them to stick they're both terrific.

bushido_man96 on Life Lost v3.0

2 months ago

Brainstorm and Gitaxian Probe seem rather lackluster here, when you could lean more into the straight card draw that black offers, like Night's Whisper, Sign in Blood, Ancient Craving or Ambition's Cost. I don't know how difficult triple black pips are for you here, but if your fixing is good, Necropotence would be great with the life gain.

slashdotdash on 5 color no theme deck

5 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Grind on True Tributes to Tindalos v.6

5 months ago

Cool deck!!
Unfortunately tezzerret's gambit is not legal in mono black commander.
I would check out Ambition's Cost or Ancient Craving to run instead.
Also Cabal Stronghold would be great in here if you can find a copy.

slashdotdash on We get stronger for each drop of blood

6 months ago

Hey there Johannes,

Since you mentioned card draw I thought I'd leave you a few suggestions. Fortunately, black dominates the card draw scene with sorceries.

These may not be flashy, but the ability to draw 3 cards without leaving a draw engine exposed is a boon. You never know when you'll run into a blinky Reclamation Sage or a Cleansing Nova or a Bane of Progress etc. In my experience, 3 cards for 3 or 4 mana is exceptionally helpful.

Also, Phyrexian Arena

Good luck :)

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