( can be paid with either or .)
At the beginning of your upkeep, put target creature card in a graveyard into play under your control.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
|Mystery Booster: Convention Edition (MYSCON)||Rare|
|Ravnica Allegiance: Guild Kits (GK2)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Debtors' Knell occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Debtors' Knell Discussion
1 day ago
Skyknight Vanguard is a pretty cheap knight with flying that also produces an additional body on attack although it is a soldier.
I’ve always like Fleetfeather Sandals since they give flying and hast to a creature.
Moonsilver Spear will make you some angel tokens that can be good flyers for the board.
A fun card I also always had in mind when I was working on a similar deck was Bludgeon Brawl since it will turn all of your mana rocks into equipment that will help your creatures hit hard.
5 days ago
, also, Sheoldred can return only creatures from her controller's graveyard, whereas both Debtors' Knell and this creature can return creatures from any graveyard.
5 days ago
, if I reduce this creature to have a converted mana cost of 7, I feel that it should have a heavier color weight (such as ), so that it is not strictly better than Debtors' Knell; do you agree with that?
5 days ago
The best point of comparison would probably be Sheoldred, Whispering One. I'd say Sheoldred is the better card--Flying is arguably better than Swampwalk (but not by too much, considering how easy it is to make lands Swamps), but the sacrifice effect easily makes Sheoldred the superior option.
You could probably reduce the cost of this to . Yes, it means you get a body on Debtors' Knell for the same cost, but that's not always better--bodies are easier to remove. That would put this angel at the same CMC as Sheoldred, albeit with slightly different mana requirements (at seven mana, meeting those requirements is easier anyway).
Now, the one thing where this excels over Sheoldred is the ability to run multiples of it. Buried Alive fetching three of these, followed by Reanimate on one would be a pretty strong value engine as the turns progress. That's a scary prospect, but it isn't any more degenerate than any of the other horrific things you can do with reanimation.
5 days ago
Debtors' Knell is a great card, but it does nothing on the turn that it enters the battlefield, unless a player can give it flash, and is useless unless there are creature cards in graveyards (although, by the time that a player can afford to spend seven mana on a spell, it is more likely than not that there shall be at least one creature card in a graveyard).
Therefore, I have decided to make a creature version of it, so that it is not useless without there being creatures in graveyards, and here is the result of my work:
Angel of Dominion Show
Creature - angel
At the beginning of your upkeep, return target creature card from a graveyard to the battlefield under your control.
The line between life and death is perilously thin, and she can send beings across it in either direction.
For only 1 more mana over Debtors' Knell, the player gets a 6/6 creature with flying, which may even help to put creature cards into graveyards. I was contemplating giving her lifelink, but that would have made her too similar to, and almost entirely better than, divinity of pride. I also was considering making her mana cost be , but very few cards in the game have a mana cost that strict, outside of the demigod cycle from Shadowmoor and Eventide, so I decided to not do so, with her, either. By the time that a player can afford to spend 8 mana, I think that it is very safe to presume that there shall be at least one creature card in a graveyard, so this creature should almost never be useless.
What does everyone else say about this card? Do you like it?
1 month ago
2 months ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.