Deathrite Shaman

Deathrite Shaman

Creature — Elf Shaman

: Exile target land from a graveyard. Gain one mana of any colour.

, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.

, : Exile target creature card from a graveyard. You gain 2 life.

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Trade

Have (4) Mortiferus_Rosa , Azdranax , goodair , kpral
Want (4) Esbenjohansen , spacemonkey0042 , BSwCDo , merdrach

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Rare
Eternal Masters (EMA) Rare
Return to Ravnica (RTR) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Deathrite Shaman occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Golgari: 0.65%

BUG (Sultai): 1.1%

Deathrite Shaman Discussion

Requillias on Korvold Commander

3 days ago

Deck Upgrades:

Creature Upgrade

To remove: Aggressive Mammoth, Byway Courier Chittering Witch, Footlight Fiend,Gluttonous Troll,Gruul Spellbreaker, Judith, the Scourge Diva,Keeper of Fables, Ogre Siegebreaker, Primordial Wurm, Rapacious Dragon, Rubblebelt Rioters, Sengir Vampire, Spark Reaper, Sphinx of the Guildpact, Spikewheel Acrobat, Vindictive Vampire, Woodland Champion, Zhur-Taa Goblin

To add: Eternal Witness,Squee, the Immortal,Zulaport Cutthroat, Vexing Shusher, Goblin Matron, Munitions Expert, Krenko, Mob Boss, Warteye Witch, Sling-Gang Lieutenant, Goblin Trashmaster, Putrid Goblin, Dockside Extortionist, Arasta of the Endless Web, Creakwood Liege,Dragonlair Spider, Viscera Seer, Ayara, First of Locthwain, Pitiless Plunderer, Poison-Tip Archer, Sidisi, Undead Vizier, Sheoldred, Whispering One, Deathrite Shaman

Artefact Upgrade

To Remove: Thaumatic Compass  Flip, Witch's Oven, Bloodsoaked Altar, Golden Egg, Mask of Immolation, Rhonas's Monument

To add: Sol Ring, Arcane Signet,Lightning Greaves, Ashnod's Altar, Haunted Cloak, Skullclamp

Enchantment Upgrade:

To remove: Gift of Paradise, Warbriar Blessing, Wolfwillow Haven

To Add: Necrogenesis,Cindervines, Grave Pact, Grave Betrayal, Attrition

Sorcery Upgrade:

To Remove: Severed Strands, Taste of Death, Victimize

To Add: Unearth, Reanimate, Blood for Bones, Return from ExtinctionTerminate, Dreadbore, Hull Breach, Diabolic Intent

Instant Upgrade:

To Remove: Bake into a Pie, Heartfire, Murder, Return to Nature, Shock

To Add: Artifact Mutation, Putrefy, Guttural Response, Veil of Summer, Abrupt Decay, Assassin's Trophy

Greetings, Brian

Boza on Abzan Midrange in pioneer

6 days ago

I completely forgot the 1 mana planeswalker Deathrite Shaman, this should be a very good card here!

SideBae on Graveyard Shift

6 days ago

Hey man! Welcome to magic. I have a few suggestions... feel free to ignore any/all of them.

  1. Dorks are one mana creatures that tap for mana. A lot of the time people don't like them, because before you play with them you don't realize how absurdly powerful they are; people are wrong. I highly suggest running at least a handful of these guys, like Llanowar Elves, Elves of Deep Shadow, Birds of Paradise, Deathrite Shaman, Fyndhorn Elves, Elvish Mystic... In general, ramping turn one is REALLY strong, since it lets you play a turn ahead of everyone else. Though they aren't one mana, you could also consider some cards like Priest of Titania or (if you're rich) Bloom Tender, which are also pretty strong.

  2. Slate of Ancestry is an interesting card to consider. You're running a lot of creatures, so I think in general using Slate of Ancestry will be card-positive for you. Note also that if you discard a creature card with it, Meren of Clan Nel Toth can just get it back for you.

  3. Plaguecrafter: This guy is messed up, and he gets you an experience counter from sac-ing himself. Also, once you're at 3 exp, you can just keep recurring him.

  4. Abrupt Decay/Assassin's Trophy: Personally, I like Abrupt Decay more since I play in a meta with a lot of counterspells and low-to-the-ground decks, but both are good. Being able to kill any card type is generally pretty powerful.

  5. Casualties of War/Windgrace's Judgment: Like (4), these can kill anything. I am preferential to Windgrace's Judgment because it's an instant, but again, both are powerful cards.

  6. Nature's Claim is a really efficient piece of spot removal for things like Rest in Peace, Grafdigger's Cage or Leyline of the Void. I suggest running it.

  7. If you're in a counter-heavy meta, Veil of Summer is an absurd card.

  8. Finally, running Ancient Tomb is worth considering. It's pricy, but the price is lower these days than it has been in a while; the ramp it offers is really, really good.

Cards I'd consider cutting:

Eldrazi Monument: Your experience may be different from mine, but I feel like this card is probably a win-more type thing in that it's only really good if you're already winning the game. You're probably better off just running card draw by something like Phyrexian Arena or Slate of Ancestry.

A few lands: If you run the dorks mentioned in (1), generally people don't play more than 33 lands.

Butcher of Malakir: The effect is good, but you already have Grave Pact and Dictate of Erebos. I think the third piece of redundancy is probably too much.

