Call of the Death-Dweller
Return up to two target creature cards with total converted mana cost 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Call of the Death-Dweller Discussion
3 days ago
Will all the mill Tymaret call of the dead is back out and Call of the Death-Dweller is back in. I need to be able to bring pieces back if they mill the creatures I need.
1 week ago
Hey channelfireball12345, thank you for your comments! Nullpriest of Oblivion is definitely an option for this build. It’s a good reanimation target for Inscription of Ruin and Lurrus of the Dream-Den. I’ve considered cutting Mire Tritons for the Nullpriests, but the Tritons provide deathtouch, immediate lifegain, and self-mill, and the self-mill is critical for this deck to function. I could also make room for the Nullpriests by swapping out some utility cards for it like Escape Velocity or Thrill of Possibility.
Another issue is that I’ve optimized the list for maximizing Call of the Death-Dweller, so I have chosen not to mainboard any creatures over 3 CMC. My only big creatures are Massacre Wurms on the sideboard, but that may change as I do more testing. The Nullpriest costs 6 mana when fully kicked, and I think this is prohibitively expensive in this build. From my experience, reaching 6 mana can be difficult unless the game goes long (my previous build didn’t run anything beyond 5 CMC), and I would rather run the Wurms or more Inscription of Ruin because of its versatility (being able to discard 2 is very useful to make Nighthawk Scavengers grow). Plus Liliana, Waker of the Dead’s ultimate is achievable and helps bring back creatures during the late game.
To make the Nullpriest more worthwhile from a cost/benefit analysis perspective, I would include it in a control deck running more expensive creatures, more lands, and more disruption so I could take advantage of its full potential. However, I am not dismissing the Nullpriest in this build quite yet. Lots of testing needs to be done.
And I agree about Gruesome Menagerie, that card was really interesting, but the Standard card pool made it difficult to utilize it effectively. When I had 5 mana available, I always wanted to play Doom Whisperer instead. Maybe it can find a place in Pioneer in a golgari build with lots of self mill and ramping, or something similar.
2 weeks ago
I had to move faster because there is a lot of very fast aggro out there right now. Tymaret Saga doubles up with Aphemia, the Cacophony to put out a lot of zombies and it works better than waiting on things to die to cast Call of dd
2 weeks ago
Right on, here's hoping a little board control to mess with the opponent's side of things helps ya out. Looking at your build here, it occurred to me also how well Call of the Death-Dweller works with the High Priest of Penance too.
As if he wasn't already a lethal enough chump blocker, putting a Deathtouch counter on him after he's already been used would let him take out 2 different different permanents when he blocks & dies again. Nice, dude...
2 weeks ago
1) I'd drop Midnight Reaper down from x3 to x2 (+1 slot)
You really only need one of him out for him to be good, having multiples can suck your life total down and leave you unable (or unwilling) to sacrifice creatures to activate your combos.
I can see Grave Pact still having perhaps a 2x copy in here, but surely you can find a sorcery for 3 mana or less that will help you along more. (+1 slot at least; dropping a copy of grave pact)
3) The Bile Urchin isn't a bad 1-mana drop, but I don't think you'd lose out too much swapping these straight-up for 4x High Priest of Penance. I get that they can recur and trigger other combos, but 1 life is a marginal amount so I think having some more control options (like destroy any permenant on High Priest) would suit you better. (+4 slots)
That'd be my recommendation(s)
3 weeks ago
Sorry I never responded to the other comment I read it then completely forgot- that's my memory for you :/.
But wow! This looks great!!! I bet anything it performs so much better now, and I have to say it looks like a super fun deck to play! Great job! I have a few last comments but nothing too much, because this really does look great!
I'm not too sure why you have Luminous Broodmoth since you don't run too many creatures anyway and it's only for creatures you control? So am I missing something or what.
