Culling the Weak

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Exodus (EXO) Common

Combos Browse all

Culling the Weak

Instant

As an additional cost to play Culling the Weak, sacrifice a creature.

Add (Black)(Black)(Black)(Black) to your mana pool.

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Culling the Weak Discussion

Boza on Morbid Sacrifice *HELP

1 week ago

Morbid is a very cool mechanic and you have awesome cards in there. First and best advice is to wait before building the deck - the next set to come out for Magic in a couple of weeks is Guilds of Ravnica which features the green-black Golgari guild. Check out some cards from there and see if they will be good for your deck.

Other than that, I would start by figuring out how you want to build the deck.

1x Vorapede 2x Massacre Wurm 2x Mikaeus, the Unhallowed 2x Reaper from the Abyss 1x Sheoldred, Whispering One

These are all exciting and powerful, but are they playable? Without the acceleration of Culling the Weak getting to 6 mana or 7 is very difficult. Look to lower the curve of the deck.

Additionally, do you want to stay in green, or do you want to go black/white or even black/white/green or black/red/white or black/red/green?

Muggins84 on Mono-black demons

3 weeks ago

Culling the Weak and Aphetto Dredging are not modern legal either.

Jaysterbaby on Need help with ZOMBIE EDH ...

1 month ago

I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards

Commander - Oloro, Ageless Ascetic

[100 cards]

Sol Ring

Leyline of the Meek

Night's Whisper

Phyrexian Arena

17x Swamp

Prophetic Prism

Zombie Apocalypse

Phage the Untouchable

Sheoldred, Whispering One

Isolated Chapel

Dark Ritual

Culling the Weak

Heliod, God of the Sun

Cabal Ritual

Army of the Damned

The Scarab God

Josu Vess, Lich Knight

Cemetery Reaper

Death Baron

Torment of Scarabs

Gravecrawler

Geralf's Messenger

Leyline of Sanctity

Diregraf Ghoul

Murder

Torment of Hailfire

Blood Scrivener

Bridge from Below

Mikaeus, the Unhallowed

Drowned Catacomb

Sunken Hollow

Duress

Vampiric Rites

Geth's Verdict

Gonti, Lord of Luxury

Liliana Vess

Liliana, the Last Hope

Liliana, Death's Majesty

Liliana's Mastery

Liliana, Untouched By Death

Jace, Ingenious Mind-Mage

Counterspell

Ghostly Prison

Remand

Propaganda

Liliana, Heretical Healer  Flip

Norn's Annex

Relentless Dead

Mortify

Dread Wanderer

Geth, Lord of the Vault

Dark Salvation

From Under the Floorboards

Fleshbag Marauder

Endless Ranks of the Dead

Diregraf Colossus

Highborn Ghoul

Lord of the Undead

Corpseweft

Cryptbreaker

Levitation

Whip of Erebos

Erebos, God of the Dead

Elesh Norn, Grand Cenobite

Opt

Path of Ancestry

Command Tower

Hope of Ghirapur

Cast Down

Profane Procession  Flip

Rupture Spire

Opal Palace

Temple of Silence

Mana Confluence

Transguild Promenade

Jwar Isle Refuge

Darkslick Shores

Frost Marsh

Fetid Heath

Caves of Koilos

Tainted Field

Arcane Sanctum

Dreadship Reef

[28 cards]

Innocent Blood

Unraveling Mummy

Liliana's Reaver

Dromar's Charm

Immortal Servitude

Anointed Procession

Vindictive Lich

Call to the Kindred

Skullclamp

Havengul Runebinder

Unbreathing Horde

Grimgrin, Corpse-Born

Sun Droplet

Gray Merchant of Asphodel

Quicksilver Amulet

Cemetery Recruitment

Psychic Strike

Mana Leak

Brainstorm

Disentomb

Coat of Arms

Ravenous Chupacabra

Shrieking Affliction

Grim Guardian

Demonic Vigor

Recoil

Stitched Drake

Archetype of Imagination

Graf Harvest

Matrixxx999 on Mushroom Hunting: Slimefoot, the Stowaway

1 month ago

Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.

Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.

  1. Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.

  2. Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.

