|Commander / EDH||Legal|
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|Tenth Edition (10E)||Rare|
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Creature — Human Cleric Mercenary
(Black), Tap, Sacrifice Doomed Necromancer: Return target creature card from your graveyard to the battlefield.
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Doomed Necromancer Discussion
1 month ago
oddly enough, if memory serves, rebels were the issue for that block for one simple reason - they tutored UP in mana cost - Ramosian Sergeant costs 1, and tutors for a 2 drop for 3 mana. the mercenaries, on the other hand, worked in the opposite direction - they pulled out a card of lower converted mana cost, but at the regular cost of the card (see Cateran Persuader for an example).
while the rebels dominated the block, the mercs were underwhelming, to say the least. without a leader, they were largely curb-stomped into oblivion. heck, mercs have actually been printed OUT OF MASKS BLOCK because of this. arguably the best mercenary came out in onslaught as Doomed Necromancer, and wasn't even a merc at the time.
that said, because of the tutor mechanics putting them directly into play (as opposed to hand, top of deck, graveyard, or anywhere else, really), I doubt we will ever see any compeditive cards with either creature type, but you never know. of the two, I have my money on the mercs.
2 months ago
I have yet another completely different way to build this deck. This is my sixth time typing this comment, because my damn internet keeps cutting out. I'm starting to get very irritated. That being said, I'm gonna try and be brief about this.
It's gravestorm. Get as many deathtriggers as you can in one turn.
You could also run a few infinite combos if you want:
There's a deck that does exactly what I'm talking about, and it does it very well. It's cEDH, and you're probably not looking for that, but it is a good way to see what I mean if you don't already. Garna The Broflame
I hope I've adequately served my Queen!
2 months ago
I'm not surprised you would have trouble with Zendikar Resurgent, enchantments are the #1 problem permanent for this color combination. Your premium removal will be Chaos Warp, with other sweeper effects like Nevinyrral's Disk or Oblivion Stone being necessary. Other staple sweepers include All Is Dust and Ugin, the Spirit Dragon, but these are not budget-friendly.
As for madness cards, I used to try to lean into them, but I found them all to underperform. This led me to go towards a reanimator-style approach, using Olivia's trigger to easily ditch a fatty into the graveyard. This strategy is further supplemented by her ability to give haste. The deck's nut draw is to go Olivia, pass turn, next turn cast Doomed Necromancer, pitch a fatty to Olivia's trigger, sacrifice the hasty necromancer, reanimate said fatty, and optionally give it haste and attack. Personal favorite reanimation targets are Sire Of Insanity if opponents are tapped out and unlikely to kill it, Void Winnower for those pesky interactive opponents, Massacre Wurm for those darn token strategies, Dragon Mage if your hand needs a reload, Rune-Scarred Demon or Sidisi, Undead Vizier if I have part of the Dark Depths combo in hand....there's just so much you can do with a reanimation package. The best part is, even if you do want to continue with a vampire tribal theme, Olivia makes your creatures vampires, so you can build your own vampires! You can even run Olivia Voldaren for further synergy. My favorite thing about the new printing of Olivia is that there are so many different directions in which to build the deck.
As I mentioned, here is my list. Many of the interactive elements (i.e. removal) are useful no matter what style of deck you run, but the reanimation packages and Dark Depths engines are specific to the build. Hope this helps!
2 months ago
Hi roastchicken !
My own iteration of Balthor is indeed more controllish. My meta evolved with lots of grave-hate, and I had to adapt with less graveyard-dependency. But I have a low creature count and sometimes nothing to reanimate.
Nether Traitor is my slowest "sacrifice fodder", among Reassembling Skeleton, Ophiomancer, Bloodghast and Bitterblossom. Their purpose is to feed Skullclamp for extra draws, Sword of the Animist suicide attacks and extra land triggers, Gate to Phyrexia's cleansing, Helm of Possession's stealing, and some tutoring effects with Diabolic Intent and Razaketh. I was going to remove it but I didn't think about the infinite mana combo with Pawn of Ulamog and I will probably change my list accordingly to add this one. But it produces only colorless mana.
I'm hesitating to play creature-based reanimation with Apprentice Necromancer and Doomed Necromancer. I've always considered them too slow due to the summoning sickness. On the other side, Reanimate is really strong because it can find a piece of meat from any graveyard. Necromancy also and is there instead of Animate Dead because of the "instant speed" option.
I will replace Grim Monolith with the Basalt one. I forgot about this infinite combo. Good catch!
3 months ago
Looks like we have really similar balthor decks, i've just updated the description with more info on the strategy I'm going for if you wanted to have a look? - link here: Gimli, Son of Gloin
4 months ago
Something else to mention, but if a big part of this particular build relies on Necrotic Ooze being on the battlefield, including cards like Animate Dead or Doomed Necromancer and the like to get the Ooze back in the likely event it's killed might not be a bad idea.
5 months ago
Initial thoughts: Your curve is very 3 mana heavy, this is good and bad, means you can flood early, but leads to some dead draws late, assuming good draws, this will be fine.
For the amount of life you gain, Rhox Faithmender may be good in this deck. Big emphasis on may though.
For the amount of recursion you have, you need more sacrifice outlets. Diamond Valley Miren, the Moaning Well Phyrexian Tower Innocent Blood Vampiric Rites maybe even Carnage Altar Diabolic IntentDisciple of Griselbrand Hidden Stockpile Skirsdag Flayer Ashnod's Altar Attrition Bontu the Glorified
Oh, you sorta require Grave Pact I know it has a HUGE black requirement, but it's very much required in this sort of deck.
Some cards I'd consider cutting:
Arashin Cleric not good enough.
Greed you already have Erebos, God of the Dead you may as well replace with something better like Yawgmoth's Bargain Arguel's Blood Fast Flip that being said, you need more card draw. So maybe grab Necropotence or some of the other draw cards I've recommended here.
Some misc cards/tings (boom) you may want to consider:
Enchantment tribal? Constellation is a fun mechanic.
5 months ago
Hi Se7enfoot... Thanks for your comment on my B/W Clerics deck.
I have several suggestions for your deck, but before I present to you let me first address your comment.
Although your deck is B/W like the one you commented on, they meant to be different. Yours is a hybrid between life-gain deck and an aggro deck. Mine is meant to be exclusively aggro.
I have a hybrid life-gain aggro cleric deck, white the Daru Spiritualist and Shuko combo, but it is mono-white - have a look : http://tappedout.net/mtg-decks/protection-clerics/?cb=1532856807.
Now, about my suggestions:
I noticed that you only have four one-mana creatures, coincidentally the Dark Supplicant only. That means that you'll never be able to have Scion of Darkness in the second turn. I would advise to add four one-mana clerics, like Mother of Runes or Soul Warden.
I don't see the use of Mikaeus, the Lunarch in a sacrificial deck. Instead, the sacrifices would acvtivate the morbid ability of Skirsdag High Priest. I would advise them instead. Plus, they are cheaper. In a way...
The Doomed Necromancer is nice, especially if you want to bring back again a Dark Supplicant and invoke another Scion of Darkness. But if you only have a Scion of Darkness, it is of no use. Put two Scion of Darkness, and one less Doomed Necromancer. Notice that the cost of the Scion of Darkness cycling ability is the same as Doomed Necromancer... so if you ever do not need the Scion in hand, just cycle it...
21 lands are not enough lands. I accept minimum 23 lands in a deck, but 24 seems the most adequate. Now, you have 21 lands, where one of them (Urborg, Tomb of Yawgmoth) gives no mana whatsoever. So, effectively, you have 20 lands. I would replace Urborg with two more useful lands.