Doomed Dissenter

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Battlebond (BBD) Common
Amonkhet (AKH) Common

Combos Browse all

Tokens

Doomed Dissenter

Creature — Human

When Doomed Dissenter dies, create a 2/2 black Zombie creature token.

Price & Acquistion Set Price Alerts

M19

BBD

AKH

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Doomed Dissenter Discussion

hullos on Death with Benefits

1 week ago

I feel like you could use any one of if not all of Doomed Traveler, Doomed Dissenter, Hunted Witness. Or you could also use Teysa, Orzhov Scion maybe even a Phyrexian Altar, it is a bit expensive though.

graybones on Torgaar Thud (RB Sacrifice)

1 week ago

Lieutenantpichu while I have tried cards like Reassembling Skeleton I don't like how we don't gain value from either it dying or entering the battlefield. A good 2-drop to try is Doomed Dissenter which I was playing for a while, but it is also not aggressive enough for my liking. With Goblin Instigator, Legion Warboss and Rite of Belzenlok we never have a shortage of dummies to sacrifice.

Ragamander on Blue/Black

2 weeks ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

hydrothermia on Zombie Board Control

2 weeks ago

If you're going to go Zombies, you need more zombies. This style of play is better suited for Aggro/Midrange play, not Control. Doomed Dissenter can net you two tokens with Open the Graves. Tattered Mummy, Graveyard Marshal, Midnight Reaper and Josu Vess, Lich Knight to name a few other zombie in Standard. Whisper, Blood Liturgist is fine to keep in for his reanimation ability. Severed Strands give you lifegain, but it's minimal at best. I'd go with Vicious Offering since it can handle indestructible creatures. Fungal Infection is a card that I started using and it has been very useful for me. Duress is a better option than Dark Inquiry, is has a much lower CMC and can take care of board wipe cards or counterspells. I'd also looking into a Detection Tower for hexproof creatures so you can target them.

hydrothermia on Golgari

3 weeks ago

Llanowar Elves | Ochran Assassin | Underrealm Lich | Izoni, Thousand-Eyed | Ravenous Chupacabra

Liliana, the Necromancer might be better here than Vraska, Regal Gorgon. Necrotic Wound isn't as consistent as I'd like it to be, I've run them before, even with 24 creatures it wasn't enough. Fungal Infection or Vicious Offering are solid alternatives. Doomed Dissenter may be good here, once it dies you get a Zombie token and have a creature card in your graveyard for Undergrowth.

FSims81 on Revival of the Fittest

3 weeks ago

If you're not sold on Doomed Dissenter you could swap it out for a couple Phylactery Lich paired with some Desecrated Tomb You have a fair amount of return from the graveyard so you end up with an indestructible beater and it's safety net creates bodies for every graveyard return. Granted it doesn't immediately help the early game, but it is an option

David_H18 on Orzhov Phyrexian Altar Combo

4 weeks ago

That's exactly right. However, right now your deck is labeled Standard on the website. You can fix this by clicking edit, then changing the format. If you are looking for removal, then in black you can go with Dismember, which you can reliably cast for 1 cmc. At two cmc, I am a big fan of playing a mix of Go for the Throat and Victim of Night (although with your split you may find Victim tough to cast on turn two). White gives you access to some of the best removal in modern with Path to Exile. May I also recommend Spawning Pit. It gives you a chance to go infinite combo with Darkest Hour, Blood Artist, Tesya and any other black creature the moment it goes down. Killing Wave could also be fun. As far as card draw goes Phyrexian Arena, Necropotence, and Dark Confidant are all options (the confidant would also give you a black creature to sacrifice, and would probably do much better for you than Doomed Dissenter). Unfortunately these all add to your price tag as well. Either way, this looks like a fun deck when it goes off! You'll have to let me know how it ends up playing.

captainamerica on Aristocrats

1 month ago

Rather than Stitcher's Supplier and a whole bunch of Rally the Ancestors why not play Perilous Myr, Deathgreeter, Festering Mummy, Tenacious Dead, Doomed Dissenter, Relentless Dead, Gravecrawler, Bloodghast, or Dread Wanderer. These all allow for more of an "aristocrats strategy" rather than a reanimator-esque strategy. Repeatable affects or payoffs for sacrificing creatures is what you want in aristocrats. Stitcher's Supplier is better in decks like bridgevine or Dredge

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