|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar (BFZ)||Common|
|Khans of Tarkir (KTK)||Common|
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Return up to two target creature cards from your graveyard to your hand.
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|Have (10)||Tommuz , Lucretian , Yawkcorb , , Candyman949 , corys , ironax , Mousemke , Va1mar , FireRogue|
Dutiful Return Discussion
1 week ago
if you're able to get your lands back what about your creatures? i know you have Dutiful Return. have you thought about Corpseweft or Empty the Pits as 1 ofs? and possibly a Sidisi, Undead Vizier to find your 1 ofs. just a thought. neat deck. +1
6 months ago
No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.
There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.
Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.
As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!
It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.
Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.
You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.
Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.
Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.
Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.
That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.
Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.
10 months ago
Welcome to EDH, my personal favourite format, and my personal favourite commander, Ghoulcaller Gisa!
I absolutely love this general because you can make whatever you want from her, I see all kinds of different takes on the deck.
Kokusho, the Evening Star is great to sacrifice, just go ahead and heal yourself based on other's life totals
to buff your zombies, I see you have added Coat of Arms, don't ever remove this, its probably your strongest synergy.Zombie Master, Corpse Harvester, Unbreathing Horde are all good to continue this growth effect.
Demonic Tutor, Diabolic Intent, Increasing Ambition, Beseech the Queen, Demonic Collusion are all good options for tutors, I think you ought to include atleast 2 more, maybe 3 depending on how combo-y/ synergistic you want to make this deck.
Rise of the Dark Realms is sometimes a win con, other reanimation effects include Sheoldred, Whispering One, Dutiful Return, Dread Return, Death Denied and ESPECIALLY Hell's Caretaker, love this guy...
I could go all day with suggestions, shes really a canvas in terms of generals, you can do just about anything you want to do that is under the spectrum of black, by all means, completely ignore every suggestion I have made, this is a good deck as it stands for multiplayer already.
I hope this helps as a resource though in case you want to take it one direction or the other.
remember that Ghoulcaller Gisa's ability doesn't have to be used on your turn, so its important to only use it when you absolutely have to, unless your zombies have haste, that is... but remember that the zombies usually don't have haste and they need to wait a turn to be used, so you can wait until the end of an opponents turn, or the beginning of another's or even respond to effects on the stack with her ability.
I hope this helps! Cheers!
10 months ago
TheTindell179 thanks so much for the positive feedback. I'm glad you enjoy it. To properly answer your question, the goal is to fill the graveyard, both through discarding, and self milling. However, the purpose for this isn't only for Psychatog. Take note of cards above, such as Exhume and Dutiful Return. This deck also has the intention of operating as a reanimator deck, as needed. Fill your graveyard, so you can retrieve things from it as needed. As you will see above, you will notice many cards have "Transmute," which will allow you to retrieve numerous instants, such as Ghostly Flicker. As a pauper fan, you will also know the synergy this card has with Archaeomancer. This combo isn't necessary, but is certainly built in to the deck. Many of the creatures included have several different beneficial ETB effects. One final card I want you to note is Essence Harvest, a personal favorite of mine in this deck. I hope you have a chance to try this tech out for yourself. If you have any adjustments that you have found to be successful, please share. It's always a pleasure speaking with a fellow Pauper EDH enthusiast.
1 year ago
1 year ago
Ok, changes made: In Garruk's Wake in, Forced March out. Palace Siege in, Macabre Waltz out. Liliana of the Dark Realms, Dread, and Graveborn Muse are in, and out go Death Denied, Dutiful Return, and Foul Renewal. Lands in are Vesuva and Nykthos, Shrine to Nyx for Subterranean Hangar and a Swamp.
That's where Volrath stands for now. I think I will be adding a Thespian's Stage in the future, as well, and I will keep looking into the other suggestions the more I play it and see how it works out. I hope that I haven't pushed my mana curve too high for it to be consistent.
If you think I should have subbed something different, please offer up more suggestions!