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Butcher of Malakir
Creature — Vampire Warrior
Whenever Butcher of Malakir or another creature you control is put into a graveyard from the battlefield, each opponent sacrifices a creature.
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Butcher of Malakir Discussion
1 day ago
DrukenReaps covered the mana issue pretty well. The other suggestion that I'd make for a deck with this high of a CMC is that you probably want more ramp sources or mana rocks. Commander's Sphere and Dimir Signet are both great here. You might also consider replacing Temple of the False God with a basic. You're really color-intensive and don't have a lot of land ramp, so it's at high risk of not actually doing much good in this deck.
To expand a little on narrowing the tribes... I don't think you necessarily have to cut down what tribes are in your deck. However, if you aren't running at least 25 creatures of a tribe, tribal support cards like Crucible of Fire and Door of Destinies are simply bad. You frequently have to take a turn off to play them, so if they're not going to do some reasonable work right away, they're probably worse than a basic land. Kindred Dominance is going to hit so much of your own stuff that you're likely better off playing something like Languish, Crux of Fate or Blasphemous Act instead.
Along those lines, given your high average CMC, loading up on more reasonably-cheap board wipes is probably a good idea. If it's going to take you a while to get going, being able to control the board in the early game is really important. If your opponent has a field full of elves, slamming Butcher of Malakir or Stormsurge Kraken without clearing the board first isn't going to save you.
As for a few cards that you might consider cutting:
- You're really not running enough instants/sorceries to support Mizzix of the Izmagnus in the 99. Mizzix is great, but he really needs a dedicated spellslinger deck to shine. Talrand, Sky Summoner suffers from much the same problem.
- Mindscour Dragon, Vela the Night-Clad and Archetype of Imagination all seem marginal to bad here (with their effects either being redundant or not really big enough for their mana cost). You might consider just slotting some of the decent dragons like Hellkite Charger, Kolaghan, the Storm's Fury, Steel Hellkite, Shivan Dragon or Ryusei, the Falling Star.
- Vapor Snag and Dark Betrayal are both pretty bad in EDH. The former represents major card disadvantage in multiplayer. If you're looking for more bounce effects, you might consider Capsize (although I don't think this is really a Capsize deck). Ratchet Bomb is also a little iffy in a format with such a broad range of CMCs on the table. Unless there are a lot of tokens in your meta, it's probably not worth it.
- Cartouche of Knowledge is probably worse than just Ponder.
- Lord of Shatterskull Pass requires you to pump 16 mana in to it and survive to attack before it does anything, almost certainly not worth it.
- Black Market may end up being pretty good due to Marchesa, or not very good since you have a lot of big creatures. I don't think this is immediately a cut, but keep a close eye on how it performs.
- Torment of Hailfire and Torment of Scarabs are also worth keeping an eye on. I feel like you're probably not going to be producing enough mana for Hailfire to do enough work, and Scarabs is limited by only targeting one opponent. They seem like good options to consider cutting in favor of more land.
4 days ago
Modern is known for being a very fast format. Playing cards that cost upwards of 5 mana means that you'll probably never be able to cast them in a competitive environment. This is a good deck idea, but playing cards like Butcher of Malakir, It That Betrays, and Consume the Meek cause your deck to not be as effective as it could be. Though a bit pricey, because you are sacrificing so many things, Fatal Push will work as excellent removal. Even an un-revolted fatal push can kill quite a few popular modern cards (i.e Tarmogoyf, Dark Confidant, Baral, Chief of Compliance, etc.). In terms of your lands, I would suggest things like Hissing Quagmire, Llanowar Wastes, and Woodland Cemetery. If you are able to spend more money on your lands, I would suggest Overgrown Tomb. This deck has potential and I am excited to see where you take it.
1 week ago
This is an enteresting list. Although it looks like a more casual list. Also there are several reasons why you would want Grave Pact over Butcher of Malakir. For starters, there is so much creature hate in magic the gathering its easier to get rid of her than it is Gravepact. Secondly, butcher is a 7 drop compared to gravepact being a 4 drop. Butcher dies to a Damnation, Toxic Deluge, Wrath of God etc whereas Grave pact does not. I also recommend lower your creature count anywhere between 30 and 34 adding in more mana dorks. Feel free to check out my Meren list Elves Hanging With Meren
1 week ago
I general I am playing a 13 one and two drops. They are pretty vanilla but get me the Eminence trigger.