Black Sun's Zenith: Like Butcher of Malakir, I think you have plenty of ways to make your opponents lose creatures already. You're probably better off running more universal removal, like Windgrace's Judgment.

Algae Gharial, Flesh Carver, Scavenger Drake: While these aren't bad, you can probably do better. I think overall they don't have enough punch to end up in a final decklist.

Also, since you're a new player, I'd like to point out edhrec.com is an excellent resource I use a lot. You should check it out if you haven't already.

Good luck!

Fe_Gui on RBW Reanimator Twist

1 week ago

I see what you are going for, but can I ask why not use Buried Alive or Entomb? A turn 1 Entomb + Griselbrand + Exhume will finish the game really fast... Also, by "tutoring", you can use less creatures in your deck, and open slots for cards like Duress, Collective Brutality, Sign in Blood, Lotus Petal... Disruption is always good, extra draw will fuel your Zombie Infestation and Lotus/Rituals let you chain cards off a Griselbrand activation by giving extra mana.

Against grave hate, I recommend Pithing Needle, Phyrexian Revoker... cards that shut down Tormod's Crypt, Deathrite Shaman and similar. Against counters, Boseiju, Who Shelters All is really good, also Pyroblast.

For the creature-package, I have a few suggestions... Anger gives everyone haste, Sheoldred, Whispering One is a Reya on steroids, and Sire Of Insanity.

Hope this helps!

GhostChieftain on EDH vs cEDH

2 weeks ago

What about graveyard exile effects a la Deathrite Shaman or Rest in Peace? Those are pretty common in competitive lists. And we play things like Aven Mindcensor and Cursed Totem that affect how our opponents can play. Opus theif lists run as many Wheel of Fortune effects as they can reasonably jam and I would say that is interacting in the way you are speaking about. Even extra turns spells could have a reasonable case made to say that they are interactimg with the table by changing the turn order temporarily. Najeela can interact by making more combat steps and dealing more damage to opponents, even without making them infinite. Kenrith with his ton of abilities can make all sorts of things happen to interact. Brago bounces his own permanents that make it so a creature cant attack or is exiled or any number of degenerate things one can bounce. Oona can mill players straight to exile and get attackers out of doing so. Blood pod decks toolbox out hatebears. There are so many great ways to interact in a competitive environment. Not all are the same, it is just currently being homogenized by the near unstoppable sheer power that is sushi hulk. #banflash

PhyrexianAgent on Pioneer Dredge

4 weeks ago

I would cut the Cut / Ribbons for Driven / Despair as the price is basically the same, and it is way better in this deck. Deathrite Shaman doesn't really fit the theme of the deck, so I would cut it for Gurmag Angler , which is great in the late game with all those lands and Satyr Wayfinder s in your graveyard. Lastly, get rid of all of the basics matter lands and Geier Reach Sanitarium , and replace them with pain lands, since this deck will rarely have 2 basics, and waiting on your Stitcher's Supplier or Grisly Salvage is gonna feel bad.

MonkeySit on Tasigur Control

1 month ago

enpc You could not be more right! I had originally done the land count with the expectation I might play lower cmc, much like M-DitzyDoo has pointed out but then as I made other changes to the deck forgot to alter my land count. I will probably want to increase this to roughly 40 I think? Unfortunately, my play group aren't huge fans of infinite combos (when there are tutors involved), we generally prefer the commander format to be more unpredictable and exciting. As for the elves idea, I actually really like that! That is a super interesting way to bolster ramp whilst having some blocking fodder if necessary and the first really solid deck I ever built when I started playing magic was elves so I know their potential. I might experiment with that in an alternate list.

multimedia - wooah, now that's some depth haha! Thanks heaps, as mentioned above, couldn't agree more about the land count and i'll take those specific recommendations into consideration. Seasons Past was actually in my original list when it was a little bit more graveyard focused but i didn't realise the insane potential when combined with Demonic Tutor !! that is so good! you'll see as i mentioned with infinite combos or infinite mana, it's not really something I'll be aiming for. Happy to go off big, but not infinitely. what i'm more or less looking for is consistency and synergy over power and competitiveness. Nezahal, Primal Tide I have seen as being a very popular creature with tasigur, and i can't deny how good it is either so I think it will definitely find room as is the planeswalkers, specifically ashiok and narset, personally. Jin-Gitaxias, Core Augur i have but avoided for not having too much hate. however, a member of our playgroup has made a commander deck with him at the helm, so when i see how that is responded to, if it's ok, i'll add that for sure and with Reanimate .... my god...ahaha! Deathrite Shaman i didn't expect to be that decent because i don't really imagine being able to pull off the ramp tap much, but as for the other abilities it is amazing, i like it. I will assess what my playgroup does in terms of being able to trigger Runic Armasaur and see if it fits. great card though. and blood artist is ok not to be in the list as we don't have anything quite like that hahah! but thank you though, couldn't agree more. I would really love to hear more about your thoughts on this deck as it progresses.

M-DitzyDoo - I really wanted that sort of mentality originally but have strayed away from it. Now that it has been pointed out to me though, it really would be a good idea. I can see how the lower cmc, the more i can activate tasigur. i also agree with swapping out the specific removal like mentioned. I'll have to be a little bit more budget-oriented with it however so things like Assassin's Trophy and Abrupt Decay probably won't make it. Drown in the Loch though - i love! perfect fit.

Thank you so much to all of you so far for your help, it's been incredible feedback. i'll make some necessary changes and would love to hear what you all have to say :)

Thanks again!!

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