Debt to the Deathless
Each opponent loses two times X life. You gain life equal to the life lost this way.
Price & Acquistion Set Price Alerts
|Have (13)||ironax , bakunet , Supremespeed , TheRealPeaches , pskinn01 , brentkc49 , PTsmitty , Esquire_ , MattN7498 , Antiat , Justinaut , DrLitebur , metlguy|
Debt to the Deathless Discussion
5 days ago
6 days ago
Sorry if this question has already been asked, but why are you running Exsanguinate in your wishboard instead of Debt to the Deathless? Your crazy mana base should make the double white requirement easy enough to meet, and it will hit harder as long at you are aiming for more than 4 damage. I just can't see a reason not to make the change.
1 week ago
Hello, saw your post and I'm here to do what I can. I'm 0 help on your group hug deck however, it's not an archetype I've ever played.
Daedalus covered most of the upgrades this thing needs in post#1. You need some better tutors, card draw,and maybe more ramp. He covered the tutors (there's also Diabolic Intent). Card draw would be Necropotence and Twilight Prophet, but not Read the Bones one time use type stuff. Sword of the Animist is the main piece of ramp that comes to mind.
The other thought I'm having is if you go white/black with Ayli, Eternal Pilgrim at the helm it opens up a lot of options, shores up mono blacks weaknesses, and gives you things like Debt to the Deathless. You just stay mostly black and run a lot of swamps/urborg and coffers etc is still very viable. I had an Ayli deck that I'm including a url for... it was more of a Good stuff reanimator with the ramp into exsanguinate etc as a win con. Not my best work, but hopefully it gives you a few ideas if you decide to go that route.
2 weeks ago
1 month ago
Good to see more cleric tribal! I definitely understand the appeal of drain effects as I have toyed with the idea a few times, lots of mana and Debt to the Deathless is a great way to bring an end to a game. One thing I would recommend from my personal experience is to try and not drop below 36 lands, especially as two of them wont produce mana without Urborg, Tomb of Yawgmoth leaving you with only 32 lands that are helpful in an opening hand without the benefit of mana dorks like elf tribal has, leaving you wanting badly for mana. Some life drain synergies you might consider are Test of Endurance and Aetherflux Reservoir, bonus if you use Children of Korlis with it. I would also use Caged Sun over Magus of the Coffers since it does not require the lands to be swamps to net you more mana, also you might try Alhammarret's Archive instead of Boon Reflection since it will also net you more off card draw. I look forward to seeing how you evolve the deck. +1
As a side note it occurs to me that if you reanimate Angel of Glory's Rise with Whip of Erebos and then exile it with Fiend Hunter you get around that annoying permanent exile clause... Might have to see if I can exploit that in my own deck.
1 month ago
1 month ago
chadsansing I totally agree on adding more creatures. Right now I am at 93/100 cards. those last 7 will most certainly be creatures, most of them from the new dominaria set. I have given thought to the likes of Exsanguinate but I don't want to over saturate my deck with a win condition that hinges on big black mana effects while I have very few. As the deck is the solitary Debt to the Deathless is in the list due to both its flavor and to act as a back up win condition not a primary one. Cavern of Souls is a fun card, but its a tad expensive for my blood at them moments. I also do not feel as though it is necessary as is some one really going to pay three mana to counter a two drop creature? Haakon, Stromgald Scourge is a fun card, but he is honestly unplayable in the literal since as the deck has no way to get him into play or into the graveyard :-( . Call the Bloodline looks like an interesting card but the cards I discard will invariably be just better then the creatures it puts into play this plus the fact that the deck doesn't have a solid continuous card draw engine means that Call the Bloodline wont be of much use.
1 month ago
Cards I would recommend adding if you want to support your pillowfort theme.
Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.
Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)
Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.
Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.
Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.
Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.
Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.
Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.
Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.
Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.
X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.
Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.
More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.
As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:
Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.
Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.
Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.
Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.
Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.
Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.
Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.
Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.
Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.
Skullclamp Strong... but not the strong we must have.
Staff of Nin We have our economy covered as long as we are able to sustain monarchy.