2 weeks ago
No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.
There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.
Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.
As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!
It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.
Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.
You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.
Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.
Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.
Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.
That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.
Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.
2 weeks ago
I'm doing this from my phone, so please pardon any parsing errors.
A few things jump out at me immediately when skimming your list. One: You're not running nearly enough dudes to really capitalize on Edgar's abilities. Two: Your Black count is dangerously low.
Edgar's token ability procs with each vampire you cast, so you'll want to add in a substantial number more critters to ensure that your average draw value is maxed. His secondary ability of growing his squad also pushes this incentive even further. I'd be aiming to have close to 50 blood-suckers running around in your deck somewhere to truly keep the warmachine rolling.
The second point centers mostly around the card Vampire Nocturnus. The card is an animal, and absolutely worth building around. Yes, he isn't a legend so you won't have him every game, but with even a moderate field he can pack a potent punch. To earn this reward though requires you warping your card pool a bit to make certain that he reaches his formidable potential consistently. If there's a card or effect that you run that doesn't have a black symbol, try looking for a substitute card that might be close enough and does contain a black casting cost. Currently, 63 of the 99 cards in your deck are whiffs, so he's online just over once every three turns.
A few card notes:
Blood Artist is a good card, and while it synergizes with Edgar's tokens as a pseudo Goblin Bombardment, I believe that he's better in an Olivia Voldaren-style deck that utilizes sac outlets more freely and effectively. Don't feel bad to run him, but the roster spot could be spent on something else.
Similarly, Bloodthrone Vampire is better in Olivia as well, though I approve of keeping some sac-outlets in the list. I'd suggest Viscera Seer as an alternate, as scry is typically superior to a buff when pitching creatures (usually in response to a board clear).
The Gorger is just a Savannah Lions in a cape enough of the time that I don't believe he merits inclusion. He improves some if you really work to get a madness theme going, but I think the dropoff in overall card quality to meet that goal isn't worth it. If you're hellbent on running him, then I'd possibly look at Sire Of Insanity and Rix Maadi, Dungeon Palace to bolster the rest of the discard outlets. Also, you just don't have enough vampires in the deck to take advantage of the free madness reliably anyways.
Olivia, Mobilized for War is pretty mediocre when not paired with Falkenrath Gorger or Oversold Cemetery. Your general already has haste, and there aren't many other vampires that I'd consider powerful enough with haste to discard for. Maybe Necropolis Regent or the specter-style vampires. Her ability to make creatures into vamps is irrelevant in your deck, and the +1/+1 bonus isn't anything too exciting. I'd cut her for something else.
Stromkirk Condemned: pretty much everything I said about Olivia applies here, though he at least is better with the tokens that Edgar makes.
Stensia Masquerade: it's neat that this has madness and the effects aren't terrible, but the enchantment suffers from not being black, and by being largely outclassed by cards like Cathars' Crusade. At the end of the day, the counters from this are too slow to make the cut.
Speaking of slow, playing Guul Draz Assassin is just asking for sadness. Level Up is one of the most feel-bad mechanics when things go wrong. Finally investing enough in your guy, only to have him Swords'ed in response is quite deflating.
Mathas, Fiend Seeker is too group-huggy for my tastes. Assuming that you play multiplayer, letting two or more opponents draw while you draw one is card disadvantage. View the table as one large, cohesive enemy, and not several smaller ones.
Mirri the Cursed is sweet, but overall not very strong. Most opponents won't block unless they can kill her. Running some additonal sabateur effects (other than Necropolis Regent and Rakish Heir) such as Larceny or Pain Magnification would help, but still probably not enough. That said, she is a cat vampire, so that's worth something.
Shadow Alley Denizen is pretty small-game. Intimidate isn't particularly strong with multicolor creatures, and even on the monoblack ones it's still not worth running. A good number of your monsters already fly, which is a better form of evasion.
