Chant of the Skifsang

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Chant of the Skifsang

Enchantment — Aura

Enchant creature

Enchanted creature gets -13/-0.

mrdehring on Wind Fury

3 years ago

I agree with epajula, artifact based ramp is a pretty good way to go. Here are a few suggestions on cards to cut for ramp.

Slow removal - Chant of the Skifsang , Time of Ice and Encrust . I can see the use on Encrust because it is flexible to artifacts.

Creature Auras - On Serra's Wings and Commander's Authority . With the limited number of creatures I don't know if there are good places for these to go.

Personal Sanctuary - I don't see a lot of ways that you are damaging yourself on your turn so this piece doesn't seem needed.

Inspirit - I can see that you want to untap and block to Fog a creature, but this is very conditional and probably not needed.

Good luck with this unique style deck. I like the idea and want to see how it plays when you are done.

T_Dog345 on T_Dog345

4 years ago

Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God

//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor

//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain

TheVectornaut on Fraying Sanity Mill Deck

5 years ago

I think the weakest cards in the deck are probably Dreadwaters and Chant of the Skifsang. Rather than waiting until turn 5 or 7 for Dreadwaters to be as good as Tome Scour or Mind Sculpt, I'd want recurring mill triggers from a creature. Hedron Crab is the go-to option, but Manic Scribe could be built around too. As for the Chant, you could use a Commit, Anchor to the Aether, or something to that effect to put threats onto an opponent's library and immediately mill them. If you're worried about cards you don't want in graveyards, Surgical Extraction is a tech option. I'd definitely mainboard Visions of Beyond over Divination since it will almost always give you more resources for less mana. An interesting alternative is Skyscribing since it forces the opponent to draw from their thinning deck while interacting favorably with Sphinx's Tutelage. Finally, I'd look at including some Ghost Quarters. The card is just good in general, but it really gets nasty with Archive Trap.

-Logician on all blue commander

6 years ago

First off, welcome to Magic! :)

You have chosen a good color my friend. Instead of telling you what is right and what is wrong with your deck, I want to instead tell you about evaluating a card's power level.

Firstly, as a blue player, it is your job to keep the game under control. In EDH, that job isn't always easy, and requires you to have a both a lot of resources, and a lot cards in your hand to play with. If you run out of cards in your hand, you have lost control of the game. When a blue player loses control of the game, things get very bad. So when you look at a card and try to determine how good it is for your deck, think about whether or not it helps you keep the game under control and/or keeps your hand stocked with cards.

One of the cards in your deck is a fantastic example: Azami, Lady of Scrolls. She is beautiful. Every turn, she adds another card to your hand. She keeps your hand stocked up, and that makes her good. Your commander also keeps your hand stocked, since it also draws cards.

Check out these cards that have both ends of the spectrum (control and card-draw):

  • Dismiss: Counters a spell and draws a card. It's exactly what you're looking for.
  • Repulse: Disrupt your opponent's gameplan, and restock your hand with yet another card to play with. Awesome.
  • Repeal: Same concept. Great interruption and draws a card.
  • Mystic Confluence: Ouch! This costs like $8... but hey. It's always nice to have a goal and to be introduced to higher power-level cards. It gives you some perspective.
  • Cryptic Command: Ooooo gurl this card is expensive, but look how strong and magical it is. :D

Something that might take a while to figure out is a very important fact. Drawing cards isn't the only way to gain card advantage. You see, as a blue player, it's okay to go down on the number of cards you're playing with, as long as someone else goes down harder. For example, Curse of the Swine is a very good card. For only one card from you, you get to mop the floor with lots of your opponents' creatures. This is considered card advantage because now you're way ahead of them on sheer number of cards. In commander, the 2/2 pigs are pretty much worthless. Your life total is high enough to make that not matter. If they're really bothering you, you can just use Wash Out, naming green. Wash Out is another example of a really good card that can take control of a game. Cards like those that return a large number of creatures back to their owners' hands can be life savers when the board is starting to look hairy. If you don't want them to assemble their creature again very quickly, you could play a card like Arcane Laboratory. You're a slow deck anyway. It shouldn't bother you too much. However, it really slows down your opponents.

You should also know that when you play cards like Frost Lynx or Chant of the Skifsang, you're only delaying the inevitable. You haven't taken control of the game as we would say. In fact, you're likely still backed into a corner. Wouldn't it be nice to just do something like Rapid Hybridization, Pongify, or Reality Shift? Cards that actually take care of your problems are the ones that will save you from dying.

Another strong type a card is one that continues to do things as time in the game goes on, and the longer they're in play, the more they become worth their mana investment. A fantastic example of this is Talrand, Sky Summoner. While he's not too threatening the turn he comes into play, he can possible take over the game completely after being in play for a while. Another really good example is Crystal Shard. It can return your creatures to your hand that have good "enters the battlefield" effects, and your opponents won't want to tap out completely or else you'll bounce their crap. Rhystic Study is a bit expensive, but very strong. It's exactly the king of card that offers longevity and late-game power because it draws cards over time and keeps your hand full of options. Same with Staff of Nin and Mystic Remora.

In conclusion, think about longevity. Think about drawing cards. Think about cards that hit the battlefield with impact, and cards that give you advantage over time. Be patient. You'll get there.

TheProxyCentral on Marchesa, I guess

7 years ago

Hey, I found you through your comment on AlexRuzhyo deck, so I figured I should take a look and try and help as I can.