  3. Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.

  4. About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.

  5. About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!

With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:

  1. Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)

  2. Play Buried Alive -> Necrotic Ooze, Protean Hulk, Razaketh, the Foulblooded

  3. Play Reanimate -> Razaketh, the Foulblooded is on the field

  4. Sacrifice tapped dork - > tutor for LED, play it

  5. Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -

  6. Play Life for and reanimate Protean Hulk, crack Hulk with Raza’s ability, tutor for Shallow Grave, and drop Dryad Arbor (for free), Channeler Initiate, Devoted Druid, Apprentice Necromancer

  7. Sacrifice Channeler Initiate, Devoted Druid, Apprentice Necromancer (on the top of the pile), tutor for anything

  8. Play Shallow Grave for and reanimate Apprentice Necromancer, use the last to reanimate Necrotic Ooze with Apprentice Necromancer’s ability – win.

Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!

MindAblaze on Color Pie Afficionados Unite!

2 months ago

cdkime I definitely hear you when it comes to Dark Ritual not fitting any more. It would be more of a “sacrifice a resource for the energy,” sort of, think like Culling the Weak. The whole MOAR POWER thing. You know “greatness at any cost.” So the lifedrain is fitting in and hurting allies for gain works too. I’m even using status effects, so stuff like Smallpox that goes after their resource, leaving them poisoned or ill in some way, and yes, raising minions from dead foes.

I’m unsure how to facilitate bounce spells in an environment like this. It’s hex-based movement with table-top d6 combat mechanics. I have a number of status effects like Frost Breath that are tempo oriented, but the game is intended to be co-operative, with the option for PvP in the future, so bouncing/flickering bad guys has interesting implications. Limitations on the number of spells that can be cast a turn, and the way the hand is handled has made draw kind of irrelevant but I’m using a return to hand “Mystic Retrieval” style of CA to make up for it. I am using an enchantment style counter spell at this time, but at this stage in development don’t have any bad guys that cast spells. I’m sure they will exist though.

Making attacks unblockable/hit automatically could fit ala Aqueous Form. I like that.

RedmundR2

For green, Giant Growth and Rancor fit great! Rampant Growth/Explore are useful ideas. I’m considering a cycle or partial cycle of “you may cast an extra spell this turn,” cards to make something that creates resource more useful, and the ramp cards can make resource for the resource intensive spells. I’m also considering green to be a bit Plant/Animal/Elemental Summoner-y, so that will fill any holes.

Direct damage in red makes a lot of sense.

I think a “nuke the board” spell could be too powerful for the format, but how can a board wipe fit into White without saying outright “destroy/Exile all creatures?” I’m considering some sort of “Consecrate Earth” style AOE spell, but I’m open to suggestions.

I can’t believe I forgot Dismember, straight up killing stuff with flavourful names is juicy. What about other black enchantments or status effects that could be useful?

ShaperSavant on Paradox Scepter Thrasios

2 months ago

Intuition is good but doesn't get us exactly what we want.

Lion's Eye Diamond enables explosive plays but is risky.

Culling the Weak gives burst mana bust gets rid of our mana sources for Scepter and Engine. Makes Ad Naus lines better.

Any of these are valid if they suit your playstyle. If you want your deck to be more Naus/Will focused, you could theoretically find slots for them all!

Jaceforlife17

rgwenceslao on Paradox Scepter Storm: cEDH Primer

3 months ago

What happens if Timetwister gets exiled (ex. Praetor's Grasp) and you can't counter? Wincons are solely dependent on twister loops without Aetherflux Reservoir don't you think? What is the secondary wincon outside of Twister loops?

Can you also explain why you decided to remove Windfall from the deck? Doesn't this decrease Notion Thief's synergy and some hand refill when need it after you put down all your rocks or dorks?

Diabolic Intent was removed but Culling the Weak is still here? I mean do you often find yourself needing the mana instead of searching for a card in exchange for a creature? Or Culling the Weak stays because it helps cast Paradox?

Lastly, I still can't seem to justify Arbor Elf in my list as there were a lot of times I have it on hand and no Forest at all given that this deck is 4-colored.

Your inputs are appreciated.

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