|Commander / EDH||Legal|
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|From the Vault: Lore (V16)||Mythic Rare|
|Vintage Masters (VMA)||Common|
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Cabal Ritual Discussion
1 week ago
Hey, my concern with your deck is the manabase. If you don't have or can't afford the playable Dimir dual lands then you would be better off playing only black with Swamps. Right now the manabase is really bad with only two playable Dimir dual lands. You don't want Islands because these conflict too much with the majority of the black cards here especially one drop black Zombies.
Consider Sidisi, Undead Vizier as the Commander? Sidisi is good as a Commander as a repeatable tutor and Zombies give you plenty of sac fodder. Mono black can take advantage of Crypt Ghast , Extraplanar Lens (best with Snow-Covered Swamp ), Liliana of the Dark Realms , Cabal Coffers , Cabal Stronghold as repeatable ramp with Swamps. Dark Ritual , Cabal Ritual , Bubbling Muck , Songs of the Damned are more cards that can make ramp.
Mono black can also use reanimation which is good with Sidisi and Zombies: Animate Dead , Reanimate , Victimize , Buried Alive , Entomb , Patriarch's Bidding , Living Death , Liliana, Death's Majesty , Sheoldred. With mono black you can use Urborg, Tomb of Yawgmoth and Zombie Trailblazer with Filth as ways to make your Zombies unblockable. Good luck with your deck.
3 weeks ago
Priest of Gix again for more ritual mana.
Overeager Apprentice can pull the trigger any time for more black mana.
Sidisi, Undead Vizier as a tutor, a body, and a sac trigger.
Not sure if this is what you're looking for but I hope it helps.
1 month ago
Oh good call, Silent Arbiter would be great. Do you think it's worth running Dark Ritual or Cabal Ritual in this kind of deck? I'm thinking about cutting those for some more defense or maybe card advantage.
1 month ago
1) If you are already playing snow covered basics why not add Scrying Sheets ?
4) Why no Blightsteel Colossus ? (It does work with Chainer, since you can respond the trigger on Blightsteel.)
2 months ago
She's currently in the batters box of decks I have started buying cards for even though I haven't decided on a final design.
First question. What is your opinion of running one-off ramp like Mana Geyser and Cabal Ritual to get you to the point where you can actually cast Insurrection ? It seems like the most Game Over card in the deck but I'd imagine actually getting to the point of casting it doesn't happen too often.
Second. I'm really iffy about relying on combat damage to win the game. Maybe it's just the meta I'm running in but unless Craterhoof of Triumph of the Hordes is involved I don't often see games ending because 3 people had their life total reduced to zero. I guess what I'm asking is, what is the finishing power of the deck? Would cards like Hatred or Grafted Exoskeleton possibly be good includes?
Third. How would the deck perform in a creature light meta? Tribal is the exception and not the rule around these parts and there are a lot of games I'll be playing against 2 or maybe even three decks that run below 20 creatures. In a lot of cases less.
Fourth: What would you think about shifting the ramp from artifacts heavy to mana dork heavy? My thinking here is that more bodies would help push the aggro once you've sufficiently ramped and could be sacced to an Altar for casting big spells. It would also enable running a bunch of mass artifact hate to attack other people's ramp.
Fifth: This sort of ties into the last one. How hard is it to get sufficient amounts of the colours you need? Because I'd like to go much heavier on basics and run non-basic hate like Bad Moon Ruination Magus of the Moon and Back to Basics . It's frowned on in some circles (not mine, but some) to go after lands but this strikes me as the perfect deck to mess with people's mana supply once you have a nice board state going.
dingusdingo on Flex
2 months ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
3 months ago
Considering that your curve is a bit on the higher side, you can cut away the less efficient zombies and run a bit of artifact ramp as well as either more card draw or reanimation tech.
Some cards you can consider for reanimation are:
- Living Death
- Animate Dead
- Dance of the Dead
- Oversold Cemetery
- Patriarch's Bidding
- Wake the Dead
- Dawn of the Dead
- Debtors' Knell
Some ramp or card draw you can consider:
- Fellwar Stone
- Orzhov Signet
- Dimir Signet
- Azorius Signet
- Talisman of Dominance
- Talisman of Progress
- Mind Stone
- Dark Ritual
- Cabal Ritual
- Mystic Remora
- Rhystic Study
- Phyrexian Arena
Hope that helps!
3 months ago
I think there's at least a few auto includes youre missing here
1. Toxic Deluge
2. Fire Covenant
3. Blood Moon
4. Magus of the Moon
4. Pyroblast Functional clone of Red Elemental Blast and a better version of some of your other red counter spells
5. Gamble This downside isn't always all downside because of the GY focus of deck
Should Strongly Consider
1. Dark Confidant You have very low avg CMC so this will never be a problem
2. Demonic Consultation
4. Praetor's Grasp
5. Imperial Seal
6. Blood Artist Has a lot of synergy with your combos
7. Rakdos Signet
8. Talisman of Indulgence
9. Cabal Ritual
10. Cursed Totem
1. Rolling Earthquake
2. Dark Petition
3. Azra Oddsmaker
5. Infernal Darkness
7. Anger of the Gods
8. By Force
9. Animate Dead
10. Phyrexian Arena
11. Mindblade Render
Cabal Ritual occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
U/B/R (Grixis): 0.55%