|Commander / EDH||Legal|
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|Betrayers of Kamigawa (BOK)||Common|
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Blessing of Leeches
Enchantment — Aura
At the beginning of your upkeep, you lose 1 life.
(0): Regenerate enchanted creature.
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Blessing of Leeches Discussion
1 month ago
Rite of Consumption DOME 'EM
Slagwurm Armor if you want Yargle to be a 9/9 for the memes
Something to consider might actually be mono-black control with Yargle as a finisher. Maybe I'm wrong and you could just outspeed people with Yargle's IMMENSE POWER but I think he's a bit too high cmc in colours that don't necessarily allow for much evasion/protection to just get in ASAP. Typical mono B control stuff looks like this:
Feel free to disagree tho, 2 swings and Yargle kills someone without any buffs in PDH which is pretty DANK. Just going all in on evasion could probably just do it in some metas. Fear & Intimidate are available in black plentifully to boot. Sleeper's Guile & Traitor's Clutch.
Happy brewing, looking forward to see what you make of it!
2 months ago
I was wondering, what happens in the following situations?
4 months ago
Not bad! May want to change to EDH type and you have to add your landbase. I'd suggest 36 lands, so you'll need to cut a few others.
3 or less CMC value cards to consider ( not auto-includes, just value to consider )
Blessing of Leeches lose 1 life on your upkeep, unlimited regenerate creature. Too powerful not to include.
Asha's Favor Vigilance, First Strike
Aspect of Gorgon +1/+3 and Deathtouch
Cartouche of Ambition Lifelink and a -1/-1 counter on a creature of your choice.
Awesome Presence Offensive version of Propaganda.
Cho-Manno's Blessing Protection from colour of choice. Good for preventing damage and becoming unblockable.
Chromatic Armor Protection from colours of choice on the fly for mana.
Cloak of Mists Unblockable
Crab Umbra Pay 3 mana to untap Zur and it has totem armor.
Curiosity Draw cards when Zur deals any damage.
Daily Regimen 2 mana to put a permanent +1/+1 counter on creature as many times as you want.
Daybreak Coronet Bit more expensive, but 2 mana, +3/+3 first strike, vigilance and lifelink.
False Demise Cheat death once.
Glistening Oil infect for 2 mana.
Infinite Authority punishes opponents and rewards you with +1/+1 counters if they attack or block you.
Kithkin Armor 1 mana unblockable by power 3 or greater and sac the aura for prevention of damage to zur from one source
Pemmin's Aura On demand 1 mana shroud for turn and 1 mana to untap zur
Pretender's Claim tap down all lands defending player controlls
Sadistic Glee +1/+1 counter every time any creature dies.
Shade's Form Pay 1 black as many times as you want to give creature +1/+1 until end of turn and when creature dies, return it to the battlefield under your control.
Skeletal Grimace +1/+1 and pay 1 black to regenerate this creature.
Sleeper's Robe Fear and draw a card when you deal combat damage
Strange Augmentation +1/+1 base, potentially +3/+3 for one mana if you have a few different types of cards in your graveyard.
Sultai Runemark +2/+2 deathtouch
Traveler's Cloak Draw a card and Zur gets landwalk for a land type of your choice.
Triclopean Sight Untaps Zur, gives him +1/+1 and vigilance.
Unholy Strength 1 mana +2/+1
auto-includes:Pariah Save's your ass. Pair with indestructability to ignore damage.
Auramancer's Guise +2/+2 for each enchantment. Very overpowered.
Entangler Zur can block all the creatures.
Righteous Authority Esper has +1/+1 buff problems. This will buff Zur significantly and give you additional card draw. With blue and black in your arsenal, card draw shouldn't be a problem.
Sage's Reverie Big +1/+1 buff and big card draw. Play late to mid game to turn Zur from a wimp into one shot killer.
4 months ago
(I would add a proper community card but that feature seems to be malfunctioning right now.)
Farly straightforward, this card would mostly be Zedruu the Greathearted (although a different character, not simply her gone evil or something) with a casting cost of and an activation cost of . In EDH, this could lead to some fun usage of cards like the following:
(I realize you can basically already do this with any Grixis commander + e.g. Bazaar Trader, but that's a bit less straightforward.)
