Archfiend of Despair
Creature — Demon
Your opponents can't gain life.
At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
|Have (2)||, Forkbeard|
Printings View all
|Battlebond (BBD)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Archfiend of Despair occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Archfiend of Despair Discussion
1 week ago
The first thing that comes to mind for me is Hatred. This can easily take out a player, and plays even better if you have a lifelink creature.
Jet Medallion seems like a great card to have in your deck, since you will probably play several spells a turn.
Black Market seems like it would generate a lot of value for you.
Wound Reflection also seems perfect for finishing off opponents.
In terms of aggressive, powerful creatures, I think you are missing a few key cards that would really make this deck scary.
Phyrexian Obliterator redefines what a good aggressive black card is.
Skirsdag High Priest is very easy to activate in Commander.
Loyal Subordinate represents heaps of damage with your commander out.
Rotting Regisaur is very much worth the discard for his body.
Woe Strider should make its way to the maindeck.
Abyssal Persecutor is excellent and even has great applications for multiplayer.
Demon of Catastrophes can eat up a useless creature in exchange for a 6/6 flying trample.
Doom Whisperer is great value.
Archfiend of Despair is the perfect late game finisher for you.
In terms of cuts, I don't think a lot of your very small creatures will get very far in a game of commander. I would cut the weaker ones like Carrier Thrall, Sanitarium Skeleton, Lazotep Reaver, Priest of the Forgotten Gods, Reassembling Skeleton and Tattered Mummy.
Tyrant's Choice seems like it won't often do what you want it to. I am sure you can find better removal than Defile. Sign in Blood and Night's Whisper also seem a bit underpowered for Commander.
1 week ago
Commander / EDH*
Just looking for some opinions to finalize this bad boy. I've fallen bellow 100 cards, could probably justify cutting others, and I'm not married to the commander.
So the main strategy will be to do a sort of soft lock with Sire Of Insanity/Descent into Madness effects that empty hands, and then use Theater of Horrors/Sunbird's Invocation/Stolen Strategy/Sin Prodder ect. to get around the effect.
Thanks guys <3
1 week ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!
3 weeks ago
Rri's Greasy Suggestions
My understanding of the deck is that it's essentially a Sneak Attack style deck - put creatures in and muck face. The main goal with these suggestions is to get Kaalia of the Vast out by turn 2 or 3 and put more relevant threats down! Apologies if this isn't the most organized, but hope it helps.
Akroma, Angel of Fury - literally a 6/6 with firebreathing 90% of the time
Emeria Shepherd - even you complain about this one.
Kaalia, Zenith Seeker - Yes flavour, but fricken goofy card
Kambal, Consul of Allocation - What does gaining life do for you? I would only run him if you ran necropotence or equivalent
Mana-Charged Dragon - Nobody is paying into that lmao
Rakdos the Defiler - I get that you have big balls, but he's pretty much single use - I enjoy the meme though.
Iroas, God of Victory - I understand that he lets Kaalia get through, but that wouldn't be a problem if you could just get her out earlier.
Angel of Deliverance - If you're getting delirium with this deck at it's present state I'm super impressed.
Sorin, Grim Nemesis - There is better ways to draw cards and you can't cheat him into play
Karoo Lands: They are decent, but you're missing out on precious early mana when you run them.
Nephalia Academy - This is the most Cam card I have ever seen, run Rogue's Passage if you want colourless utility.
Vivid Meadow: Again slow, run a City of Ass in this slot
Armillary Sphere - If you are hell bent on this effect, run a Thaumatic Compass
Darksteel Ingot - 2 mana artifacts are way better for a turn 3 Kaalia.
Sunforger - Personally this doesn't do it for me, super mana intensive for the effect, especially when you have black for tutoring/card draw.
Instant and Sorceries
Ghostly Prison - You have fatties to smack people in face, if they swing at you, swing at them harder - or block :^)
Aura of Silence - You aren't on the stax path my son and you can find more efficient instant speed removal!
Akroma's Vengeance - Austere Command
Diabolic Tutor - Demonic Tutor
Orim's Thunder & Return to Dust - I would suggest just running a less expensive removal, or more flexible removal eg. Disenchant or Chaos Warp
I would suggest cards that more aggressively use your life total, you're playing an agro strategy and want to be firing on all cylinders!!
Card Draw and Tutoring
Necropotence - Draw a shit ton of cards, and more selection of what you want to put down with Kaalia.
Painful Truths, Sign in Blood, Night's Whisper - Efficient card draw!
Faithless Looting, Tormenting Voice, Thrill of Possibility - Slot in these if you are planning on going a stronger recursion route.
Wishclaw Talisman - Fun tutor!
Enlightened Tutor - Finds you boots, sword, or whatever else you may need.
Demonic Tutor, Vampiric Tutor - Need I say more?
