|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Uncommon|
|Masters Edition IV (ME4)||Rare|
|Duel Decks: Divine vs. Demonic (DDC)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
|Promo Set (000)||Uncommon|
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Demonic Tutor Discussion
32 minutes ago
9 hours ago
Sure. The Scarab God is definitely viable in 1v1. To make the deck more competitive, you will need more ramp and interaction. Ramp cards like Mana Crypt and Grim Monolith would help you get going faster, which is imperative when playing competitively. Also more tutors like Demonic Tutor and Vampiric Tutor would help. In terms of interaction, counterspells would go a long way in 1v1. You would need to focus more on blue, instead of black, as I have done. The nice thing about The Scarab God is that you don't necessarily have to attack to win. Because of this, I would add more control and take out some of the jank zombies that are not as good. Another line would bee focusing on The Scarab God's activated ability by using mill cards so you can cheat out creatures from the graveyards. I have seen this strategy be quite successful. Thanks for the comment!
on Oloro Stuff
3 days ago
- Chalice of Life Flip: Isn't the worst card in Oloro, but isn't all that reliable either.
- Darksteel Plate: I've seen you play this card a bunch of times, and most of the time it just sits there, all menacingly. Problem is - your deck doesn't plan to use creatures often, so the plate also won't be used either.
- Dreamstone Hedron: Ramp is great, but expensive ones that produce colorless mana can be iffy since they're often easy targets right after you play them. Gilded Lotus can at least let you cast counterspells after you tap all your lands to play it.
- Orzhov Keyrune: This one is just personal preference from me. I don't like 3 mana artifact ramp most of the time. (Chromatic Lantern and Darksteel Ingot are much better) It's up to you if you wanna take it out or not.
- Sun Droplet: This card is very slow and you could easily replace it with something better.
- Subversion: It may seem like a decent drain effect, but it's not that great since it's 5 mana and makes you wait til your next upkeep before it does anything.
- Thought Reflection: Decent card, but 7 mana is pretty costly. Up to you if you wanna keep it.
- Celestial Force: It's nice to instantly gain life each upkeep, but 8 mana for basically just a vanilla creature otherwise isn't really good.
- Pontiff of Blight: Extort is nice for your deck, but your deck doesn't have many creatures to take advantage of the pontiff. Up to you if you wanna keep this guy if you wanna add more creatures.
- Skirge Familiar: I think this card would be a lot better if your deck was more combo focused.
- Azorius Chancery: These types of lands will flat out screw you over if they get destroyed or Blood Mooned.
Cards you definitely should add (won't cost you a whole lot):
- Crested Sunmare: Easily synergizes with Oloro and provides very solid creatures for defensive/offensive plays.
- Aetherflux Reservoir: The win condition you've been looking for. It's a pretty funny card honestly, but works very well with Oloro once you get him going.
- Alhammarret's Archive: Simply synergizes well with Oloro.
- Felidar Sovereign: Not sure how the others would feel about alternative win conditions, but if everyone' okay with it, this guy can most likely win you some games.
- Karlov of the Ghost Council: An awesome card. Can help control the board or becomes a big body to swing with.
- Delay, Counterspell, Swan Song, Negate: Good, cheap counterspells you should at least be running.
- Sphinx's Revelation: Put that ramping to good use.
- Anguished Unmaking, Cyclonic Rift: Must-have control instants.
- Supreme Verdict, Merciless Eviction, Fumigate: Excellent board wipes to go with Oloro.
- Clever Impersonator: This guy's incredibly flexible and can be useful in just about any situation.
- Mana Confluence: Almost exactly another copy of City of Brass.
- Temple of Enlightenment, Temple of Silence, Temple of Deceit: These will make your mana base a tad bit more consistent while helping you a bit with your next draw as well.
- Diabolic Tutor/Dark Petition/more tutors: Your deck would be more consistent if it had more tutors.
- Brainstorm: Generally a good blue card to manipulate your deck/hand a bit at an instant.
Suggestions (Some are costly, but very worth it for Oloro):
- Grave Titan: Just a powerhouse in general. Just like Crested Sunmare, Grave Titan will give you excellent battlefield presence.
- Whip of Erebos: If you do add more creatures like Grave Titan, this card can be very good for your life gain strategy.
- Sun Titan: One of my favorites. Can grab back some useful stuff, even land.
- Soul Warden, Soul's Attendant, Suture Priest, Auriok Champion: The soul sisters. You shouldn't include all of them at once though. Just keep them in mind since they're good against creature-heavy decks.
