|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Escalate - Discard a card. (Pay this cost for each mode beyond the first.)
Choose one or more -
-Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.
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Collective Brutality Discussion
11 hours ago
I wonder if you could cut blue from the deck. It only gives you Jace's Archivist and Shadowstorm Vizier. Though those cards may be good in the deck, you may get more advantage points from cutting down to two colors. You could run cards like Collective Brutality/Faithless Lootingfor more discard and Dark Confidant/Cathartic Reunion to fuel your hand for more discarding.
1 day ago
So in modern there are two approaches to creature decks. There is the very linear, "I have one goal, and that is to kill you," plan. This can be seen in decks like dredge, 8-wack, hollow one, and zoo. The other approach is the disruptive approach, where each of the creatures in the deck serves a purpose to stop the opponent from doing stuff. Good examples of this are: humans, spirits, and hate bears. This deck, being black and white, has access to many of those disruptive cards. Stuff like Thoughtseize and Path to Exile and Fatal Push. So I would recommend you play to the strengths of the colors. Pick the best, most synergistic, 13 vampires or so... then make the rest of your cards interaction. I don't know your budget but here are some more suggestions: Collective Brutality, Zealous Persecution, and Inquisition of Kozilek
3 days ago
Although I like your list and Esper reanimator in general (here's my deck for reference Merieke Ri Berit Esper Reanimator) I can't help but think this is Esper good stuff control. Way too many instants and sorcerys, although strong spells, just not fitting the reanimator theme. Where is the Collective Brutality, Demonic Collusion, Insidious Dreams and Anvil of Bogardan to name a few. Plus all these spells and no Riptide Laboratory to abuse with Snappy? The deck could use 2 to maybe 4 more fatties, Razaketh, the Foulblooded and It That Betrays come to mind.
3 days ago
I agree with lukas, the extra lands from Goblin Guide are problematic if the game goes on for a while, but ultimately you should be killing your opponent before it matters. If you don't like it, I think Vexing Devil is decent enough in its place. It doesn't die to Collective Brutality, which makes that card less of a silver bullet against your deck.
4 days ago
Nice deck! I love madness. If you don't mind, here are a few suggestions for improvements:
For a madness deck to be good, you shouldn't include cards just because they say madness. Even if the rate of the madness cost is good, remember that that cost is always plus a minimum of a mana (since you had to cast another card beforehand). The only situation in which you will get full value for your madness is off of Liliana, but at that point you could just be casting a better card. Take Fiery Temper for example. I think this is probably the most popular madness card, but also the most over rated. When it is good, it feels reeeallly good. But when it is bad, it is beyond bad. This deck looks to be focused on inevitability, in that your win conditions are big, hard to deal with, threats that WILL win the game if the op does nothing. So would you play Lightning Bolt in this deck? Do you need to burn their face? No. You have hazoret for that. So what is the point of bolt other than creature removal? I understand that it speeds up the game, but my point is, why make it harder to cast bolt by playing fiery temper if it isn't an integral card to the deck anyways? I feel the same way about Biting Rain vs Damnation or Anger of the Gods or Sweltering Suns.
Ok, I'm done saying negative things. Here is what I like about the deck and what I think you can increase. Discarding cards for value is a great feeling. So you should include cards that like to be discarded, other than just madness cards. Like: Bloodghast and Cut / Ribbons. The good thing about cards like these is they can stay in your graveyard and do not have demand immediate mana like the madness cards do. I am not saying you need to cut the madness from the deck, just be very specific with which madness cards you are keeping. Don't just think of them in their best case scenario, but also not in their worst case scenario, you've got to think about things in averages. "on average, how good is this card?" Cards like Faithless Looting, Collective Brutality, and Kolaghan's Command are all great examples of cards that are pretty good most of the time, and are therefore great includes!
Hopefully my ramblings help. Let me know if you have any questions, and if you like my suggestions: check out my podcast all about brewing decks at mtgcoldbrew.buzzsprout.com (we're also on itunes and spotify)
4 days ago
It's just so hard to find the sideboard slots in a deck like this in Modern. There are too many werewolves and not enough silver bullets. A personal problem I have with Collective Brutality on the side is that it's sort of a grindy value card (unless you're using it for Reanimator shenanigans on the discard) so it's harder for me to evaluate when exactly to side it in than a "shoot you in between the eyes" type card. Obviously CB comes in against burn because CB wrecks burn, but beyond that.... It's hard to cut the silver bullets. Maybe when Dredge goes away again and the Leyline of the Void can go away, that's eating up a huge chunk of sideboard on its own. I guess the Surgical Extraction isn't as necessary if I have such strong graveyard hate, but Surgical Extraction can also be good against combo decks if you Thoughtseize their key piece and then extract it out of the game.