Gamble - Put all your money on red lmao
Mausoleum Secrets & Diabolic Intent – Conditional Tutors which seem decent in this deck.
Vilis, Broker of Blood - This card is insane, especially when you get to cheat him out.
Razaketh, the Foulblooded - Turns Kaalia into a huge toolbox, also really strong in the recursion route.
Archfiend of Despair - Doubles damage!!
Rakdos, Lord of Riots - Reduces the cost of your big creatures, letting you actually play them after you swing.
Sire Of Insanity - Discarding everyone's hand is pretty good for you, as this deck should be pretty good at top decking.
Scourge of the Throne & Hellkite Charger - More combat - wins with Sword of Feast and Famine!!
Resolute Archangel - A lot of the cards I'm suggesting are pretty hard your life total, resetting to 40 with a Necropotence out is pretty gross.
Sneak Attack - Does pretty much the same thing as Kaalia.
Karmic Guide, Reya Dawnbringer, Primevals' Glorious Rebirth, Animate Dead, Living Death, Phyrexian Reclamation - Recursion is super strong, plus you run a shit ton of legendaries for rebirth. As an aside, Leonin Relic-Warder gives infinite ETB with Animate Dead - something to keep in mind.
Legion's Initiative - Pretty flexible protection, also making Kaalia a 3/3 is pretty relevant.
Aggravated Assault - Even more combat, wins you the game with Sword of Feast and Famine.
Kaya's Ghostform - Leave it and forget it protection for Kaalia.
Talisman of Hierarchy, Talisman of Indulgence, Talisman of Conviction, Fellwar Stone - even potentially Mind Stone - 2 mana rocks are super good as they enable the turn 3 Kaalia.
Wayfarer's Bauble - An all star, also Kaalia turn 3.
Lotus Petal - SPEEDY
Nyx Lotus or Nykthos, Shrine to Nyx - A lot of your creatures have super high devotion, take advantage of that.
Caves of Koilos, Battlefield Forge, Sulfurous Springs, Sacred Foundry, Godless Shrine, Blood Crypt, Luxury Suite, Exotic Orchard, City of Brass, Rugged Prairie, Fetid Heath, Silent Clearing, Sunbaked Canyon, Tainted Field - or even more basics: Untapped coloured lands!!
1 month ago
Thanks for the comment MizzMizz. It's been a while since I've updated this deck online and honestly I probably hadn't sleeved a new card into it in over a year until this week.
Both the Overseer and Mike almost always felt like crap draws, leading them to hangout in my hand. I'm really happy with their replacements, Archfiend can be a chore to get out some times but it never disappoints and Yawgs will is one of those cards that really needs no explanation.
That being said, I do watch for cards to fit in here as they are released. after doing some research after your comment i noticed that somehow I let Syr Konrad, the Grim get past me. I'ts a total fit for the deck, rewarding me for doing most of what I enjoy doing with this deck; filling the yard.
So I went ahead and added some of my other favorites in to complement it: Yahenni, Undying Partisan and Merciless Executioner. I'm still looking for the cut to put Buried Alive back in to capitalize on Syr Konrad even more. Buried alive may even replace Yahenni after testing, I'm skeptical at this point that it will carry it's weight.
Anyways thanks! Let me know if you have any other questions, I would be happy to answer them!
1 month ago
Blood Seeker Archfiend of Depravity Archfiend of Despair lots of demons The Haunt of Hightower sort of Demons have a bunch but they arent very mana efficient Hushbringer is a fantastic card and shuts off a lot of decks.
1 month ago
Atraxa, Praetors' Voice shall also be reprinted in this set, which is nice; I already have a copy of her, but anything that shall reduce her price is good. Since she is being reprinted, I really would like to see reprints of both Riku of Two Reflections and Sen Triplets, since they has never been reprinted, and, thus, are now very expensive.
They are not likely to be reprinted in this set, but I shall still hope for my top three most desired reprints of Akroma's Memorial, Vedalken Orrery, and Rhystic Study, and a reprint of Dromar, the Banisher would be nice, as well, since he is the only primordial dragon who has not yet been reprinted.
berryjon, WotC explicitly stated that they would not be reprinting any fetchlands in this set, but did assure players that they would be reprinting those lands in another set, this year (although they did not specify which fetchlands that they would be reprinting).
1 month ago
What about cards that give other player token while giving us some tool for the end game:
And more politics tools:
I suggested you lot of cards, some that fit aikidos, some control, some politics and some about winning the game.
I thinks some of them at least could be used by this deck or at least why you don't think they would suit this deck :)
Still think this deck should add one or 2 more winning that to rely on opponent creatures or opponent willing to attack you (either spells: Torment of Hailfire , Rolling Earthquake , Molten Disaster , enchantment: Captive Audience or creatures Master of Cruelties , Archfiend of Despair, Virtus the Veiled
Great primer =)