Archfiend of Depravity

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fate Reforged (FRF) Rare
Promo Set (000) None

Combos Browse all

Archfiend of Depravity

Creature — Demon

Flying

At the beginning of each opponent's end step, that player chooses up to two creatures he or she controls, then sacrifices the rest.

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Archfiend of Depravity Discussion

DrukenReaps on Mono-colored

4 days ago

I have to vote for since it is my favorite color. I would say if you go with rats use Rat Colony over Relentless Rats. The colony is easier to kill but its power grows for EVERY rat while relentless grows only for each other relentless. This makes a huge difference when you are running Marrow-Gnawer.

That said I would recommend Shirei, Shizo's Caretaker with the Shadowborn Apostles. This deck is a lot of fun and people really underestimate the versatility of demons. My Reaper Born is Athreos but you can see much of what you might want to include in the deck. And since you are mono- you have room for some of the things I don't like Coat of Arms which turns the clerics huge and the demons that are already big even bigger. Running Conspiracy is also interesting depending on the non-demons you play.

It is the best thing in the world to instantly summon up Archfiend of Depravity or Ob Nixilis, Unshackled.

Ragamander on Blue/Black

1 week ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

Rahvin_dom on Draconic Overlord

1 week ago

Arcan1s_666, that's a very good question. I'm honestly not sure - I have something of a mental loop where I try to think about what to replace, and then I just go back to "But the Invocation Doomsday looks so pretty and flavorful!"

But honestly it would likely be more interaction first and foremost. Maybe more draw that doesn't rely on discard.

The full Doomsday package is: Doomsday, Laboratory Maniac, Lion's Eye Diamond, Gitaxian Probe, Gush, Deep Analysis and Yawgmoth's Will. Yawgwin is too good to remove on its own, so that stays regardless (even though the foil is going to cost me...). Gush is also pretty great. So is Deep Analysis. So we really only have ~4 cards to play with.

My Maybeboard is pretty filled with ideas. The biggest weakness of the deck right now is lack of creature defenses. I have some, but not a lot. Evacuation would be a great include - I would get to re-cast Bolas, and most of my opponents get hosed worse just because I'm so creature-light. And it's instant speed, which is always a bonus. Warped Devotion and Words of Wind would be interesting. Devotion hits me too, though, so it's still iffy. I keep wanting to run it (I already own a couple foils, it's cheap), but I need to have a good density of bounce and some way to make sure I'm not suffering worse. I suppose I'm not running a ton of permanents and that might be helpful. Archfiend of Depravity might be nice too, to help keep the enemy creature count low.

Of course, a different combo would also be possible. Worldgorger Dragon, likely with Flash as an enabler, works with Animate Dead and ETB-untapped lands to generate infinite mana. As long as you can stop the loop (usually by reanimating something else), you can make infinite mana for a Torment of Hailfire win. It's compact, uses mostly cards that are not dead outside of the combo, but it's also pretty risky and vulnerable to interaction - it generates mana for opponents too if they have ETB-untapped lands.

Lastly, I could just add a few more tutors. Getting Geth's Grimoire or Waste Not on the field is pretty important to the rest of the deck. Tutors help with that, and with finding the win condition when it's time.

Those are my current thoughts, anyway.

BlueStar220 on Rats Commander

2 weeks ago

Just some quick suggestions:
I would recommend more card draw so you're not top-decking all the time. (The more cards you draw, the more answers you have.)
I like to aim for around 12 total:
Bloodgift Demon
Decree of Pain
Erebos, God of the Dead
Necropotence
Promise of Power
Ambition's Cost
Ancient Craving
Disciple of Bolas is especially good if you sac a big rat.

I would also recommend more removal cards, I typically aim around 20 give or take (which includes both noncreature and creature removal).
Nevinyrral's Disk
Mutilate
Hero's Downfall
Murder
Decree of Pain
Archfiend of Depravity
Butcher of Malakir
Sorin Markov

I also recommend good return spells including:
Mikaeus, the Unhallowed
Sheoldred, Whispering One

Infiniteomniscience on How to make this deck ...