First of all, I gotta ask: How's Tibalt, the Fiend-Blooded doing for you? It's a weird one, but I always hope someone pulls something crazy off with him! :)

I made my deck as budget as could be - about 50 to 60$ paid for the cards I didn't own, including a few foils - so it might be of interest for you to check some of my synergies. You can check them out here

Then, to the tips:

  • Most important of all < 30 lands is impossible for a reliable commander deck. At least for a Marchesa deck, definitely. You need to run at least 34, and even so, I would recommend 36 to 38 still depending on a few mana rocks and a lower end of the curve.

  • I'd definitely cut the following: Endless One, Hanweir Watchkeep  Flip, Kozilek's Channeler, Leaden Myr, Oblivion Sower, Opaline Unicorn, Shivan Dragon, Dolmen Gate, Ruby Medallion, Reduce in Stature, Chant of the Skifsang and Deathstroke. For all of these there is a much better, not to expensive alternative, or they simply do not fit the strategy (see Endless One for instance: if it dies with Marchesa on the field, it will come back a 0/0 and die again). 7 of those should make way for lands according to your colour needs. As for the rest, I'll leave you some suggetions so you can pick and choose those that fit your style better if you want to change things around.

  • Imprisoned in the Moon: I understand that your enchantments were meant to deal with generals, most ot the time. This is a strict improvement to that, and they will not be able to use most sac outlets later to redirect the general to the Command Zone, since it will become a land. Either they have a way to sack it right away, or they will have to deal with the enchantment.

  • Unspeakable Symbol: It's recursion anytime you want, it protects Marchesa as well, and allows you to have a way to actively lower your life total enabling dethrone. A must include in any Marchesa deck IMO.

  • Lightning Greaves + Swiftfoot Boots are auto includes in almost any commander deck. In here they keep Marchesa out of sight the turn she comes in, and allow her to attack with dethrone, gaining her counter and, this way, further protection.

  • Flayer of the Hatebound: Is one of the biggest recursive threats you can have in Marchesa. It won't stop coming back and it will take over most games in a friendly playgroup. Even in competitive tables, it will do a lot of damage and require your opponents to throw a lot of resources to get rid of it.

  • Greed + Phyrexian Reclamation : There will be times you need to lower your life total, these allow you to do it at anytime you want, giving you fair advantage for that life loss.

  • Grave Betrayal is a huge warning. No opponent will attack when they feel a trade might happen, since that would only give you an additional creature, and the +1/+1 counter will make it stay on your field for a long time. One of my personal favourites in the Marchesa deck.

  • You'll probably need to lower your curve a bit, so you might wanna look into some utility cheap creatures like Mausoleum Wanderer which in conjuction with Marchesa and Unspeakable Symbol might turn into a recursive hard counterspell, Carrion Feeder which fits the strategy and works as a sac outlet whenever you need it, the same can be said for Viscera Seer and Oona's Blackguard that will enforce the bit of discard you already run. Depending on how much sacrifice you rely on Blood Artist and Zulaport Cutthroat might be worthy inclusions too. At 3 CMC Pyreheart Wolf is often a game ender, and it pretty much doesn't die and Grim Haruspex provides you incremental card draw.

  • If you need removal, look into Attrition, Murder, Murderous Cut, Nekrataal, Shriekmaw, or the new Unlicensed Disintegration or Noxious Gearhulk, the choice is yours depending on your preferences or expected threats from your opponents. The good thing about removal in the form of creatures is that Marchesa can get them back most of the time, and Attrition being a sac outlet is a way of speeding and forcing that recursion on your terms, as well. From this pool I'd take Attrition + Noxious Gearhulk and maybe Unlicensed Disintegration

  • As you play a few mana dorks, if you want some fixing, look into Burnished Hart, if you can abuse some effect by recurring it with Marchesa, it's an incremental advantage you should consider instead of fragile options that just are what they are, and don't give you anything else on the long term, neither contribute to the general gameplan.

  • Finally, these might be above your budget and are not absolutely must-haves because they don't win on their own, but still I gotta note them because they're really strong: Glen Elendra Archmage is perfect here since +1/+1 counters cancel -1/-1 counters and that makes it as durable as can be as both a flying threat and a counterspell. Drana, Liberator of Malakir gives you an incrementally better board state while making everything virtually indestructible with Marchesa on the field, Baleful Strix is a jack of all trades - strict improvement to your Fathom Feeder

I don't think there's much point in throwing more cards onto the pool, since you'll have a lot to figure and test from what I already wrote, but if you need any further advice feel free to get in touch! Most important of all right now is to fix that mana base! :)

I hope I could help both building a better deck and making you enjoy it better when you play it!

------ on Looking for a certain card/effect

8 years ago

Hi,I wanted to ask if someone knows a card like Twisted Image that switches Power and Toughness of ALL creatures.

Or text-changing cards that can change the text of Twisted Image from "target" to "each".

The main idea was to build a deck around Rabble-Rouser enchanted with Chant of the Skifsang, giving all enemy attacking creatures -12/-0, so that power =/< 0 and then change power and toughness of all. Peng, mass removal.

canterlotguardian on The Euler Line

8 years ago

Can I just say something? It wouldn't matter to me if this deck was absolute garbage. (Which it isn't, mind you; it's actually a very well-built deck.) The fact that you have Chant of the Skifsang in here makes me the happiest of campers.

EDIT: And... it's a placeholder. Brb crying uncontrollably.

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