|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Tempest Remastered (TPR)||Common|
|Beatdown Box Set (BTD)||Common|
|Promo Set (000)||Common|
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Target player sacrifices a creature.
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Diabolic Edict Discussion
2 hours ago
Hi Antennae I like waht you're doing here, I've been wanting to make a similar goblin deck in mono red, two cards I can suggest might be Mudbutton Torchrunner and Fodder Launch. also Diabolic Edict is not modern legal, maybe try a Geth's Verdict instead?
3 days ago
Alot of cards like Doom Blade,Tragic Slip,Diabolic Edict,Go for the Throat,Tribute to Hunger,Jet Medallion,Dark Ritual,Crypt Ghast,Sangromancer,Ogre Slumlord,Lashwrithe,Oathkeeper, Takeno's Daisho,Nightmare Lash,Grave Betrayal.
2 weeks ago
Crippling Blight seems weak in a deck that isn't highly aggressive.
I also question the inclusion of Doom Blade/Murder. Not only could they be replaced with Seal of Doom, most problems they solve are solved just as easily by Lignify. Since you already have a lot of targeted removal (especially if you run Blightcaster), perhaps it would be better to diversify into your favorite variant of Diabolic Edict, Geth's Verdict, or Tyrant's Choice?
I don't think it's optimal but you could also consider running Despondency as a way to keep those Constellation triggers coming.
Overall seems like a lot of fun!
1 month ago
@ ClockworkSwordfish I fixed the problem, by just replacing the slot with Read the Bones. It makes the deck much more consistent. I tried Rancor, but too often ended up with nothing to enchant; I could add it as a one-off.
1 month ago
I would reduce the amount of Blazing Volleys, and Smash to Smithereenss to add a couple of Duresss to your sideboard. And why not use Geth's Verdict instead of Diabolic Edict? yes it's casting cost is but it makes your opponent lose 1 life.
2 months ago
Where you are able to rush, you say. OK. Currently, just over every 4th card is a zombie (16 zombies)and then there's 2 additional creature cards (still under every 3rd card being a creature). Of these, only 4 cards are playable turn 1, another 4 turn 2, while the rest have to wait for 3 mana. And Diregraf Colossus is a real disappointment if you have no zombies in the graveyard, and play it for all your turn 3 mana. Rushing becomes unlikely (not impossible, but you have to draw a lot of your zombies to make up that killer hand of slow-shambling doom).
On the other hand, you have 22 removal cards. Dark Salvation is pretty weak, due to both a low landcount, and few zombies (it counts all the zombies you have in play already, as well as those it makes). Maybe a way to have as much removal as you currently do, is to have less removal, and draw more cards. How about... Blood Scrivener? And to keep the number of zombies up, replace 2 Grasp of Darkness with Fleshbag Marauder.
One of the most fundamental things about tribal decks is that you have to rely a lot on creatures doing the work, with only minimal support from non-tribal cards (merfolk, slivers, elves, and the occassional humans deck does this, all of them with 25 or more creatures, and much of the support being ways to play creatures faster). And you can get removal that's attached to a zombie, carddraw on a zombie, discard on a zombie, and... well... I think that's it. oh, yeah, you can probably also get tokens on a zombie. This may seem a bit cumbersome (Fleshbag Marauder costs one more mana than Diabolic Edict for example), but you get even more out of the synergy between tribal creatures (the slightly higher costed Fleshbag Marauder gets a buff from Lord of the Accursed, and triggers/feeds Diregraf Colossus, and whatever other zombie-specific interactions you can come up with - Diabolic Edict doesn't do any of this). If you hollow out the number of tribal creatures in your deck in favor of utility, you are less likely to draw anything that synergizes.
- 3 Drown in Sorrow (there are matchups where you want it, but mostly it just wrecks your own side of the table - good in sideboard)
- 1 Dark Salvation (a double x-cost card is not a 4-of in modern, as it is useless on your opening hand)
- 3 Disfigure (no. Not in the age of Fatal Push).
- 1 Grasp of Darkness
- 3 Swamp (so you can reliably play 3 cmc cards on turn 3)
- 2 Blood Scrivener
- 2 Fleshbag Marauder
- 1 Cryptbreaker
2 months ago
Fair enough (excuse my english, but it's not my first language). Love the idea behind this deck, so here are some impressions.
B splash is a must. You'll gain Rite of Consumption and some Chainer's effects (on SB, for those damn Auras). I would take out that lonely Flame Jab (you just run 19 lands), 1x Fling and 2x Searing Blaze (you don't want to remove your opponents creatures that way, at least no the first game). You also can will replace that Needle Drop with some Costly Plunder.
I'll take this to MOL tomorrow and will come back with new comments.
2 months ago
For making mana super efficiently in legacy you don't play tron lands, the best, most efficient way to make a ton of colorless mana is with the Locus cycle of lands, Glimmerpost and Cloudpost make an insane amount of mana of played correctly, also skullclamp is banned in Legacy, cutting your 3 copies will get you closer to the 60 you need. Other cuts I would make are go down the energy chambers and the crack the earth, it doesn't seem great to two for one yourself especially in legacy, I'd play either Diabolic Edict or Chainer's Edict if you want value in sacrificing artifacts you can always point them at yourself