Wall of cards Show
I'm unsure what would be suitable for its upkeep ability. Just copying Zedruu's straight off isn't too inappropriate, as drawing is certainly associated with black and life gain isn't too far out either, but that's kinda boring. Replacing the life gain with something negative towards opponents like milling, discard or plain life loss proportional to the amount of gifted permanent could be one option that's more in line with the color change (thought the negative effects would probably targeted in order to preserve some political potential). Putting a +1/+1 counter per gift on Zedruu the Grixishearted to take advantage of commander damage could also work (especially when combined with auras like Herald of Torment), in which case you could also change power/toughness from the original's 2/4 to 4/2 to signal greater aggression.
For the sake of flavor its subtype would be Horse Djinn, with the artwork depicting a djinn with a mare's head, wearing a mouth-covering veil.
Feedback would be welcome, especially on ways to make Grixis!Zedruu more distinct from the original while still fulfilling the basic function of giving out torturous black cards, in addition to the blue and red ones they both share.
(A version containing green could also be made for the sake of giving that color a chance to show off its painful cards, in which case the creature in question should probably have monkey paws.)
9 months ago
8bitmadness: Mystic Decree has too high of a mana cost :(
FlabbyGabby: Spirit Mantle seems fun enough, but several of my cards revolve around opponents choosing which creature to block Zur with! This is why I have cards like Hyena Umbra, Blessing of Leeches, and Charisma!
WithengarUnbound: I totally thought about those because I considered them strongly for my dragon deck. Here's my take on them, particularly for this deck: Notice how Semblance Anvil only comes into effect when the thing I'm casting is a spell! When Zur attacks, I throw the enchantment directly onto the field, completely bypassing the spell casting step. This is why, even with cards like Diplomatic Immunity affecting Zur, I can still put enchantments onto him via his ability.
Furthermore, for a card like Cloud Key to be effective in my deck, I would want it to reduce the cost of enchantments across the board, affecting the cards in my deck before they even see play. This is unfortunately not the case because of the keywords "Spells you play" T.T
10 months ago
so i have a Daring Apprentice on the battlefield enchanted with Blessing of Leeches if a tap and sacrifice Daring Apprentice and pay 0 to regenerate him with Blessing of Leeches would he become untapped?????
10 months ago
@TehGrief: Your explanation of the Regeneration effect are not entirely accurate. You write...
The Regeneration ability works to remove Damage, or prevent effects that would say "Destroy"
...which isn't accurate. Regeneration means, as you quoted, that the next time a creature would be destroyed, instead it's regenerated. It doesn't somehow remove damage by arbitrary rules, it only ever kicks in if the creature would be destroyed.
Blessing of Leeches can prevent damage effects (...)
This is wrong for the same reasons, on top of which, "damage effects" is something that's not coined within the rules. Interpreted freely, I'm thinking of effects that modify damage dealt, such as Deathtouch, Infect, Wither, or Lifelink - Regeneration doesn't prevent those effects whatsoever, it only ever changes what the outcome might be:
- Infect/Wither damage still puts -1/-1 counters on the creature instead of dealing damage. Regeration will never affect anything here, as the creature is never destroyed (similar to Elesh Norn in the question)
- Lifelink will still gain the creature's controller that much life, because Regeneration doesn't prevent damage
- Deathtouch also still applies in the sense that any amount of damage is enough to destroy the creature dealt damage. Now, because this is a destroy effect, Regeneration is able to "save" a creature from being destroyed this way, but the damage being dealt is still not affected.
10 months ago
However, I can regenerate him, which will leave him tapped, but then the Norn's ability would still be in effect, so he'd just die again? It seems to me this then becomes a "regeneration loop" where the Creakwood Liege is now constantly tapped, but can otherwise remain there forever? But what about the Creakwood's abilities? The regeneration action doesn't remove it from play, right (it's not like it's flickering in and out of existence)? So it will still be on the battlefield for the beginning of my upkeep's trigger to happen?