- Consecrated Sphinx: Costly, but worth.
- Kambal, Consul of Allocation: Punishes spell-slinging decks, and generally nice if he sticks around.
- Ayli, Eternal Pilgrim: She can be good if you can keep your life total high enough.
- Sanguine Sacrament: Pretty nice for the deck's game plan at instant speed.
- Demonic Tutor: Arguably the best tutor you can find, but the price tag will probably turn you away. But... Greatness, at any cost.. Right?
- Enlightened Tutor, Mystical Tutor, Vampiric Tutor: Excellent tutors, but expensive (although Mystical Tutor is only around $5; not a whole lot compared to Vampiric Tutor).- Austere Command: Another one of my favorites. Very flexible, and doesn't cost a whole lot either.
- Torment of Hailfire: This card will probably make everyone hate you, but it's a fantastic card nonetheless.
- Leyline of Anticipation: One of the best blue enchantments in my opinion. Allows you to intimidate everyone just by playing a land on your turn.
- Crawlspace: Good against creature-heavy decks.
- Talisman of Dominance, Talisman of Progress, Fellwar Stone: Some decent and cheap mana rocks if you want more ramp.
- Decree of Pain: A good tempo swing in your favor if there are a ton of creatures in play. Kinda costly to play though.
- Hallowed Fountain, Godless Shrine, Watery Grave: Shock lands. Excellent at increasing consistency with mana bases. They're even better with the Fetch lands. All of these lands are very costly though.
- Flooded Plains, Marsh Flats, Polluted Delta: Example Fetch lands you could use.
- Ponder, Preordain: Cheap cantrips for a little more consistency.
- Maze of Ith, Kor Haven: Decent control lands.
- Urborg, Tomb of Yawgmoth, Cabal Coffers: Generates a ton of mana if you get them together.
- Expedition Map: Can help getting the above lands or any land you need.
- Crypt Ghast: Synergizes very well with Urborg, Tomb of Yawgmoth, but is overall decent for your deck.
That's all I can think of for now. I can post more for you if I think of anything else.
3 days ago
FaiberJC thanks for your interest in the deck. I don't know a lot about 1 vs 1 but I think the deck my be too slow. to speed the deck up I would reduce the average CMC of the deck and throw in mana rocks like Sol Ring and Mana Crypt (they are banned in my playgroup. only reason they are not on this list). I would also run more tutors like Vampiric Tutor and Demonic Tutor in order to grab Training Grounds. Training Grounds really helps the deck run smoothly. Have you seen Jolt's Scarab God deck on YouTube? He plays 1 vs. 1 so you may wanna check it out.
Hope this helps!
5 days ago
6 days ago
Happy to help you out AinsleyTheGod, so here are some ideas for you:
Both of the previous commenters have some good ideas, but before you start grabbing upgrades suggested, you probably want to answer the question of how competitive you are looking to be? If you're wanting a fun home-brew in a casual meta, then there really aren't any wrong answers. Playing cards that you find fun and entertaining is all good in that case, so adjust the deck to your personal preference/flavor. On the other hand, if you are specifically looking to become more competitive against all comers, then job number one needs to be to reduce your CMC curve significantly while increasing your turn speed to get Sheoldred into play ASAP.
Considering your commander's strengths are forced sacrifice and reanimation, your best bet is to build primarily around that synergy. To that end, there are a ton of creatures lower on the mana curve that will provide an upgrade in synergy as well. I would suggest the following that you don't currently have included in your deck: Viscera Seer, Zulaport Cutthroat, Fleshbag Marauder, Merciless Executioner, Stinkweed Imp, Ophiomancer, Kalitas, Traitor of Ghet, Su-Chi, Phyrexian Delver, Sidisi, Undead Vizier, Mikaeus, the Unhallowed, Rune-Scarred Demon and Razaketh, the Foulblooded. Each has their own way in which they improve the overall synergy, with the higher CMC options providing significant benefits or board presence, which will almost always require your opponents to deal with them immediately, clearing an easier path for your commander as well.
In addition to creatures, you'll want to increase the number of cards that will fill your graveyard with select creatures, as well as increase the number of ways to reanimate them, and even sacrifice them, typically for your benefit, but also to your opponent's detriment. The following would be my initial suggestions based on those criteria: Entomb, Innocent Blood, Reanimate, Animate Dead, Exhume, Vampiric Rites, Buried Alive, Necromancy, Ashnod's Altar, Grave Pact and Dictate of Erebos. There are numerous other options to fill these criteria as well, but sticking with the lowest CMC options, these are among the best.
