|Commander / EDH||Legal|
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Creature — Vampire Spirit
Bloodghast can't block.
Bloodghast has haste as long as an opponent has 10 or less life.
Landfall - Whenever a land enters the battlefield under your control, you may return Bloodghast from your graveyard to the battlefield.
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|Have (6)||ericalt91 , tragic_slip , Roadhog , Lindough , fireborne1986 , awalloftext|
|Want (7)||, Turtlelover73 , pauldiamond64 , Zhorus_The_Bauqret , AAHFI , Dadaman11 , Va1mar|
4 days ago
Well you are going to need to keep some cards into your hand so that you don't just draw and discard with T-man. So I would say Asylum Visitor to keep your had somewhat full. You could also go full vampire tribe to help with getting in early damage. Falkenrath Gorger could help you with that. Him Bloodghast and Stromkirk Captain could all help with that.
4 days ago
I haven't given it much thought, but at a glance I would consider running Collective Brutality or Bloodghast instead of Sultai Skullkeeper and Bone Picker, maybe change Forbidden Alchemy for Strategic Planning, trying to come up with a better plan, let me know what you think and I'll give you some more insight when I have time.
Mandalorian on Cycle
5 days ago
If you just want cards from Hour and Amonkhet in your deck you should change the deck to Standard instead of Modern. While the deck will also be Modern legal, if it contains no Modern cards, could be misleading.
Cycle synergies from Hour and Amonkhet:
Other discard synergies in Standard right now:
If you want to get into Modern with this strategy, these cards can be good:
5 days ago
Deck looks like a strong place to start!
Other zombie considerations:
5 days ago
@Xica: That kind of misses the point. Tarmogoyf and Snapcaster Mage aren't included just because they're staples. They're staples because they're powerful cards, thus a deck needs a good reason to not play them when the deck is in those colors.
Tarmogoyf rewards you for just playing Magic. You fetch up a land and cast Inquisition of Kozilek. You now have a 3/4 that just grows larger the longer the game goes on. The only thing you had to do was do what you'd normally do.
Snapcaster Mage is just a Swiss Army knife. He can be Ashcoat Bear or Anarchist. He's blue. His effect is an ETB which opens up a lot of room to use bounce spells. If you're a blue deck with lots of instants and sorceries, you have to have a specific reason not to play him.
Tarmogoyf isn't something you play in Collected Company because your deck is basically creatures and lands, meaning he never grows beyond a 2/3. Nor is it something you play in Tron, because by the time you can play Tarmogoyf, you're a turn away from casting Wurmcoil Engine.
Snapcaster Mage isn't something you play in Storm because you're already playing Past in Flames or Noxious Revival. By the time you can flash something back with Snapcaster Mage, you could have just won with Past in Flames.
So despite being format staples and incredibly powerful cards, there are definitely reasons not to play either one. There's also high-tier decks that don't play either one.
The issue with Mardu is that it needs something that rewards you for just playing Magic, is versatile, or generates a bunch of value on its own. Young Pyromancer comes really close. In fact, I'd say it's on the same power level as Snapcaster Mage. The problem is Modern doesn't have all of the high-value, low casting cost instants/sorceries that Legacy has (like Hymn to Tourach or Swords to Plowshares). Nor does Modern have all the fast mana of Vintage so you can cast more expensive spells the same turn you play Young Pyromancer (such as going turn 2 Young Pyromancer -> Mox Sapphire -> Mox Pearl -> Gush -> Time Walk).
Mardu really needs something like Stoneforge Mystic that generates a ton of value immediately, but unbanning it will just mean Abzan is still the stronger deck.
I think what Mardu really needs and could actually be fine for Modern is Goblin Bombardment. Not only do you get to ping your opponent to death with Gravecrawlers and Bloodghasts, you get to do dumb things with Tidehollow Sculler and Fiend Hunter.
6 days ago
Door of Destinies triggers when you cast a creature spell. If you cast a spell, it doesn't matter for the Door from where you cast it.
Bloodbond March returns all creatures with a specific name to the battlefield. That is NOT casting a creature spell, but an ability that lets these creature change zones (graveyard -> battlefield). Door will NOT trigger, you only get one counter.
Thrumming Stone's Riffle ability lets you cast the revealed cards. Door will trigger, it gets a counter for each Apostle you cast.
You choose Zombie and cast Gravecrawler from your graveyard. Door will trigger, because you cast the spell.
You choose Vampire and play a land, returning Bloodghast to the battlefield. Door won't trigger, because you didn't cast a spell.
Really, the important part here is that you have to cast a creature spell with the specified subtype. Creatures just changing zones will not trigger the Door.
6 days ago
1 week ago
I also thought of Bloodghast but he is to high mana cost for now.
Anyways I edited a little bit so thats a playable deck.