Stromkirk Noble and Vampire Lacerator are just too low impact to run. They don't do anything besides attack, and topdecking one of them in the late game is nauseatingly painful. The noble suffers from being non-black as well.
Cathartic Reunion and Tormenting Voice would likely be better as actual draw spells than rummaging spells. I know they work with madness and the Cemetery, but I like things that net you cards a lot more. If you wanted, Kheru Mind-Eater and Fiend of the Shadows are tribal means of getting ahead on cards, and both black (even if they aren't great cards otherwise).
Cover of Darkness: fear is better than intimidate, but this still isn't impactful enough to run.
Necropotence is one of the most busted cards ever printed in Magic, and in Commander is a complete trap. The downsides are too steep in a multiplayer format, and only a handful of decks are set up to wield it properly. Look elsewhere for advantage. Look at your mana base and the casting cost while you're at it too.
I don't see the reason for running Expedition Map- is there an interaction I missed?
Boros Charm, Teferi's Protection, and Rootborn Defenses: These cards are all reasonable, but may be superfluous. One of Edgar's strengths is being able to churn out an army quickly, and doesn't even need to be in play to do so. It gives you a small hedge against Wrath effects; nobody at the table should be able to recover as well as you do. The rhetoric against non-black cards applies here as well. You know your meta better, so it might be right to play them, but if you really need the protection then Eldrazi Monument or Avacyn, Angel of Hope might do the job better.
Swords to Plowshares is the single greatest spot-removal spell in the format, so I'm never going to tell someone that it's wrong to play it. However, it might not be the "most right" to play it here either. It being white is a powerful strike against it, and revealing it to your opponents doesn't feel great either. You're sitting on 14 pieces of removal at the moment, which leans on the high end. Again, it could be a good meta call, but even if that number is what you want, perhaps some upgrades could be found. A black instant perhaps, such as Terminate or Silence the Believers; Vindicate as another means to deal with enchantments; or vampires that kill: Shauku, Endbringer, Vish Kal, Blood Arbiter, Dark Impostor, or Olivia Voldaren count. So would Butcher of Malakir in some circumstances, Gatekeeper of Malakir in others, and Kalitas, Bloodchief of Ghet. There are a lot of vampires that kill things dead, so maybe start there for your removal, and cut the Swords and Path to Exile.
I like mana rocks as much as the next man, but your curve is fairly low, and their colorless identity is less than stellar. Perhaps trim down to the best five, and go from there?
On the subject of mana, your mana base needs an overhaul. I know this is like the Magic version of being told to eat your vegetables, but it's so true: if you're going to spend money anywhere in your deck, start with the lands. I understand ABUs (Badlands etc) aren't in everyone's budget, but at least pick up the fetch lands (e.g. Marsh Flats) and the filters (Graven Cairns). You probably don't need any Red/White duals, but the ones that produce black will prove invaluable. If you discover that you hate paying vampires or something like that, you'll always be able to play the lands in a different deck. They aren't flashy, but they are the most important part of Commander.
Well, that's about all I have for you at first blush. If you want a list to cross-examine, I've been playing vampires since Worldwake and converted my Olivia list into Edgar when he was first spoiled. Here's the link if you'd like: http://tappedout.net/mtg-decks/formerly-olivia/
Feel free to send me an ask if you have any questions, I usually respond within a week. God bless, and good luck out there. McDeity.
2 weeks ago
SaifurCommander I don't usually cast my commander tbh, so I don't really have much to protect him when I do cast him. I used to have Dictate of Erebos in the deck, but removed it because of space issues. However, I want to add it in place of Butcher of Malakir due to efficiency. Doomsday isn't a boardwipe, but a tutorabd even so it's not that good in this deck because I don't have any efficient, game-winning combos.
stewa238 Urza's Incubator is a tad expensive for me at the moment so I'll hold off on it. I dunno if I have plenty of ramp but so far I'm just struggling on card draw. I'll take those suggestions into consideration. ;)
Thanks for all the advice!