Beacon of Unrest
Put target artifact or creature card from any graveyard onto the battlefield under your control. Shuffle Beacon of Unrest into its owner's library.
|Have (2)||metalmagic ,|
|Want (5)||Thraxinator , GARlockSpiral , BX223Hunter , JazzCrimes , Thingdo|
Printings View all
|Double Masters (2XM)||Rare|
|Commander 2019 (C19)||Rare|
|Commander 2016 (C16)||Rare|
|Tenth Edition (10E)||Rare|
|Fifth Dawn (5DN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Beacon of Unrest occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Beacon of Unrest Discussion
1 week ago
Tortured Existence for easy swap of big creatures to reanimate later for small creature to cast them again during early game.
Cards like Sadistic Sacrament, Bitter Ordeal, Nightmare Incursion, Praetor's Grasp are great for removing either important combo pieces of opponent's decks or just remove anything that could directly harm you and your plan. Peer into the Abyss could be fun aswell, also Temporal Extortion.
Fabled Passage - I dont really understand why would you use this in mono-color deck? Doesnt really seems like worth using just for another land for Urborg.
Beacon of Unrest - Really nice card to reanimate any creature or artifact.
Buried Alive, Reanimate and Entomb are just classic reanimator cards.
Blood for Bones, Victimize are also pretty decent reanimator cards.
Mortuary/Haunted Crossroads - kinda reanimator enchantments for Bolas's Citadel
For Syr Konrad, the Grim I run Tainted Strike as a sneaky finisher. All you need is a lot of creatures on board and someone just board-wiping them or I use Tortured Existence+Desecrated Tomb+Phyrexian Altar
Cavalier of Night - works both as good sac outlet and reanimator for creatures with cmc or less.
Clackbridge Troll could be worth using both as "food" for Massacre Wurm and force opponents to either sac or take damage from Troll during combat.
3 weeks ago
2 months ago
There has to be a better rate than Brazen Freebooter (which is 4mana for 1 treasure on a so-so body). Maybe Prying Blade,the newly printed Shiny Impetus, or the somewhat dangerous Trove of Temptation?
3 months ago
In a way Body Double practically is a Beacon of Unrest in creature form minus the artifact clause. They should make a creature form in mono-black at four mana given the power creep since Body Double was printed. If they need to balance it they can have it enter the battlefield tapped.
3 months ago
I feel like the deck is solid, definite room for growth, but for the budget incredibly effective. There are some weaknesses, but the deck definitely can be a powerhouse.
Biggest room for improvement:
Resolve the small issues (See below)
Issues that I see:
-Few ways of protecting Kaalia
-Few ways of drawing cards
-Slightly not enough ramp, try adding 2 more
-Too high CMC on non-angel/demon/dragon cards
-Few ways of removing single targets
-Slightly too many board wipes
-Slightly too few lands, adding a few will allow you to have more keep-able hands
Cards to add: (These are some good budget substitutions for cards you have and will make the deck run smoothly, I listed the card kingdom prices in ()'s)
Talisman of Indulgence (2.3)
Fellwar Stone (3.5)
Coldsteel Heart (1.5)
Chaos Warp (1.5)
Harvester of Souls (1.3)
Bloodgift Demon (1)
Demonlord Belzenlok (.8)
Boros Charm (2.5)
Apostle's Blessing (.25)
Giver of Runes (3)
Caves of Koilos (1)
The total for cards to add should only be about $25
Cards to take out to make room:
The next big move will be to improve the landbase. 35 is the right amount for the deck, in my opinion, however it definitely could use an upgrade. Having a consistent land base allows you to easier play Kaalia on turn 3 or 4. It also helps you to consistently have the colors of mana you need, when you need them. I would add/completed the cycles in this order. These are listed from cheapest to most expensive.
Dual-color cycling lands (1) https://mtg.gamepedia.com/Cycling_land
Battle lands (1) https://mtg.gamepedia.com/Battle_land
Check lands (3) https://mtg.gamepedia.com/Check_land
Filter lands (3) https://mtg.gamepedia.com/Filter_land
Shock lands (2) https://mtg.gamepedia.com/Shock_land
Fetch lands (3) https://mtg.gamepedia.com/Fetch_land
4 months ago
Continuing my advice, streamlining high CMC cards becomes an important step when choosing what cards to cut. Streamlining means you cut unnecessary high CMC cards, four CMC or higher that are not vital for your deck. Some cards that are redundant, there's two or more cards that do the same thing and one/more of them are not as good as others. Tutors help to break high CMC card redundancy because you can use them to get the better high CMC card thus leaving out others. Streamlining starts at the top of the mana curve and then work your way down.
