Deadbridge Chant

Deadbridge Chant

Enchantment

When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard.

At the beginning of your upkeep, choose a card at random in your graveyard. If it's a creature card, put it onto the battlefield. Otherwise, put it into your hand

Browse Alters

Trade

Have (3) lizardwarrior , metalmagic , Forkbeard
Want (3) goldfishxtracheddar , mannequin13 , Creeds

Printings View all

Set Rarity
Commander 2020 (C20) Mythic Rare
Guilds of Ravnica: Guild Kit (GK1) Mythic Rare
Dragon's Maze (DGM) Mythic Rare

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Deadbridge Chant Discussion

slashdotdash on Golos attempt II

1 week ago

Hey there Kronhamilton,

First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.

You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.

That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.

Broad Suggestions

I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.

There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta  Flip or Deadbridge Chant or Mind Unbound, etc.

Ramp

Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.

Ramp - 10

Not Ramp

Draw

Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.

Draw - 2

Not Draw

  • Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.

  • Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.

  • Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.

  • Void Beckoner – same story as the Rex

  • Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.

Removal

Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.

Removal – 4 (aim for 7)

Cuts

There are several cards that I would consider cutting first when modifying the deck.

  • Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.

Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.

  • Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.

  • Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.

  • Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.

  • Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.

  • Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.

  • Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent

  • Azor's Gateway  Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.

  • Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.

Summary

Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.

Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!

Best,

-Slashdotdash

MagicMarc on The Goyf Farm

1 month ago

How does the deck play out? Are the Hymn to Tourach disruptive enough to keep opponent's from destroying your creatures?

If you are looking for more tools for the deck I would suggest adding some instant speed protection for your non-mortivore creatures. Maybe Golgari Charm since it follows the regeneration style and is modal. Heroic Intervention is also good. If you are looking for combat tricks some good ones are Gaze of the Gorgon because it will kill something after it saves your creatures. In the same spirit, Back for More is in flavor with the deck. While in the graveyard your creatures add to your goyf counts. And then at instant speed you can return one and potentially kill something with the fight trigger. Status / Statue is not a bad card for a casual deck. It is modal, and adds death touch or enchantment kill to the deck.

Finally, I have to second Deadbridge Chant if slowing the deck down a little does not hurt your deck given your local meta. It provides card advantage and makes a deck extremely resilient during mid-long games.

DemonDragonJ on Reap what is Sown

1 month ago

I have replaced Oversoul of Dusk and Pristine Angel with Ravos, Soultender and Deadbridge Chant, because, while the original two cards are awesome, they are also highly situational and did not contribute to the central theme of this deck, whereas both Ravos and the chant do. The average converted mana cost of the desk has remained the same, but the color balance has now shifted in favor of black, rather than white.

DemonDragonJ on Reap what is Sown

1 month ago

shadow63, the mana curve of this deck is rather high for Ravos, is it not?

Also, I have Temple Bell in the majority of my EDH decks simply because it is such a great card; Staff of Nin is great, but the fact that I cannot control when it draws me a card is a major problem, and I also wish to keep the mana curve of this deck as low as possible.

Also, Deadbridge Chant is an awesome card, but removing Well of Lost Dreams for it would again raise the mana curve, plus, since all three colors of this deck focus on gaining life, it makes sense to have that card in this deck.

I could remove Pristine Angel in favor of the chant, since the angel does not strongly contribute to the central theme of this deck, and doing so would also improve the color balance of this deck, since it strongly favors white, at this moment.

shadow63 on Reap what is Sown

1 month ago

I'd go with the ravos in this build. Also I'd swap out temple bell and well of lost dreams. I like Staff of Nin personally and maybe Deadbridge Chant

Spell_Slam on

2 months ago

Jungle Weaver is surprisingly good in this deck, since you can cycle it early for card draw and Delirium. It's also one of the bigger spiders printed so far.

Solemn Simulacrum is budget-friendly now. It's ramp, card draw AND two card types for Delirium in the graveyard.

Commander's Sphere is pretty similar. It ramps, fixes and can be sacrificed to draw a card and add delirium.

You aren't running any tutors. Mwonvuli Beast Tracker is like a Worldly Tutor in this deck. Increasing Ambition is slow, but it's a great card to mill and still feels fine at 5 mana.

Deadbridge Chant pretty much guarantees Delirium. Otherwise, it's an extremely powerful enchantment. At worst, it returns a random card to your hand every turn. Putting creatures directly into play can be back-breaking.

Pestilence is a great board wipe when you are running creatures with high toughness.

Nullmage Shepherd works super well with Ishkanah. It gives you repeatable removal for free and lets you do some damage at instant speed.

In terms of cuts, you don't need Whirlwind with a deck made of mostly reach creatures. Sign in Blood and Night's Whisper are fine, but I think repeatable card advantage will get you farther than cheap, efficient cards. Perpetual Timepiece doesn't do much for you other than mill and maybe shuffle cards back. Second Harvest doesn't do enough in your deck, as it only copies 1/2 spider tokens, which you can't reliably produce en masse. I don't think Arachnoid is worth running. It's really inefficient and only benefits you by being an artifact creature and a spider.

seshiro_of_the_orochi on "Reanimate Bugs!" "You sick shit!"

2 months ago

Balaam_: There is Deadbridge Chant. There isn't a big reanimator part, that's true.

ironvulture on monty python and the holy grail edh

2 months ago

The new Brash Taunter works well as the nasty french men. I have been planning on doing some alters to a deck that I am building that is very similar. Using Kenrith, the Returned King as my commander. Some other cards that I found:

Diligent Farmhand Roger the shrubber Deadbridge Chant The bridge of death

Load more