Ashes of the Abhorrent


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Rare

Combos Browse all

Ashes of the Abhorrent


Players can't cast spells from graveyards or activate abilities of cards in graveyards.

Whenever a creature dies, you gain 1 life.

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Ashes of the Abhorrent Discussion

Kiyomeii on An illusion? What are you hiding? (Tier 1 - STAX)

1 day ago

Yea it is indeed an awesome alter... I should start altering some more cards in here

i have some here but haven't had time to do some for myself :

Alms Collector

Ashes of the Abhorrent

Kinjalli's Sunwing

Card links broken , anyone knows how to fix this, it has been like more than a month, pretty sad :s

hoardofnotions on Karlov life manipulation

5 days ago

Some stuff I think could be changed out.

Field of ruin, you're destroying one opponents land, getting your land back and then ramping 2 others people for free. Maybe run Tectonic Edge or Strip Mine if you want this effect.

Concealed Courtyard is a guildgate the majority of the game, might be better as a basic?

Sanguine Sacrament seems like a possible cut.

Disenchant could be Utter End. I think the added flexibility is worth it.

Caged Sun is another possible cut. I'm really of the opinion that these cards are only good in mono color decks.

Cards that work well with your commander

Ashes of the Abhorrent, Auriok Champion, Authority of the Consuls, Blood Artist, Deathgreeter, Falkenrath Noble, Patron of the Kitsune, Resplendent Mentor (combo with Famished Paladin , Righteous Cause, Riot Control, Soldier of the Pantheon

Rwhr2d2 on Abzan Hatebears

1 week ago

Ashes of the Abhorrent does nothing besides gain you life, since it does not effect GPG. I suggest Crook of Condemnation.
Solemnity is less of an energy hate card than you think, since even without gaining energy they gain lots of advantage. I recommend another Tocatli Honor Guard in the SB and some Essence Extractions for Ramunap.
Also, Trespasser's curse is a nonbo with the Honor Guard, so you probably want to exchange it for something else.
More Duresses in the SB would help against control and maybe a Lost Legacy or two for Approach?

mmcgeach on Sisay Stax

2 weeks ago

@meowndabout Nice questions! Glad to help with this. I changed the write up slightly, to include a sample blue print for playing the deck. That answers some of your questions, other ones are below.

Fauna Shaman - usually you discard extra mana elves (which aren't that great in the mid-game) to get actual stax pieces or utility creatures. But, also, you can just discard anything. It turns each creature into a Worldly Tutor + free card draw.

Loyal Retainers - this is actually best with Iona, Shield of Emeria, which is decent to run if your meta has some mono-colored decks. However, it's worth leaving in the deck even without Iona, just to get back anything that happens to get killed. It's pretty good reanimation, just by itself.

The Tabernacle at Pendrell Vale - Actually, Magus of the Tabernacle is a pretty good replacement. Tabernacle is here mostly to combat other decks that rely on creatures and mana elves (like us), but have a harder time tutoring for Gaea's Cradle. To perform this function, another answer is Defense of the Heart. Magus might be better since it's a creature and slides under your Thorn of Amethyst effects.

Nullstone Gargoyle - this is a new card I'm testing. It's easily hard-castable with Gaea's Cradle and Nykthos, Shrine to Nyx. And it's a pretty strong lock with Eidolon of Rhetoric. Yes, if I could get this lock together, I'd just cast creature after that.

Recruiter of the Guard - you just get whatever you need for the situation you're in. Get whatever stops your opponents the hardest. You have to know how your opponent's strategies work.

Sanctum Prelate - pretty much always names 2 or 3. These stop boardwipes that sneak under Gaddock Teeg; on three you stop: Toxic Deluge and Fire Covenant; on two you stop Cyclonic Rift and Pyroclasm. I usually pick either 2 or 3 based on which board wipe I'm more afraid of at the moment; but in either case you end up shutting off large parts of your opponents' decks.

Yisan, the Wanderer Bard - this is becoming less important in this list; however I think it's still probably good enough to run. Yeah, you just get whatever is most helpful. You can either get Quirion Ranger on 1 to activate Yisan or Sisay twice per turn, or you get Sylvan Safekeeper to guard Sisay against spot removal. After that, you know, get whatever you need.

Crop Rotation - there's a lot of strong lands in the list. Strip Mine and Horizon Canopy are very good with Ramunap Excavator. You can also get Tabernacle. You can get one of the ramp-lands like Gaea's Cradle, nykthos, or Ancient Tomb. If possible, you should always sacrifice a Flagstones of Trokair.

Creature tutors - You get whatever you really need top stop what your opponents are doing. These tutors let you get non-legendary creatures tho, so sometimes you can get Sanctum Prelate or Eidolon of Rhetoric or Spirit of the Labyrinth if one of those seems really appropriate, or you're in a winning position already, you can go for the kill with Shaman of the Forgotten Way or a lock with Nullstone Gargoyle.

