|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Common|
|Dark Ascension (DKA)||Common|
Combos Browse all
Creature — Zombie Cat
When Black Cat dies, target opponent discards a card at random.
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Black Cat Discussion
3 weeks ago
1 month ago
Re: Pestilence Demon. Because it says "1 damage to each creature and player" a single activation will not damage ANY planeswalkers. If you choose to redirect the damage from a player to a planeswalker they control, you may, but that would result in 0 damage to the player, and 1 point of damage to one planewalker they control.
If it said "1 damage to each creature and player and planeswalker" then you could do 2 to a single walker with a single activation by redirecting the player's damage in addition to the 1 damage the demon would normally do.
Re: Living death.
Correct, if you stack Black Cat and Butcher of Malakir's triggers in the opposite order, the only difference is that they would have to discard a card before sacrificing Solemn Simulacrum and drawing a card from it. You would still get both triggers from Butcher, because no matter how you choose to stack the triggers, both the Cat and the Butcher died at the same time, so the Butcher sees both deaths.
You're... sort of correct in the second part?
The card's effects DO happen in the order printed. So for example, if I cast Rishkar's Expertise, I draw a bunch of cards, THEN get to choose a card to cast from my hand. However, you don't have the priority part right. What really happens with Living Death is this:
Living Death Starts to resolve.
Each player exiles all creatures from their graveyard.
Each player sacrifices all creatures he/she controls.
All death/leave the battlefield triggers go off, but NONE are put on the stack yet. This is because Living Death is still resolving, and nothing can be put on the stack during a spell's resolution (except, as in Rishkar's Expertise, when it happens as a part of the spell's resolution).
Each player puts all creatures he/she controls onto the battlefield.
All ETB effects trigger, but none are put on the stack because Living Death is still resolving.
Living Death finishes resolving, and is placed in the graveyard.
You, the active player, get to choose how to order ALL triggers you control. Even though technically the death triggers went off before the ETB triggers, because they can't be put on the stack until the spell is finished resolving, you're able to put LTB effects on the stack after ETB effects, if you so choose.
Does this make sense? You do NOT get priority between sacrificing your creatures and bringing your other creatures back. You do NOT get priority between the spell resolving, and putting your (and your opponents) triggers on the stack. You DO get priority before any effects from creatures leaving/entering play resolve, and you do get priority between each effect as they resolve.
1 month ago
Much appreciated :)
Just to be totally clear, a Pestilence Demon would damage a player AND their Planeswalkers, right?
...or could you choose to quote "have it deal that damage to a Planeswalker that opponent controls instead" ?
So triggering Pestilence Demon only once could do 2 damage to a Planeswalkers and 0 to it's player/controler ? hmmm?
Parasympathetic, thats so thorough!
If you don't mind me nitpicking over it I could learn a bit here.
This Butcher of Malakir would still trigger 2 times either way because it's all simultaneous. Is that right?
I was under the understanding that a card with multiple affects resolved each affect in the order it was written on the card.
...also, also I was under the understanding that a player could take priority between affects.
My previous understanding...
Living Death: 'all sacrifices' affect, opportunity for priority then 'all enter the battlefield' affect.
If this is untrue I have been playing some of my games wrong.
Thanks for your time :)
1 month ago
Re: your second question.
When Wrath of God resolves, it destroys all creatures, and they can't be regenerated. That means that while WOG is resolving, all non-indestructible creatures are moved to the graveyard simultaneously. Any effects that trigger when a creature dies/leaves the battlefield trigger simultaneously, but NONE are put on the stack until the Wrath finishes resolving, at which point all non-indestructible creatures are now in the graveyard, and the Wrath itself moves to the graveyard as well.
THEN, the active player (whoever's turn it is) puts all triggers he/she controls onto the stack in whatever order they choose. Then the next player in turn order does the same, and so on, until all triggers are on the stack. Then all triggers resolve in last-on-first-off order.
Lets say you have a Butcher of Malakir and a Black Cat in play, and a Gray Merchant of Asphodel in your graveyard. Your opponent has an Omnath, Locus of Rage and two of his 5/5 elemental tokens in play, plus a Solemn Simulacrum in his graveyard.
If you cast Living Death, then it is placed on the stack. Assuming no responses, it begins to resolve, and the creatures in the graveyards and battlefield exchange positions. This causes Omnath, Locus of Rage to trigger three times (as three elementals die), Solemn Simulacrum to trigger as it enters the battlefield, Gray Merchant of Asphodel to trigger as it enters the battlefield, Black Cat to trigger as it dies, and Butcher of Malakir to trigger twice as both it and the cat die. NONE of these abilities go on the stack yet (because Living Death is still finishing its resolution). Once LD resolves, and is moved to the graveyard, you, as the active player, get to stack your triggers however you like - let's say you go with the Gray Merchant trigger first (at the bottom of the stack), followed by both the Black Cat trigger, then the two Butcher of Malakir triggers. Then your opponent gets to place their triggers on the stack in any order they like - let's say the put the three Omnath triggers on first, two targeting Gray Merchant, then one targeting you, then put the Solemn trigger on top.