When streamlining, the cards that are not selected doesn't mean these cards are bad, they're less needed in your deck than others. For streamlining your deck I would look to decrease cards from the 4, 5 and 6 CMC spots.
You've recent update is good, other cards to consider cutting:
Temple of the False God: will not tap for mana until you have four other lands. That's not good enough when you want to be casting low CMC cards and extort.
Armillary Sphere: isn't ramp since it puts the basic lands into your hand not onto the battlefield. Playing a mana rock that is ramp instead of this will help.
Life's Finale: has great artwork, but is lackluster for a creature board wipe especially at 6 CMC. Tutoring for and putting creatures into your opponents graveyard will most of the time backfire in Commander since reanimation and recursion are popular.
Hedron Archive: can get repeatable draw from other sources and four drop colorless ramp is not what you want with Karlov.
Mire in Misery: sorcery speed makes this a lackluster removal spell.
Burnished Hart: is too slow as ramp since the basic lands you search for ETB tapped. For six total mana you get two basic lands that ETB tapped and don't even get a body because you have to sac Hart to get the lands. Just about any mana rock that ETB untapped is more helpful than Hart.
Fountain of Renewal: effect is limited, only happening once at your upkeep and that's all it does. There's more impactful repeatable life gain in your deck.
Beacon of Unrest: there's too many five drops here and Beacon is the worst of them. The potential repeatable reanimation is not really worth five mana. It is nice that this spell can reanimate any opponents creature or artifact, but even so for five mana that's not really helping your strategy with Karlov. For five mana you would be better off casting Exquisite or Bond or a tutor to get one of them.
Solemn Simulacrum: can be great for midrange strategies, creature dying/reanimation strategies, but it doesn't fit here since it's too high CMC for ramp.
Sangromancer: is the least good source of repeatable life gain. It's too situational for a four drop, only triggering when opponent does one or two specific effects.
Underworld Connections: requires tapping the enchanted land to draw which means you can't use mana from that land on your turn. There's better repeatable draw sources here.
Kaya's Wrath: has too difficult to make colored casting cost.
Some upgrades to consider:
- Rogue's Passage > Temple of the False God
- Scheming Symmetry > Armillary Sphere
- Open the Armory > Life's Finale
- Mask of Memory > Hedron Archive
- Serra Ascendant > Ray of Distortion
- Walking Ballista > Solemn Simulacrum
- Suture Priest > Mire in Misery
- Ruin Raider > Burnished Hart
- Blood Artist > Sangromancer
- Mother of Runes > Fountain of Renewal
- Ayli, Eternal Pilgrim > Beacon of Unrest
- Arcane Signet > Orzhov Cluestone
- Divine Reckoning > Kaya's Wrath
- Dark Tutelage > Underworld Connections
Scheming Symmetry and Open the Armory are excellent cards to add for streamlining, they can do a lot here for their budget prices and low CMC. Scheming can tutor for any card and has great interaction with Bolas's Citadel since it puts the card you tutor for on top of your library. Yes, you choose an opponent and they also get to tutor for a card, but that is a cost you pay for having to use an alternative budget one drop unconditional tutor. Armory gets one of the best cards with Karlov, Shadowspear. Seriously, this card does everything you want to make Karlov a threat.
Mask of Memory is an underrated source of budget repeatable draw. It goes well with the voltron strategy of attacking with Karlov and equip 1 to draw two cards is nice. Equipment is good with Karlov and by adding Mask of Memory then Open the Armory can tutor for one of four different effects that can be repeatable with equipped Karlov: Shadowspear/Basilisk Collar for lifelink, Mask of Memory for draw, Sword of the Animist for ramp, Lightning Greaves/Swiftfoot Boots for protection.
If adding Serra Ascendant and Walking Ballista then I wouldn't cut Ranger of Eos since it can tutor for both of them and that's a powerful play for a four drop. If not adding Ascendant or Ballista then Ranger could be cut. Divine Reckoning can be a powerful board wipe with Karlov because it doesn't kill him and it can clear the battlefield of an opponent with many blockers. Yes, each opponent gets to keep their best creature, but most likely Karlov will be bigger than all the other creatures on the battlefield.
4 months ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.