Enlightened Tutor - yes, frequently the most powerful thing to get with this is Living Plane, although there's a lot of great artifact/enchantment stax pieces you may want, particularly Rest in Peace, Null Rod or Sphere of Resistance. It can get ramp in Mana Crypt or Carpet of Flowers. It can also get Lightning Greaves which can be great for Sisay. This card is awesome in this list.

Ancient Tomb is good ramp; Temple of the False God is unplayable crap. There's lots of games where you never get to 5 lands.

Gemstone Caverns, Chrome Mox - these are ramp, which is totally critical. You just exile whatever you don't need. Try to prioritize playing a turn 1 or 2 stax piece with these ramp cards. Also think about when you will play Sisay. If you have these ramp cards, try to set up a sequence where you play a stax card turn 1, a mana creature turn 2, and SIsay turn 3.

Null Rod, Stony Silence - these only shut off our artifact ramp, not our creature ramp. Only play them if they're going to hurt your opponents more than they hurt you. But the deck is pretty much designed so that it's usually pretty asymmetric, although certain hands and board states can make it more nuanced.

Carpet of Flowers - just any other stax piece, maybe Reclamation Sage or Scavenging Ooze, depending on what your meta needs.

Arid Mesa, Marsh Flats - originally I wanted to hedge against running all the fetches with Root Maze, which makes fetches freaking terrible. However, this could be revisited.

You can totally run snow lands if you want to.

Grand Abolisher - I haven't wanted this; usually I'd rather have more Thorn of Amethyst effects - Glowrider and Vryn Wingmare, which make counter spells really hard to use.

Containment Priest - this or Scavenging Ooze is a fine card if your metagame has a lot of reanimator decks. It does hurt our own reanimation (and Yisan), so I wouldn't play it by default.

Solemnity - this doesn't do anything...

Growing Rites of Itlimoc  Flip - I don't think this is worth a 3-cmc non-creature spell. :(

Ashes of the Abhorrent - This can work if your meta has a lot of reanimation or storm...

Disenchant - I'd rather run Reclamation Sage, then maybe Manglehorn.

meowndabout on Sisay Stax

2 weeks ago

mmcgeach Back with more questions :)



xhuggels on Dino (R) (W) 1.1

2 weeks ago

Much better! I would take out 1 or 2 Goring Ceratops though, as having 4 7 manna cards in your deck, you wouldnt believe how often you would end up with 2 of them in your starting few turns. Having 2 dead cards you cant play until much later in your hand really hurts. 3 copies of it, considering you have quite a lot of ramp going on seems doable, but i think 4 is a risk. That being said, math only helps you that much, you gotta playtest the build to see if it will cause you problems or not.

But i think it looks good. Personally i dont like Frenzied Raptor at all, as creatures with nothing but a body bore me to tears. I want some spice in my life lol. Also think of it this way. a 2/2 can trade just as efficiently against a 4/2, while costing 1 manna less more often than not. I just think this card is...not necessarily bad, but very plain. If you do make further changes, id suggest taking out 1 Goring Ceratops and 2Frenzied Raptor, and adding 3 copies of something else you have laying around. Thats about the only clear improvement i can see. hmmm, you might wanna add something white that stalls your opponent a little. White has lots of nifty enchantments that do just that. Cast Out, Ixalan's Binding and Authority of the Consuls come to mind. some fight cards that force them to fight your bigger creatures can also help quite a bit. something like Trove of Temptation would help you get your big dinos even faster, while forcing them to ram their weaker creatures into yours. In the current meta where the graveyard plays a large role, something like Ashes of the Abhorrent might also do well. Dinosaur Stampede also seems sweet in a dino deck. or you know, just add another creature if you want.

Jimmy_Chinchila on Dinos of the Perfect Curve

2 weeks ago

BlackKnightJack its also for the vital sideboard cards has access to, and it doesnt cost us much as the only consolation is that Sunpetal Grove is occassionally a slow land, which to me is a very small inconvenience in comparison to the breadth it provides for games 2 & 3. R/G is more consistent but less resilient. Without we struggle against Temur Energy, ScarabGod, and even Ramunap Red (Solemnity, Ixalan's Binding, Kinjalli's Sunwing). Sometimes I run Settle the Wreckage and Ashes of the Abhorrent also. And the sheer potency of both Huatli and Gisath means we basically win when we can successfully cast either of them.

Also, it allows flexibility to transition based on Meta and new sets. There are some legit Dino/support cards that've been spoiled (Atzocan Seer, Zetalpa) and with the changing format things like Kinjalli's Caller and Goring Ceratops could end up being much more useful.

I cant say for sure whether Naya or Gruul is superior, but I do like the reach and options brings to the table. Even for just 2 cards, the times Ive cast them Ive basically won on the spot and so have earned their place in the deck. I cut the Scattered Groves to limit the slowness the white land incorporation brings.

Thank you for checking out the build and offering feedback!

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