Now, all triggers are on the stack. For the first time since the Living Death was cast, you get priority, and can cast instants or activate abilities. Assuming you and your opponent both decline to add anything else to the stack, the following happens, in order:
Your opponent gets a basic land from their deck and puts it into play tapped.
You are dealt three damage from an Omnath trigger.
Your Gray Merchant is dealt three damage from an Omnath trigger.
Your Gray Merchant is dealt three damage from an Omnath trigger. Your Gray Merchant is moved to the graveyard for having 6 damage marked on it, and only 4 toughness.
Your opponent sacrifices a creature. They choose Solemn Simulacrum (the only choice), and the Robot moves to the graveyard.
Solemn's death trigger goes off, and your opponent puts "Draw a card" on top of the stack.
Your opponent draws a card.
Your opponent sacrifices a creature. Since they have no creatures, this has no effect.
Your opponent discards a card.
Your opponent loses life equal to your devotion to black (zero) and you gain that much life.
Between each of these steps, both players will have the opportunity to cast spells or activate abilities, provided those spells/abilities are not limited to sorcery speed.
2 months ago
I really like this concept, and I'd like to throw my hat in to help improve it a little.
First and foremost, Tattered Mummy isn't phenomenal in Modern. I see the advantage, but life loss doesn't necessarily slow your opponent's game plan down. Edge of the Divinity is good, but doesn't play to your strengths here- in midrange, prioritize board control over rushing damage. I'd also remove Spiteful Returned and Teysa, since Spiteful isn't that relevant to the deck's strategy and Teysa's sac ability is just a little too demanding. Blood Artist is on the fence for me: the life loss isn't that crazy, but your lifegain may be valuable in certain matchups.
Keeping in the Blood Artists, that's 9 cards in, so what would I advise to replace them? I'd recommend running more copies of your relevant cards. Black Cat's random discard is very valuable, as well as the Fatal Pushes and Inquisitions. Aside from that, use your discretion. I'd recommend Shred Memory, as it does two very relevant things in modern- graveyard hate, and tutor ability. Shrinks Tarmogoyf, removes Storm combo pieces, etc. In your deck, it could tutor for any sac outlet or control creature you'd need.
Even if you don't go with my suggestions, I hope you consider them in a more speedy deck. I like the deck idea, it feels very unique!
2 months ago
One thing you have to ask yourself when building tribal decks is imply asking yourself why you are going to stick to tribal? If your reason is pure flavor, that is fine. But if you are looking for efficiency, you have to have a good reason why you are intentionally limiting your avilible card pool to play cards that might be worse (but are tribal) than cards that might be otherwise available to you. The reason tribal decks often work is the synergy the have with each other. Allies work because they all trigger each other's etb triggers. Humans work because of the lord effect and the interaction they can provide with your opponent. Merfolk work along similar lines in that they have ample lords and a decent amount of interaction. Elves work because of lords the synergy they have in being able to generate obscene amounts of mana to dump your hand and simply have far more creatures than your opponent can block. The common thing between all of these tribal archetypes? Lords. They make cards that are otherwise pretty meh into cards that are extremely efficient. Zombie lord effects I found were Liliana's Mastery, Cemetery Reaper, Death Baron, Diregraf Captain, Lord of the Accursed, and Lord of the Undead. The downside of these lords is that they are all 3 cmc. You will want to hit all 3 lands drops by turn 3 to ensure you can play your lord effects. As such, you will likely want between 20-22 lands. This will give you between an 86.4% and 90.5% chnance to hit all three lands drops if you are on the draw, and a 79.6% and 84.7% chance if you are on the play. Until you hit your land drops, you likely want some way to interact with your opponent. This can be done through removal (preferably on a body), discard (preferably on a body), or even just by vomiting your hand as fast as possible as elves do. Zombies do not have a ton for great interaction, but there are card like Black Cat, Rotting Rats, Miasmic Mummy, Sedraxis Alchemist, and Fleshbag Marauder. These cards are also all very good with Aether Vial -- which not only lets you play creatures at instant speed, but also helps you vomit your hand a little faster. This is esecially ture with those 3 cmc lord effects. There are also spells like Nameless Inversion, and Crib Swap that count as zombie spells (and can even be returned to hand with Lord of the Undead). Fatal Push is also almost too good to not include, and Liliana of the Veil also tends to play well with zombies and can add some very needed interaction. Liliana, the Last Hope also tends to play well with zombies. Other zombies that can help provide a little extra oomph are Cryptbreaker (card draw, and a way to gain value from extra land drops), Grixis Grimblade (above curve with another grimblade or a Diregraf Captain, Gray Merchant of Asphodel (can be a great finisher with all the heavy costs), and Plague Belcher (works super well with Geralf's Messenger.
2 months ago
Love the thought and the theme - +1.
Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.
Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.
Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.
Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.
Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.
I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.
The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.
4 months ago
Check out Asylum Visitor for some card draw. Black Cat is a good chump blocker that helps you discard some more. Favorable Winds is a card that doesn't fit into your theme but works well with Drake Haven.