Dread of Night

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dread of Night

Enchantment

White creatures get -1/-1.

SideBae on Rise of the Underworld

4 years ago

As with most Rakdos decks, I advise a reanimating package with Sire Of Insanity as the target. Animate Dead , Reanimate and Necromancy are all rather good when paired with Entomb or Buried Alive . In Rakdos, you’re generally the king of top decks. So embracing it with Sire is typically a good play.

One mistake I find in a lot of EDH decks is the prevalence of one-for-one removal. Cards like Demolish , Roast and Necrotic Wound are alright if you’ve only got one opponent, but in EDH you’re already facing 2x-3x as many cards as you have in your 2-3 opponents. This is why I suggest more efficient spells, like the Ritual of Soot I see you’re already running. Fire Covenant , Ashes to Ashes , By Force , Toxic Deluge / Damnation / Blasphemous Act and Syphon Mind are all good ways to regain card advantage when you’re facing down multiple opponents.

Another thing I suggest is that you run more mana rocks. In any non-green deck, artifact mana is the main form of ramp available. I’ve noticed there’s a tremendous difference between 2- and 3-mana ramp; cards like Mana Geode and Rakdos Locket are generally worse than Rakdos Signet and Talisman of Indulgence . Mind Stone , Coldsteel Heart , Fire Diamond , Charcoal Diamond and Thought Vessel are also options. Treasure Nabber is a good way to disrupt opposing mana.

Hand-in-hand with what I’ve been talking about is card draw: You need cards to cast with your mana, as well as powerful spells in the first place. Phyrexian Arena is an excellent source of card advantage in black, as are Night's Whisper and Harvester of Souls . Faithless Looting , Magmatic Insight and Cathartic Reunion are ways to filter your cards from red, as well as ways to get creatures you want to reanimate into your graveyard from your hand.

Fighting counter magic is something red does very well. I advise cards like McToters suggested: Price of Glory is one of my favorite cards to run in red. If you want to go deeper on disruption, his suggested Stranglehold is good, as well as Blood Moon , Ruination and Magus of the Moon (though you’d have to craft you land base to accommodate these last three). If your meta is blue-heavy, Boil is good; white-heavy means Flashfires and Dread of Night may be helpful. I don’t know your meta though, and that’s what will dictate if the color-hate cards will be good. If your meta is filled with pesky dorks, Blast Zone is a good consideration.

Harsh Mentor is a card I like landing early, as is Scab-Clan Berserker . Because your curve is relatively high, Pyrostatic Pillar and Eidolon of the Great Revel might be helpful as additional repeating burn effects. If their life-loss becomes too great, a Whip of Erebos can help you survive.

At least consider Necropotence if you decide to run life-gain. It’s typically only found in combo-decks, but in my experience it’s a powerhouse across the board. Getting a card for one life is typically a good deal.

Alright. That’s all for now. Good luck building your deck!

Caerwyn on 4 color control

4 years ago

The biggest problem your deck has is the fact that it is four colours. It's really, really hard to effectively run a four colour deck, and there is generally no reason to do so. Even as four-colour decks go, this one is particularly problematic. Counterspell , for example, is a fantastic card, but does not work with your mana--there's going to be plenty of times you want to Counterspell , but don't have .

Personally, I would recommend cutting down to three colours. However, this is your deck, and I'm going to give you suggestions based on the assumption you want to stick with four colours.


Non-utility lands that enter tapped have no place outside of the most casual of games, and, even then, will cause you to lose matches. Cut every land you have that enters tapped. Instead of the tri lands, consider cards like City of Brass and Mana Confluence --a little bit of life is well worth having faster mana.


On your Deck Help thread, you asked about Find / Finality as an option. I find Find / Finality to be a fairly solid card, and run 2-3 copies of in my Sultai Arena deck's mainboard. Both halves of the card are powerful and allow you to stabilize or change the course of the entire game.

You also asked about removal you can run. Abrupt Decay is a great card that hits a lot of threats, can't be countered, and is cheaper than Assassin's Trophy . I would recommend mainboarding a couple copies of Abrupt Decay .