3 weeks ago

bushido_man96. I have removed Distended Mindbender, Patron of the Moon(Though I am reconsidering that as it synergizes well with Nesting Dragon, and gives me mana regardless, whether I have to wait one turn or not. I would like you opinion on this.), Dreamscape Artist, Jin-Gitaxias, Core Augur, and Sire of Stagnation, as I recall. I have added Viscera Seer, Nirkana Revenant, Burnished Hart, Archfiend of Depravity, and Ghoulcaller Gisa, as I recall. Is this fine?

Infiniteomniscience on How to make this deck ...

3 weeks ago

bushido_man96. Yes, Endrek Sahr, Master Breeder seems nice, but I'm usually going to have high power creatures, so he would be immediately killed. If anything, I would put a card that can just bring back Thrilling Encore, since it is the same mana cost, and that will be of more use when I will sacrificing tokens. Krenko, Mob Boss is a little bit too slow for me. Ghoulcaller Gisa is an almost definitely; I'll think about it. Most of the rest of the cards in that paragraph I have considered, and rest of the cards seem pointless except for the tokens generation, or just have one aspect about them that I would rather not have to satisfy(e.g. the mana that needs to be spent for Pentavus to create tokens or the artifact requirements.) For the next paragraph, I probably add one of two of those cards. I should have clarified a bit more that I need things the get sacrificed, instead of things that sacrifice. Archfiend of Depravity most certainly going to be added.Diplomatic Immunity as well. Distended Mindbender allows me some vision into an enemies' hand, while having a lower CMC with a sacrificed creature. Patron of the Moon and Dreamscape Artist are there for a bit of ramp. The deck's average CMC is 5.5, so I would prefer to have as many lands as possible onto the battlefield. Lotus Bloom is a free source of mana that gives me an extra boost when I need it. Sire of Stagnation, Blight Herder, and Jin-Gitaxias, Core Augur is what I meant by "fine tuning". I would like to have at least some card draw, all while inhibiting opponents. Jin-Gitaxias, Core Augur and Sire of Stagnation would be great if they had a "may" in between the "you draw". But that what Omniscience and the ramp is for, and if the card draw gets too out of hand, I can just sacrifice them. "...if you're opponents aren't playing creatures, they can't sacrifice them". Yes, good point, but that is why I have annihilator creatures. Thank you for the suggestion, and please give me feedback on my reasoning! Thank you once again!

bushido_man96 on How to make this deck ...

3 weeks ago

Endrek Sahr, Master Breeder and Krenko, Mob Boss are some good token generators. You could really do your mana curve a favor and probably go with early goblin drops to support the Krenko rout. Ghoulcaller Gisa is pretty solid, and for lots of fun, equip her with Thornbite Staff. That can make a lot of tokens you can then sacrifice for fun stuff. Kher Keep is a solid land to include. Even cards like Myr Battlesphere and Pentavus can provide you with sac outlets. Hangarback Walker is another solid option. Blue has options like Thopter Spy Network and Efficient Construction for generating tokens.

So, with your commander, what you care about is creatures getting sacrificed. Not dying, but sacrificed specifically. So, the best way to help yourself out is to not rely on your opponents to provide the sac fodder. For that, you need more sac outlets of your own. Cards like Carrion Feeder, Yahenni, Undying Partisan, Viscera Seer, Phyrexian Ghoul and Nantuko Husk are all free sac outlets that you let you start putting counters on your commander really quick. Red offers Goblin Bombardment, which could be switched out with Vicious Shadows.

Archfiend of Depravity would fit your theme well, too, along with the Eldrazi you have with the Annihiliator mechanic, but you don't need too many of them. Running three or four of them is probably sufficient.

You want to protect your commander, so add cards like Swiftfoot Boots, Lightning Greaves, and a budget option no one ever thinks about, Diplomatic Immunity.

Distended Mindbender could probably go. I fail to see how it fits what you want it to do with your Commander. Patron of the Moon doesn't look like it fits, and neither does Dreamscape Artist. I'd cut Sire of Stagnation as well. Blight Herder probably isn't great, either. Jin-Gitaxias, Core Augur is a good card, and good for card draw, but if you're opponents aren't playing creatures, they can't sacrifice them, and it just might make you a big fat target. I'd ditch Lotus Bloom for something more like Worn Powerstone or even a Mind Stone.

I hope these suggestions help. Thraximundar looks like a fun commander to run. I hope these suggestions help you to focus the deck more, and make it run more smoothly. Let me know what you think.

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