6 days ago
This is a good start. I feel like you are starting to look at cards the right way- assessing how to balance their disruptiveness and value, but the deck still feels a little unfocussed.
Lets look at a core concept in magic- card advantage- and build to that.
There are enablers; cards that don't do things on their own (lands, ramp spells, combo pieces, most 1/1s, etc). Proactive cards that are very good when your play them on their own (kitchen finks type stuff, planeswalkers) Reactive cards that are good at trading 1-for-1 with proactive cards (mana leak, fatal push), Card advantage spells (things that mean you effectively have more cards played, even if they don't always read 'draw a card'.)
If you have more relavant answers than your opponent has proactive cards, then they'll mostly find it difficult to hit you. If you have more playable proactive cards than your opponent you'll probably be able to race them. If you have cards that slot into multiple categories in useful ways, you have virtual card advantage, and can pick the appropriate approach for the particular matchup. These are the core concepts that you need to build midrange.
Lets look at what your deck wants to do. A build around Demonlord of Ashmouth and Demon of Catastrophes, with enablers in the form of small creatures and ramp spells, and a few spot answers with light card advantage tools to clear the way. You're prepared to give up cards to demonlord of ashmouth or demon of catastrophies to have a big threat hitting your opponent. This is a really good start that the rest of your deck should build to support. A big threat that goes over aggro and fights through answers.
So general principals- you want enough card advantage to offset your enablers, or to make those enablers useful in other ways. You want enablers that also help you race down other decks with big flying demons. And you want tools to protect those demons.
Budget lists can't afford the 'universally good' stuff, like Collective Brutality or Cryptic Command, so you need to look at larger groups of teir 2 cards with good synergy and large print runs, preferably with deckbuilding restrictions that cut the price further. So lets cover some general options, explain the why, and then leave you to find things to fill out the list.
You want things that make small creatures and make these big things easier to cast. Llanowar Elves(price listing on this is busted) and Elves of Deep Shadow will let you cut the land count some- and they'll let you slam a big demon earlier whilst providing a body to sacrifice. Turn 1 extra mana is strong enough for people to spend their lightning bolt on it- and thats one more thing not pointed at the threats.
While Sylvan Caryatid is a great card, spending an extra mana to 'blank' a removal spell with hexproof is less relevant when your big stuff doesn't also blank removal, and likely isn't worth the extra mana (its great when your threats are stuff like enchantments or combos which are hard to disrupt).
Scavenging Ooze should be maindeck- its a graveyard meta, and its a decent body that likes you sacrificing creatures, lifegain is relevant, and even against decks that play no creatures it hits their snapcaster targets. Its both a threat and an answer. Cards that give you lots of options are good.
Cards that let you play with +1/+1 and -1/-1 counters are good in sacrifice lists- much like Gavony Township makes Kitchen Finks nigh-unkillable, Cauldron Haze and cards like Exemplar of Strength or Hapatra's Mark/Heartmender/Nest of Scarabs with Young Wolf and Safehold Elite or Black Sun's Zenith can really put in work. You just need to be sure to pick cards that all work well together. While individually they are worse than high value cards, as a group they can outperform- and most importantly, choose them to be versatile.
A card that gives an aggressive and defensive option is perfect for midrange. When building the spine of your deck, look for groups like this to fill it out. Having interseting choices makes the game fun.
Most of all, playtest, and have fun playing. Because thats how you get a top-notch deck. I'd take a look at Rite of Belzenlok decks in standard right now, they showcase a lot of the tools you'll be looking for, and its a good card for the archetype (even if its a little slow).
6 days ago
Corrupting Unbirth 2BB
Counter up to one target nonartifact creature spell, return up to one target creature card from your graveyard to your hand
create a card that as a new way to use modele cards. Previously we have had entwine Tooth and Nail, escalate Collective Brutality, the command cycle Cryptic Command, and the confluence cycle Wretched Confluence