Literally other than that my only comments are suggestions :). Again, Teferi's Protection is amazing for any deck that has white, so if you can find a cut for that I definitely recommend it. Same goes for Call of the Death-Dweller since it'll do the same thing as the other graveyard return cards except it can give Kelsien the deathtouch counter. Could be worth it? Umbral Mantle might be nice too allowing you to untap kelsien for three mana a bunch of times and reactivate him, while buffing him too. Plus it's an artifact which fits with your theme. If you like the Divine Reckoning sort of effects Cataclysm might be nice too. And finallyyyy Rise of the Dark Realms. Hella expensive in mana but this could be a complete game turn around and could be super helpful with all your opponents stuff in their graveyard. Could be fun! Anyways great upgrades, I hope I've helped, and may this deck bring you many wins!
4 weeks ago
Of course, I'd love to help!
They almost all seem like pretty worthy cuts to me, with the exception of maybe one or two, but that is just what I think. The Void Beckoner thing to give Kelsien deathtouch is smart I really like that, so definitely add it. It's always good to have Magus of the Wheel sort of effects if you aren't in blue, card draw is very important, so add that too.
The Kaya's Ghostform and Gift of Immortality effects are also good to have in any voltron type deck, and the same goes for Reconnaissance, and Temur Battle Rage. If you like the recon ability you might like Maze of Ith too, which can also target your opponent's creatures, or just help out Kelsien. So yes those are all good cards to add as well.
Deflecting Swat is great allowing you to double Kelsiens ability and target two creatures which makes it certainly worthy. If I understand the cards rulings correctly, you could even use it to chose new targets on one of your removal spells, which is a great option, or even just stop your opponents from harming Kelsien, and instead turning their effect around back at them.
I would playtest Sword of the Animist because when I use it, it works a bit too slow for me, and plus you only run one of each basic land, and the sword only searches for basics. Yes it would be good for those three attacks (if you don't have basics in your hand or on the battlefield already), but you also have Prismatic Vista, and if you add more basics JUST for this effect it seems to me there's just way too many hoops to jump through to make it work. If you still like it definitely keep it, that's just what I think. If you don't end up adding it though, I would try using Smothering Tithe because it's an amazing card and one of the best white cards ever printed. Painful Truths is good too but if you are deciding between that and Smothering Tithe I think you should add smothering tithe first and then maybe try to add a way to add it afterwards. Read the Bones might be something to consider as well.
Now for the graveyard recursion, I am a bit confused. (Brought Back/Unearth). You don't have too many three cmc creatures, so I don't understand why you'd include Unearth, unless you are using it for Kelsien. If you do use them for Kelsien, you'd have to put him into the graveyard instead of the command zone. If you do this and someone plays something common like Bojuka Bog, Kelsien is gone forever. It could be good in some situations, but putting Kelsien in the graveyard can be pretty risky, especially with all the Bojuka Bogs running around these days. The same goes for Brought Back, but even more so. You'd have to have two mana open which is not always the case, and it would have to be something put there THIS turn, making the card worthless if it wasn't that turn. Its still a good card in some situations I suppose, but if you are using it for Kelsien its risky, and if you aren't there are much better cards to include in your deck in my opinion. If you do still like these graveyard recursion effects, maybe include Call of the Death-Dweller that way Kelsien gets deathtouch as well. Let me know if there is something I am missing.
The two final cards are the removal spells, Vindicate and Crush Contraband. Vindicate is amazing, nothing else to say there. Crush on the other hand is kind of pricy, yes it exiles up to two things which is great, but I feel like there are better things. Also keep in mind, if you exile something it does not usually count as dying, and won't trigger Kelsien IF I AM correct, which I may not be, so I would look into that. Sorry I'm not too good on the rulings :). However there are many more great effects that could replace crush, like Mortify, Utter End, etc. Teferi's Protection is AMAZING and I would run it in your deck, maybe instead of crush if you can.
In the end that is my take on the maybeboard, I'm not sure if it helps or gives any insight, but I hope it does! Let me know if it helps and what you think. Cheers.