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Enchantment — Aura
Enchanted creature gets +1/+1.
When enchanted creature dies, return that card to its owner's hand.
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Demonic Vigor Discussion
1 month ago
I've phased out the cpoies of Gravedigger for Golgari Findbroker. It's CMC should be too taxing with my mana base being mostly comprised of BG. Findbroker's P/T and ability are improvements on the Digger's which helps me justify this decision.
-Overgrown Tomb is harder to add since I risk throwing off my mana base and it would likely be ousting a few of my basic lands.
I hope these changes work out and I'll be trying out the maybe board potential in the future.
1 month ago
Hey here are some suggestions on what to add and remove (there's 14 cards in all suggested to include, and 14 below to remove).
(Add) Siren Stormtamer, Spore Frog, Night Incarnate, Stitcher's Supplier, Living Death, Dimir Signet, Tatyova, Benthic Druid, Grisly Salvage, Mind Stone, Reclamation Sage, Farhaven Elf, The Mending of Dominaria, Viscera Seer, and Noxious Gearhulk.
Tracker's Instincts, Nevermaker, Millikin, Hesitation, Slum Reaper, Deranged Assistant, Demonic Vigor, Yavimaya Granger, Plague Boiler, Fertilid, Warped Landscape, Aether Spellbomb, Perpetual Timepiece, and Progenitor Mimic.
1 month ago
Hi! I'm personally a huge fan of Muldrotha as a commander; so first of all, nice choice! Here are some cuts and additions I'd recommend:
- Archetype of Endurance. This card is very powerful to be sure, but Muldrotha already needs a lot of mana to function, and you don't have very many ways to cheat it into play.
- Butcher of Malakir. Grave Pact and Dictate of Erebos are more expensive money-wise, but being cheaper on mana and also more resilient makes them much, much better.
- Deranged Assistant. It looks good at first glance, but it's a 2-mana dork, and you're not playing any of the 1-mana dorks anyways. The single-card mill is a very minor upside.
- Millikin. Same as above.
- Nyx Weaver. It can be very good, but it's just too slow. There are much better ways to mill yourself, and a 6-mana Regrowth is way too much mana.
- Progenitor Mimic. A powerful card to be sure, but this isn't the deck for it.
- Slum Reaper. I think this card is only really worth running in decks that badly need the 3rd Fleshbag Marauder. Shriekmaw is almost always going to be better.
- Aether Spellbomb. Looping it can be fun, but bouncing a creature is a terrible waste, and there are better ways to draw cards with artifacts.
- Perpetual Timepiece. This card was good on Game Knights when they were only using Standard cards, but we have better options.
- Plague Boiler. This card is also cool, but once again, we have better choices.
- Demonic Vigor. Fun with Muldrotha, but there is usually so much exile-based removal in Commander that this card isn't as good as you think.
- Hesitation. Sweet include, but looks a little too cute. Very easy to play around, and also counters your spells.
- Skeletal Grimace. Same as Demonic Vigor.
- Thrull Retainer. Same.
- Grave Pact / Dictate of Erebos
- Living Death
- Dimir Signet
- Siren Stormtamer
- Farhaven Elf
- Wood Elves
- Evolutionary Leap
- Altar of Dementia
- Ashnod's Altar
- Pelakka Wurm
- Kiora, the Crashing Wave
- Viscera Seer
- Carrion Feeder
- Glen Elendra Archmage (pricey, but very powerful)
- Nihil Spellbomb (secretly fantastic here)
- Sultai Charm
- Phyrexian Arena
Hope this helps! Feel free to leave a comment on my profile if you'd like further suggestions for this or any other deck! Good luck!
2 months ago
Personally, I'd run Zombie Infestation as extra one with nothing copies. If its worth discarding your hand, its worth running infestation.
Dropping the CMC will do a hell of a lot. Gonti's Machinations in particular is efficient damage that can sit on the field, and Sinister Concoction is also cute, which combined with Seal of Fire points to an 'enchantments matter' list.
I envisage it looking something like this- One Challenge.
Mono black deckbuilder's toolbox is my big list of cards which I tend to brew from. feel free to take a look, see if it sparks anything.
2 months ago
This deck feels like it has a slight identity crisis. If you really, really want to build aggro-control, take a step back and ask "what creatures provide removal and draw without too high of a CMC?". In aggro-control, with the exception of moments where you need cost-effective answers, you want your creatures having built-in removal, and relying on those. Keep throwing them out there, and watch your opponent be pushed further and further on the back foot. Aggro-control isn't going to do damage as fast as other aggro decks, because it sacrifices the higher damage from creatures for removal effects to be able to steadily attack an opponent and not burn out.
Example: Hostage Taker will get you a 2/3 body to swing with, remove an opponent's artifact or creature (which you can follow up with casting for yourself), and costs 4 mana, usually at the top of the curve that you want in an aggro-control deck. Fell Specter and Ravenous Chupacabra are both good examples that you already have included, and should have more of. Probably drop Vampire Sovereign for one of those.
Drop Consulate Skygate. I'd recommend replacing it with Gifted Aetherborn if you already have it for the Deathtouch and Lifelink on a 2/3 body for , but if you feel its too close to rotation, I understand. Next recommendation would be a creature at CMC or less with deathtouch, because that will be a deterrent and can trade with an opponent's creature if you want it to. Blessing of Belzenlok is also nice, but you only have two legendary creatures, and I'm almost thinking you'll get more value out of Demonic Vigor. Why? You'll get to use the removal/disruption effects of your creatures again. Same case for Doomed Dissenter, there are probably better 2-drop creatures you can use.
So look at creatures in the format that generate card advantage, whether its by forcing discard, removing a creature, drawing you a card, etc., and get those in the deck. After that, look at the creatures you've assembled and ask where their discard/removal/draw abilities fall short, and use instants and sorceries to fill in the gaps.
Sincerely, an Aggro-Control fanatic.
(Watch out for cards like Vine Mare, I hear green stompy is a popular budget deck these days.)
2 months ago
Welcome to Tapped Out!
You could adjust your mana production, you have more than you need on and need more unless the deck gets more black spells. I'd run four of Authority of the Consuls, Edge of the Divinity and Novice Knight. Not sure about keeping Demonic Vigor since you can't reuse the Aura.
- You may not have a need for Arvad the Cursed considering he's has a cmc of 5, but if you get a few more legendaries it might be worth it.
- Haakon is interesting since you can graveyard cast knights with him on the battlefield. You can use him as a discard card.
- Bloodcrazed Paladin is good when a creature wipe happens and gives it a number of +1/+1 counters, even on the opponents turn.
- Student of Warfare is a great early card that can be leveled up with on your turn.
- Since you have a large number of permanents, Nykthos, Shrine to Nyx could be useful on having large amounts of mana to cast multiple spells or quickly leveling up the Student of Warfare.
2 months ago
I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards
Commander - Oloro, Ageless Ascetic
3 months ago
5finga Going into red is certainly an option, I might decide to do so after running it mono-black for awhile. The problem is, red only gives us one worthwhile infect creature, Razor Swine, some nice sideboard cards, and Temur Battle Rage, which while still good, isn't as good in this version of infect, which has a lot fewer pump spells.
I don't think Demonic Vigor is what we want. You don't want to play it against a controlling, removal-heavy deck, because more often than not, your opponent can just remove your creature in response to you casting it and two-for-one you. And against opposing aggro decks, you'd almost always be better off with a pump spell or some removal of your own, since your goal is to out-race your opponent.