Also, black has great options for ramp, tutors and card draw, so accelerating the deck and finding what you need shouldn't be an issue. Among the best low CMC options for these purposes include: Dark Ritual, Bubbling Muck, Vampiric Tutor, Sensei's Divining Top, Expedition Map, Demonic Tutor, Cabal Ritual, Sign in Blood, Night's Whisper, Beseech the Queen, Phyrexian Arena, Necropotence and Diabolic Tutor.
Hopefully you find these suggestions helpful - obviously some of these options aren't necessarily budget friendly, but as you accumulate more of them, focusing on the most affordable first if necessary, the end result will be a significant improvement in consistency and performance from your deck. Best of luck with your deck brewing, and have fun with it.
1 week ago
1 week ago
// Mishra EDH
// 52 Maindeck// 9 Artifact
// 11 Creature
// 6 Enchantment
// 5 Instant
// 1 Land
// 6 Planeswalker
// 14 Sorcery
// 2 Sideboard// 1 Artifact
// 1 Creature
SB: Tavern Swindler
So I am attempting to build a coin flip edh deck and would love some help. I chose Mishra because I am Possibility Storm's #! fan. I also like the colors R/B/U for this theme. Black can help get my pieces in hand. Anyways the win con idea here had to be original becuase Im a Jimmy player, and casual so no infinite's or anything we have all seen before a million times. The win con so far is Mirror Gallery+Krark's Thumb+Phyrexian Metamorph/Clever Impersonator/etc+Game of Chaos. With Mirror Gallery out I can get two Krark's Thumbs from anything similar to Phyrexian Metamorph. This way when I play Game of Chaos I can flip 4 coins and basically ignore three and choose one each time. This makes my chances 15/16 times I win the flip. Doing the math, Game of Chaos can kill anyone by 6-7 winning flips. As you can see this deck is screwy but that's the point. It's a coin flip deck, and that means there has to be a sense of risk and reward. I welcome all ideas and criticism, so I urge you to just drop down any idea that comes to your mind.
Upon further tinkering I have added more ways to get multiple Krark's Thumbs by using Daretti, Ingenious Iconoclast and/or Saheeli Rai. They can produce more than 2 thumbs possibly and Krark's Thumb is exponential basically with each duplicate. With 2 thumbs when I flip I coin, instead flip four and choose one. So if I have 3 or 4 or (god so help me 5) thumbs what are my odds now and how can this affect my deck? Well I'll show you a couple things in a bit.
Krark's Thumb(s) Growth Data
Thumbs and possible outcomes
0: H v T
1: HT v HH v TH v TT
2: HHHH v HHHT v HHTH v HHTT v HTTT v HTHH v HTHT v HTTH v TTTT v TTTH v TTHH v THHH v THHT v THTH v TTHT v THTT
3: 8 flips and it makes 256 outcomes trust me for now...
BY NOW I hope you see how Krark's unholy thumb is exponential and so a simple way to think about the thumb and how many flips I get is 2 to the power 0 plus X which is equal to the number of thumbs so:
F=2*(0+X) (note: tappedout wont show the normal smybol used for exponent placement so I replaced it with an asterisk please dont get confused and call me dumb)
So if I have no thumbs I only get one flip and if I have 6 thumbs I get 64 flipping flips! Also the number of possibilities is the number of previous possibilities squared. In the example above it shows:
0 thumbs = 1 flips = 2 probabilities
1 thumbs = 2 flips = 4 probabilities
2 thumbs = 4 flips = 16 probabilities
3 thumbs = 8 flips = 256 probabilities
4 thumbs = 16 flips = 65536 probabilities
5 thumbs = 32 flips = 4294967296 probabilities
Having all these thumbs can be used to do possibly the most damage from a nonX spell with Game of Chaos(up to um millions, billions, possibly trillions? I'll do the math in a bit) or with Impulsive Maneuvers no one can damage you and they deal double to each other or you deal double damage to them.
So Game of Chaos doesn't end until a player chooses to end it and not flip again doubling the stakes. This means that the target player and I can have negative life totals and keep on doubling the stakes giving me a possible chance to have an insane amount of life.
UPDATE 2/9/18 - Updated list and would really like suggestions to make the deck's strategy viable. Please overview the list of possible cards and give input into what you think might be optimal or honestly whatever comes to your mind just say it!