Death Cloud

Legality

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

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Darksteel (DST) Rare

Combos Browse all

Death Cloud

Sorcery

Each player loses X life, discards X cards, sacrifices X creatures, then sacrifices X lands.

Death Cloud Discussion

marcusandre1 on Nath of the Gilt-Leaf (Competitive)

1 week ago

After a very long while, here is the primer for my Nath of the Gilt-Leaf variant.

INTRODUCTION

My variant of Nath of the Gilt-Leaf is a mid-range control deck with a very evasive removal package, flexible mana accelerators, decent hate pieces, and many powerful draw engines to put your opponents into a unwinnable position.

The Mid-Range Control variant that I brewed bridges the gaps between the two other Nath variants. Unlike the stax variation, my version uses both null rod options to slow down aggressive combo decks, relying far less on artifacts. The spot removal suite is trimmed to answer all problematic permanents that would not be present in the elf ball version of Nath. with the recent printing of Yawgmoth, Thran Physician the mid-range point where Nath has board control but no option other than pick at player's life totals until a tutor shows up, is greatly improved with Yawgmoth being available.

HOW TO PILOT THE DECK

Early Game (Turn 3 <)

Early game is about setting up draw engines with Waste Not or Geth's Grimoire + Geier Reach Sanitarium . Nath supplements them by him being out with Skullclamp or the other pieces to start pushing ahead. Against faster decks, you have to focus on acceleration with early ramp pieces to push ahead such as mana dorks. Keeping removal up against certain strategies like graveyard recursion and problematic creatures that could threaten to combo win is paramount. If you're starting hand happens to not be that fast, you can easily go get a Null Rod or Collector Ouphe with the various tutors available, or hold removal while ramping at the same time like Snuff Out , Nature's Claim or Noxious Revival for graveyard based combo. Another card to help even the playing field when your behind is Pernicious Deed , which helps you keep the game at your pace, while letting you build up your board.

Mid-Range (Turn 4,5,6)

At the mid-range point, you must be prepared for resistance and wraths by establishing the aforementioned resources. Sadistic Hypnotist with reanimation back up or Chord of Calling it in to absolutely devastate your opponent's hands is one of the most powerful ways to slow down your opponents. Another great card is Imp's Mischief to either protect your own combo, or gain value off of others cards that target. Volrath's Stronghold and Phyrexian Reclamation will allow you to continue to reestablish your postions when sweepers come. The key note is to make sure to have a way to draw cards or tutor for what you need to finish the job because Nath tends to face sweepers if he lingers a full rotation.

Late Game/Finishers (Turn 6 >)

At this point in the game, you have build up your resources far past your opponents and have a very dominant presence. With huge mana accelerants like Gaea's Cradle and Urborg, Tomb of Yawgmoth + Cabal Coffers , which is easily assembled with the tutor package, you have various mana sinks available to finish the job.

Torment of Hailfire with all of the other engines that benefit can easily knock out combo players that already abuse their life totals with little to no permanent commitment to the board. Death Cloud is the opposite, which can end a game early if Nath outpaced the the rest of the board, especially if the other players is reliant on creatures. If mana is particularly tight, a Garruk Wildspeaker ult, or Triumph of the Hordes can finish a player off. Craterhoof Behemoth is another go to, with a lot of reanimation lines available through card filters such as Anvil of Bogardan and Liliana of the Veil . With all the resources you will be building as opponents will be losing them to all the discard effects, you more often then not attrition your opponents to death.

End Note

This deck requires very calculated decision making and anticipating what your opponents' lines of play. Being very good at establishing draw engines, understanding board assessment, and piloting through bad match ups such as The Gitrog Monster Combo and Flash Hulk is the most important thing when playing Nath. Tapping out or playing recklessly can lead to you losing tempo and ultimately cost you the game, so watch for over extension and play very carefully.

If anyone has any questions or suggestions, feel free to leave a comment below, thank you.

DeadTheArtist on D I S C A R D

3 weeks ago

Evry1sfavteddy it is more of a "just for fun" card. The ideal situation is when everyone is sacrificing lands to Death Cloud or Pox and then I activate the second ability on Tomb of Urami and get a 5/5 Demon while everyone else is starting the game over land-wise. And if it is a perfect world scenario, Crucible of Worlds is out. I also made a sweet token for Urami himself (use link below if ya wanna check it out)

https://www.instagram.com/p/BxQ0B6pFieb/

amicdeep on Nath's Discard Elves

2 months ago

i like the idea but i would change the strategy slightly, turn 1-3 ramp > play commander > opponents discard everything > play a some elf lords to pump your board.

so cards i would consider auto includes in a budget build Tasigur's Cruelty The Eldest Reborn Smallpox Pox Harvest Season Arterial Flow Death Cloud Burglar Rat Vicious Rumors Megrim Mausoleum Secrets

Strangelove on Chainer Fun

2 months ago

Saw your post on /r/edh. I've been tweaking a casual mono-black Belzenlok for a while now (...bascially Necrologia -on-a-commander into every version of Rise of the Dark Realms ).

Chainer's game plan should be something like... Ramp > Control > Reanimate.

Focus on filling and stealing from your opponents' graveyards and protecting Chainer.

Stax: Honestly, I would avoid hard stax. It encourages your opponents to hate you and escalate their power-level.

What this deck really needs is ramp: 38-40 lands and 12-16 cards like Bubbling Muck , Charcoal Diamond , Heartless Summoning , Burnished Hart , Coalition Relic , Revel in Riches , Black Market , Magus of the Coffers , Gauntlet of Power , Nirkana Revenant , etc. Also Phyrexian Tower .

I'd recommend Dark Deal and Ward of Bones as soft stax. The first fits right into your game plan and the second is pretty clutch vs. artifacts and enchantments.

Board wipes like Boompile , Nevinyrral's Disk , Coercive Portal , Perilous Vault are very necessary in mono-black because they are some of the only ways to deal with artifacts and enchantments.

...If you want to lean into stax... here's a list for evil people :)

glhf!

Prophet_of_Xenagos on Father of Infect

2 months ago

Drop Death Cloud and other similar effects. You want to either all in on infect or don't play it at all.

thomasswayne on Oathbreaker Angrath

3 months ago

I'm SO gonna build this as my first oath-breaker deck! I am concerned though that this format might end up becoming too fast for this deck archetype to keep up :/ Otherwise i think a few cards i'd consider would be Liliana of the Veil , Death Cloud , Nezumi Shortfang , Oppression , Necrogen Mists (maybe to replace earthquake), Funeral Charm to act as instant speed discard or even Underworld Dreams to really put a clock on them! I'm so excited for this deck!

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Death Cloud occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Black: 0.13%