Eidolon of the Great Revel
Enchantment Creature — Spirit
Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player.
|Want (4)||pthomas625 , jcdmagic0 , Cactusman , Authorauthor|
Printings View all
|Masters 25 (A25)||None|
|Journey into Nyx (JOU)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Eidolon of the Great Revel occurrence in decks from the last year
All decks: 0.2%
Eidolon of the Great Revel Discussion
1 day ago
2 days ago
I like the group slug in combination with a pillowfort idea. Gisela's wording offers a pretty unique opportunity. Triggered effects that would deal 1 damage to you while she is on the board deal no damage to you instead, but double damage to opponents. Manabarbs, AEther Sting, Battle Strain, Burning Earth, Heat of Battle, Rampaging Ferocidon, City of Brass, Talisman of Conviction, Battlefield Forge are all cards that would have their negative effect negated if Gisela is on the field, while opponents would suffer more.
Ankh of Mishra, Psychogenic Probe, Eidolon of the Great Revel, Pyrostatic Pillar, Repercussion, Spellshock, Zo-Zu the Punisher would all be cards that have their negative effects mitigated with Gisela out and opponents would suffer a lot more.
You could complement this game plan with pieces like War's Toll, Caltrops, Thalia, Guardian of Thraben, Aura of Silence, Glowrider, Sphere of Resistance, Thorn of Amethyst, Vryn Wingmare, Ghostly Prison, Windborn Muse to tax and slow them down while all the slug effects eat away at life totals.
I feel like there's quite a bit of space to be explored in this niche for Gisela.
6 days ago
Help me out. I’m a returning player so I only have a basic understanding of the rules/mechanics. To me it seems that you’ll be doing more damage to yourself than your opponent if you cast Eidolon of the Great Revel, especially if it drops in the early game. Most of your spells are <3 cmc, so you’ll be pinging yourself for 2 damage with nearly every card you play. I think there’s a good chance I missed something or don’t understand something correctly; you must have a good reason to include that card.
2 weeks ago
Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.
Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.
I have some findings to share here about these games:
This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.
I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).
I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.
In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.
I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).
Against Titanshift and other land-based ramp decks takes out Dryad of the Ilysian Grove (which is a good blocker against the deck a decent amount of the time) as well as Amulet of Vigor where you expect to see it.
You automatically side this in against Tron and Eldrazi Tron. You need to race, and this card helps you do that while taking out a lot of the cards those decks play
I just side this in against control to help go faster, deal with graveyard hate, and just kill planeswalkers randomly, also trades up in creatures against removal because you get two back after the card is removed
Once again, I want to iterate that this is a card that is in the deck to reactively deal with artifact and enchantment based graveyard hate while maintaining a very proactive position, everything that this card does in addition is an added bonus, and can even drive you to side this card in even though you otherwise might not want to, just because it is that good.
In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!
2 weeks ago
You might like these: Storage Matrix, Ward of Bones, God-Pharaoh's Statue, Destructive Urge, Possessed Portal, Smokestack, Uba Mask, Conquer, Vandalblast, Curse of Opulence, Angel's Trumpet, Silent Arbiter, Bloodthirsty Blade, Rite of Flame, Gratuitous Violence, Eidolon of the Great Revel
2 months ago
Rain of Knowledge
Draw X cards, where X is 1 plus the number of charge counters on it.
Return a land to your hand: Put two charge counters on Rain of Knowledge. You may choose a new target for it. Any player may play this ability but only if Rain of Knowledge is on the stack.
So, yesterday, I posed this challenge to no reply, so I'll repost it.
Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.
3 months ago
Mzuzi the Unlucky
Legendary Planeswalker - Mzuzi
Spells your opponents cast that target you or permanents or spells you control cost less to cast.
+2: Each opponent creates a 3/3 green Beast creature token. During each opponent's next turn, creatures that player controls attack Mzuzi the Unlucky if able.
+2: Target opponent gains control of Mzuzi the Unlucky.
-9: You get an emblem with "If you have cards in your graveyard, you can't lose the game." and "As long as you have 0 or less life, whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard."
The static is based on Accursed Witch Flip, the first +2 is based on Gideon Jura/goad as a mechanic, and other +2 is based on Harmless Offering as well as Gilded Drake-type effects. The ultimate is a mix of Worship, Phyrexian Unlife, and Lich's Mastery.
I couldn't really think of a green aspect, so I just gave everyone some beasts to attack Mzuzi with.
Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Collector Ouphe (I'm aware is't Null Rod), Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.
3 months ago
Here are my thoughts.
You need more lands. 20 lands aren't enough to cast your higher costing spells as smoothly as you need to. I am going to suggest adding some fetchlands or Fabled Passage to help you hit your land drops and be extra fodder for your Grim Lavamancers.
Speaking of the grim's, I do like the interaction between them and the Eternal Scourge. However, I don't think you need 4 of them. The reasoning behind this lies in the fact that you have to not only get the scourge and the lavamancer on the battlefield but the lavamancer has to stick around as well. That's gonna be a pretty hard thing to do with no ways to protect your creatures. My suggestion is dropping it down to 2-3 copies. A 3/3 for 3 isn't very impressive on the battlefield.
This is gonna tie into points 1 and 2 a bit, especially since you mentioned it. I don't think you want Demigod of Revenge in this deck. My reasoning is not only that you need 5 mana, which will not be reached easily with the current land count, but you will also need to draw extras and have them in the graveyard to have any of the awesomeness that can happen. Without any way to search up creatures it won't happen anywhere near often as you probably hope it will. I think they would be better spots for lands. If you are still wanting to have a large flyer in that slot, then I will nominate something like Glorybringer or Stormbreath Dragon.
Eidolon of the Great Revel? Do you have a lot of small creature decks in your meta? This looks like it would deal a lot of damage to you as well.
In the sideboard you have Pyretic Ritual. This could probably go to the main deck if you didn't want to include more lands. Having 3 seems like it would show up often enough to ramp out your planeswalkers, which can handle the higher mana needs from there. I will suggest swapping them for Desperate Ritual though. Same card essentially, but gives you the option of splicing Through the Breach on. Not only that, but you could up the count on your other sb cards if needed this way.
Through the Breach and Emrakul, the Aeons Torn. I think it's gonna be hard to pull off, but if you are wanting to have a suprise emrakul, then I will suggest Lukka, Coppercoat Outcast. His +loyalty works well with your solid creature count and his -2 could put an emrakul on the field for you if you stopped your creatures at 3 cmc. Granted there is a chance of hitting either demigod (which I would drop for this) or the hazoret. Even if you hit hazoret, you could activate lukka again and guarantee emrakul that way.
Anyhow long post ending, I hope you don't think I'm trying to put your deck down or anything like that. I'm just trying to offer ideas to help you enjoy your deck and be more successful.