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Culling the Weak
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
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?
3 weeks ago
and Culling the Weak
3 weeks ago
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
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.
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.
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.
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.
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.
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:
Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)
Sacrifice tapped dork - > tutor for LED, play it
Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -
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!
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.
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?
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!
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?
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.