Debtors' Knell

Debtors' Knell

Enchantment

( can be paid with either or .)

At the beginning of your upkeep, put target creature card in a graveyard into play under your control.

Browse Alters View at Gatherer

Trade

Have (0)
Want (3) berk , JazzCrimes , R4V3N21

Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Ravnica Allegiance: Guild Kits (GK2) Rare
Guildpact (GPT) Rare

Combos Browse all

Legality

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

Debtors' Knell occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Debtors' Knell Discussion

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

SirHipHopHippo on Hazed and Confused

2 months ago

I have decided to remove Primordial Hydra from the deck. I have replaced this card with Privileged Position.

The are a few reasons why I removed Primordial Hydra the first being that far too often I would pull it off of the top of my library when activating Golos, Tireless Pilgrim which means I cast him for 0 on "X".

The second reason I removed Primordial Hydra is because it cannot interact with cards like Debtors' Knell and Reya Dawnbringer once again due to the "X" in it's cost.

Lastly, I feel like the deck does not interact with Primordial Hydra as well as other decks that abuse "X" costs do. It felt like I was trying to keep the hydra in the deck to stay on upkeep theme.

Now that I have Privileged Position in the deck, I can now better protect cards like Solitary Confinement, Form of the Dragon, and Paradox Haze which are all very big targets for removal for my opponents.

Tzefick on Angel of Dominion

2 months ago

Debtors' Knell have never been much of a power house. Some of the most direct comparisons would indeed be Sheoldred, Whispering One and Reya Dawnbringer. Reya has long been considered underpowered and too costly at 9 mana for a 4/6 flier who resurrect a creature a turn.

The Debtors' Knell's advantage is the ability to grab creatures from others' graveyards. However we also have Sepulchral Primordial at 7, who grabs a creature from each opponent, and that is not considered very powerful - useful and strong sure, but not directly powerful. You could also consider Tariel, Reckoner of Souls who grabs from opponents' graveyards at random as a tap ability - so you have options to combo with various things that untaps (Reconnaissance comes to mind). Tariel is random and only from opponent's graveyard but he's also considered weak. For Debtors' Knell's advantage to take effect you need an opponent to have strong creatures in the graveyard, whereas it is much easier to simply secure that there are strong creatures in YOUR graveyard. As such, I don't think we should attribute too much strength to the ability to grab from others' graveyards.

If you just want a direct creature version of Debtors' Knell then I suppose a for a 5/6 flier is fine.

Personally I would go for a much stronger version but with a condition on the trigger.

Angel of Dominion variants Show

wbergvall on CMDR Oloro, Ageless Ascetic - 2nd ed.

4 months ago

oh and i also noticed you having 2 enchantment graveyard hate and Debtors' Knell which obv has negative synergy with across board graveyard hate. i would suggest adding a Bojuka Bog instead as it is a non-counterable targeted graveyard exile and maybe add a Animate Dead instead of one of the graveyard hate enchantments. but ofc these changes is only better if your playgroup doesn't have a lot of graveyard shenanigans.

Joe_Ken_ on Mardu Crusade

4 months ago

Skyknight Vanguard is a pretty cheap knight with flying that also produces an additional body on attack although it is a soldier.

Akroma's Memorial is a good artifact to give your entire board a ton of keyword abilities which I think could be swapped out with Debtors' Knell for the deck. Although the card is a little pricy.

Sunforger is a good card with free equips since you can then for off removal from your deck pretty easy and save your board with cards like Boros Charm , Make a Stand , and Eerie Interlude

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.

I would pick up a Smothering Tithe for the deck to help with ramp. As well as the signets for each guild being Boros Signet , Rakdos Signet , and Orzhov Signet

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.

DemonDragonJ on Angel of Dominion

4 months ago

Caerwyn, also, Sheoldred can return only creatures from her controller's graveyard, whereas both Debtors' Knell and this creature can return creatures from any graveyard.

DemonDragonJ on Angel of Dominion

4 months ago

Caerwyn, 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?

Caerwyn on Angel of Dominion

4 months 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.

Load more