Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)
Printings View all
Combos Browse all
|Commander / EDH||Legal|
- Can instant-speed sacrifice effects be used on creatures that enter the battlefield with 0 toughness?
- Does Adaptive Automaton save 0 toughness persist creatures?
- Can I cast an instant spell before a creature's ability with "At the beginning of your upkeep" resolves?
- Cauldron Haze
- Cauldron Haze (persist until end of turn)
Cauldron Haze Discussion
1 month ago
I've never even seen Cauldron Haze before. That's a cool idea
1 month ago
There are a bunch of cool low cmc humans/soldiers that make for fun games. Older synergies like Preeminent Captain/Ballyrush Banneret/Cenn's Tactician/Veteran's Armaments exist, cards like Akroan Crusader/Hero of the Nyxborn enable token/buff strategies with target spells, Ancestral Blade Strength of Arms and Auriok Steelshaper enable equipment synergy, Boros Keyrune is cute tribal ramp, recent Standard has a bunch of soldier tokens kicking around, from Forbidden Friendship to Garrison Cat to Haazda Marshal, older formats have cards that have fallen out of favour like Goblin Trenches while newer sets have cards that didn't see play like Memorial to Glory, there are infinite combos out there with Patrol Signaler, Timely Reinforcements/Even the Odds/Martial Coup is a thing.
Humans/soldiers is amazing because it is incredibly flexible in casual play. You can play a singleton deck, still have a deck that feels great to play, while the people facing you don't know whether you built a Haazda Marshal/Breath of Fury combo list ,a Haze of Rage go wide, Cauldron Haze midrange or Gather the Townsfolk brinksmanship/control.
Don't worry too hard about what exactly goes into the list, just worry about the curve being about right and filling it with fun cards. Things like Palace Sentinels/Throne Warden can be amazing fun despite being unsuitable for competitive play.
1 month ago
1 month ago
A dirty little interaction for Heroic decks you might want to look at is based on Cauldron Haze - you can target all your creatures at once!
2 months ago
Cool deck! You might like these: Pir, Imaginative Rascal, Toothy, Imaginary Friend, Cauldron of Souls, Cauldron Haze, Armorcraft Judge, Inspiring Call, Cathars' Crusade, Marionette Master, Flesh Carver, Abzan Ascendancy, Blade of the Bloodchief, Faeburrow Elder, Glen Elendra Archmage, Den Protector, Festercreep, Fertilid
2 months ago
This would be an example of one of the best midrange decks in Modern right now, Jund: https://www.mtggoldfish.com/archetype/modern-jund-46470#paper
A midrange deck wants to have the strongest cards at each point on the mana curve, and wins by having cards that are just better than your opponents. In the case of Jund, your mono red opponent's Monastery Swiftspear gets embarrassed by Tarmagoyf, and Wrenn and Six is a whole lot better than something like Snapcaster Mage from azorious control.
Now, as for changes, I will tell you what I would do, but you can take only some of the suggestions and make the deck your own.
First, remove anything that costs 5 or more mana except possibly Gray Merchant of Asphodel, along with all of your ramp or land search cards like Armillary Sphere and Cabal Stronghold. You want to put on pressure early and destroy your opponent's creatures, and you can't do that if you are spending mana trying to ramp or have big creatures stuck in your hand.
Second, remove all of the artifacts you have left, with the possible exception of Panharmonicon. Panharmonicon is really fun and I would up it to 3 copies if you really want to go all out on the ETB abilities, but just know that it won't be the most competitive. The rest of your artifacts are really only good when you're already winning, and the majority of the time they would be better as another creature or a piece of disruption.
Third, remove some of your weaker creatures. Fourth Bridge Prowler is decent if your local scene has a lot of decks like spirits and bant snowblade where decks have a lot of creatures with one toughness, but it's a lot weaker if your opponent's are playing big creatures or no creatures at all. Burglar Rat and Yarok's Fenlurker are often weaker than Brain Maggot or Kitesail Freebooter since opponent's can choose the weakest card in their hand to give up with your current line up, but with a switch you get to choose what to get rid of (Yes, they get their card back if your creature dies, but they generally have to use a removal spell on a 1/2 creature and don't get to play their card as early as possible, so you end up ahead). If you decide to play a lot of those, Wasteland Strangler can be a cheaper Skinrender and prevent your opponent from getting those cards back when your disruption dies. Quag Vampires is never an impressive card, and Cauldron Haze is really awkward to play because you really want to be using all of your mana each turn to deploy threats, and you very rarely will have 2 mana open, haze in hand, and not want it to be removal or disruption.
Fourth, add more disruption and removal. Cards like Inquisition of Kozilek and Victim of the night will help supplement your creatures ETBs by either being cheaper or at instant speed. Disruption is essential against control and combo decks so that you can get rid of sweepers like Supreme Verdict, win conditions like Teferi, Hero of Dominaria, or their combo spell like ad nauseum. Removal is required to deal with creatures from aggro and midrange, along with big beaters like Primeval Titan in big mana decks (Tron, Amulet Titan, etc.)
Finally, play multiples of the stronger cards, go up to at least 23 lands, and fill out the rest of the deck with meta game cards. Wrench Mind and Despoiler of Souls can be solid against control, Gifted Aetherborn and Nyxathid are good against aggro, and things like Sign in Blood and Pack Rat give the edge in midrange matches. Pick whichever ones best address your local meta/ you like the best, and then you'll use your sideboard to cover other matches.
You'll also want a sideboard if you're actually playing at a local tournament, but start with the main deck first to figure out what you actually need to sideboard for.
A couple of additional resources: For figuring out how many lands: https://www.mtggoldfish.com/articles/brewer-s-minute-how-many-lands. For a more in depth explanation of Mid range decks: https://magic.wizards.com/en/articles/archive/how-build/how-build-midrange-2017-02-07
Finally, if you're looking for ideas, just google " modern mono-black midrange budget" and you'll find a decent number of options.
I hope this helps.
3 months ago
It will stay in exile. "Dies" specifically means "goes to the graveyard from the battlefield". If the creature goes to exile instead of the graveyard then it didn't "die". That means persist won't apply in your example.
Note that the printed reminder text for Cauldron Haze specifically mentions that persist triggers when the creature goes to the graveyard from the battlefield. This is because it was printed before cards started using the word "dies" to save space in rules text.
3 months ago
Exemple someone uses Anguished Unmaking, and I use it during in the stack Cauldron Haze the creature Eternal Scourge will die, and come back or is gonna to go to the exile ? remember i am using Cauldron Haze before is gonna to the exile. what happen ? so i think it will go back with -1/-1 right ?