Captive Audience is a very fun card, but comes out a bit too late and works too slowly to be all that effective. It also does not work well with your spell-slinger theme.


Delver of Secrets  Flip is a great creature for spell-slinging decks, which is what a Thing in the Ice  Flip deck really wants to be.


Related to the above, you might want to add more instant and sorcery spells. You can probably cut the two planeswalkers, since they both come down a little late in the game.


20 lands seems like it is too few. You should probably go up to 22--your average CMC is a bit on the high side, but several of those larger-cost cards have delve.


Given your problems with tokens, adding a few more Damnation -like cards would probably help. Cards like Dread of Night and Engineered Plague might be good sideboard options against token strategies.


Hope some of that helps!

Tsaan_de_Malice on Knights of the Loam

6 years ago

Hiya! Love the Simplicity of your explanation as why to run this deck, just wondering about why you are playing Dread of Night Side board?

Firebones675 on Eldrazi Tron

7 years ago

oh also if you want to be mean, Night of Souls' Betrayal and Dread of Night are sideboard cards that make it so soul sister really struggles

catrule3564 on Death & Taxes

7 years ago

Hey Serriten!

Spirit of the Labyrinth has been in my maybe pile for awhile now, but every time I test it it just doesn't feel good enough. It has 1 toughness and I've done my best to minimize the impact that hate, like Dread of Night, has on me. It's fine against Miracles, but against decks running more creatures, it tends to just sit there and not be able to attack. Getting stone-walled by Young Pyromancer tokens and other random dorks feels bad. It also shuts down our own card advantage from Sword of Fire and Ice and Palace Jailer, which is one way we can get the upper-hand on Miracles. Spirit is certainly a strong card, one that I don't fault others for playing, but I don't care for it.

Sanctum Prelate is great! I've even given thought to bumping the count up to 3, but that's probably a little too much. The only time that I've found Prelate to be slow is against Storm, but if it does come down before you're dead, it buys you a ton of additional time. A Prelate or two, or a Prelate protected by Mother of Runes is game over for a lot of opponents.

Honestly, I have only had to play against Eldrazi twice since adding Prelate and Recruiter (which is odd since it is fairly popular in my meta). The match-up doesn't feel great, but I did win both matches. Fliers are important to breaking through their ground creatures and applying pressure. Recruiter of the Guard being able to chain Flickerwisps to apply pressure was good. Sanctum Prelate is also decent. 7 for All Is Dust is very strong, but 2 for Umezawa's Jitte and Warping Wail is also good. I don't think the match-up is favorable, their faster hands are still back-breaking, but I havn't tested enough to know for sure.

catrule3564 on Death & Taxes

7 years ago

Hey Boza! Thanks for the feedback!

I'm currently just testing out the 24th land because the deck has become more mana-greedy recently. I might go back down to 23 after testing, but I'm just giving it a shot. I would normally agree with bumping Mother of Runes up to a 4-of, but my meta is full of Eldrazi, so it's often not as good as it can be.

I have tried Enlightened Tutor boards before, but I've found that I prefer having more options to having the tutor.

Manriki-Gusari is pretty sweet. I'll try to find room for it, but I think that I would cut something like a Path or Council's Judgement before my SoWaP. Manriki is a great card, but it isn't interchangeable with other equipment.

Spirit of the Labyrinth... is a card I keep going back and forth on. It is a powerful card for sure, but 1 toughness is rough. I'm trying to keep the number of creatures resistant to Dread of Night and Golgari Charm as high as possible. I also don't think that Thalia 2.0 is very good as a one-of. You really want to jam her on T3, not tutor for her, so I would play 2-3 or none at all. Still, Spirit is powerful enough that I might try cutting something for it, even if it's not Thalia.

Thanks again for your input. Even if I didn't take all of your suggestions, forcing me to justify my choices is in of itself, a helpful exercise.

aeonstoremyliver on Esper-Walker Control

7 years ago

I think you could make better use of 's discard, especially with combo matchups. Thoughtseize and Liliana of the Veil come to mind.

Daze and Stifle would also be fantastic in many matchups and worthy sideboard includes, should your meta call for it. Also, Massacre is far better than Dread of Night for D&T.

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