Search your library for a card and put that card into your graveyard, then shuffle your library.
|Have (3)||rockleemyhero , WillofForce ,|
|Want (11)||happyxcamper1 , marsteralex , Voidia , SirSpiffy , thejordan0 , patches9774 , krhool , Nog987456321 , AmuroRei , buzzwulf , Dannydarko89|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Amonkhet (AKH)||Mythic Rare|
|Eternal Masters (EMA)||Rare|
|Premium Deck Series: Graveborn (GRV)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Entomb occurrence in decks from the last year
All decks: 0.39%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.69%
1 week ago
SwiftDeath thanks for checking out my karador deck. This is my main deck for about 2 years now.And yeah Apprentice Necromancer and Wake the Dead where mind-blowing the first time i discovered them and tried them. they are realllyyyyy good with Entomb.
Sun Titan is on my swap radar but not for the immediate list.I use him as way to bring precious artifacts/enchantments back or as a bad way to ramp.
Blood Artist / Zulaport Cutthroat awlways felt non needed for me. Once i have a loop in place i can:
A.Acidic Slime to remove all lands
B.Knight of Autumn gain infinite life
C.Saffi Eriksdotter + Protean Hulk put all my creatures from my library into play.
D.Sun Titan /Renegade Rallier bring back a milled Altar of Dementia and mill everyone out.
and it doesn't matter what my opponents do.I have a loop if they play a land i will destroy it again,so my playgtoup knows. Once i declare i have an infinite loop we call it "GG" and go for the next game. So lifegain effects seems like wasted slots for me. I will look to your deck also. Keep in mind i play in near-competitive meta (no Mana Vault or other extremely expensive stuff) so besides having a really bad hand my deck does fairly well :)
1 week ago
You play only 2 fetches and 0 dual lands. You have no use for Chromatic Lantern or Thran Dynamo. Change them to Mana Crypt and Mana Vault. Also Woodfall Primus, Steel Hellkite, Solemn Simulacrum and Yavimaya Elder are not doing much. Putrefax, Phyrexian Dreadnought, Frantic Search, Fathom Mage, Entomb, Reanimate, Abrupt Decay, Assassin's Trophy are missing. You have only TWO instant speed removal and only one counterpell and you call this competetive?
1 week ago
If you're looking for some ideas, check out my Alesha, Grinning Hordemaster.
1 week ago
Hey man! Love grave decks and I'm glad people are still excited about them too! Your list looks pretty interesting, and if you wou like here's my advice: 1. I do not know what budget limitations you are under, so I'll sort my advice by price :) 2. I also do not know the mindset of your playgroup, so if anything I suggest seems too rude, unfun, or not accepted in your group, you make the judgement call and could totally just not run it. It's suggestions, not an order :) 3. Under 5$ includes: Blood Pet, Slaughter Pact, Pox, Arbor Elf, Elves of Deep Shadow, Final Parting, Commander's Sphere or Darksteel Ingot, Stitch Together, and Manglehorn. 4. 5-10$ Includes: Sidisi, Undead Vizier, Abrupt Decay, Entomb, Lightning Greaves, and Birthing Pod. 5. >10$ Includes: Grave Pact, Razaketh, the Foulblooded, and Mana Vault 6. The most exspensive commander staple since force of will and the og duals, it's Mana Crypt!! 7. Potential cards you could take out for these in my opinion: Triumph of the Hordes, Blighted Woodland, Catacomb Sifter, Thoughtpicker Witch, Elixir of Immortality, Caustic Tar, Moldervine Reclamation, Swiftfoot Boots, the guildgate, and Arguel's Blood Fast Flip 8. Again, these are just my suggestions and you may do with them what you will, just thought I'd share because I love this archetype and want to see others enjoy it to their fullest. :)
1 week ago
Ooh, reanimator. Some thoughts about the deck:
- You may not be playing enough lands/mana sources, even if you're not having so many mana troubles like you say, considering that your curve peaks at around CMC 3-4. I normally aim for 34 minimum. If you have access to Mana Crypt, Mox Diamond, and/or Chrome Mox, I'd definitely run one or more of those. (Mox Tantalite could be a good back-up if needed.) Otherwise, maybe upping your land count to 34 or so would probably help, or throwing in things like Land Tax and Sylvan Library to help you find your land cards. (Smothering Tithe, as you said, is a great ramp spell... but you need the lands to cast it!) Other lands I could see as good additions are Murmuring Bosk and Eiganjo Castle.
- While your white is a splash, Thalia's Lancers is a fairly good tutor for your legendary stuff (and you have quite a bit of it!). In terms of tutors, I could suggest Entomb.
- Apart from the gold standard Reanimate and Animate Dead, a possibly interesting reanimation spell that might work in your deck is Living Death (and especially in a combo with Grave Pact!). You could also look into Journey to Eternity Flip, which gives you a repeatable reanimation effect (in land form!).
- For other kill spells, in your colors, Vindicate or Pernicious Deed are the ones that immediately come to mind.
2 weeks ago
I have a lot more experience playing the non-budget deck, so here's how that usually goes as it may apply to both decks:
Early Game (turns 1-5): Dropping mana rocks, trying to set up at least one good reanimation target (either something that answers an immediate problem or to find fuel such as Mire Triton or Recruiter of the Guard) with cards like Entomb or Thrill of Possibility, running out defenses like Lightning Greaves, and getting Alesha out and attacking. Occasionally out-accelerate everyone with Burnished Hart.
Mid Game (turns 5-10): Try to recur fuel into either a more stacked graveyard or answers in-hand. We are usually not 'the threat' at this point, and you can usually engineer an attack by answering a problem, knowing the Fiend Hunter you use now to get damage in will come back to your benefit later when you need it most. Hold your non-creature answers until you absolutely need them. I also tend to be protective of sacrifice outlets, holding them until I need them as well, as my playgroup has grown wise to their importance. Baby Alesha will have more capability to go-wide and start pressuring on the ground here, since the non-budget build has sacrificed most of it's token compliment for more tutors and thus ability to really find answers. My playgroup plays a healthy amount of board clear, so there is often a lot of time spent re-building, something Alesha is very good at with a haste enabler in play.
Late Game (turn 11+): At this point we should be at or near a 1 vs 1. If not at that point, we decide which opponent is best for us to be at that point with and do our best to aid them (usually it's not a deck that is flat struggling, but not the strongest deck either...someone who can help us and perhaps draw the ire of the top deck, but one we can find the weakness of easily and utilize to cripple them at the right time). From there, the deck switches gears into aggro. Sometimes it's just whatever the deck has on-board at the moment, but Alesha can do a good Voltron impression with the right package, or even go full-on stompy with Mirror Entity + Resolute Blademaster.
At least in the non-budget build (and some of these are budget as well, but not necessarily in the budget decklist), the wincons I usually see are thus:
Most of the time the deck is going to win the long game through attrition. It's best not to become too early a threat unless you can really back it up (if you can go for the coveted Entomb + commander + Master of Cruelties on turn 3, we'd be remiss not to!). It is efficient at dealing with threats and re-using answers. Opponents are usually hesitant to kill the 'answers deck' (which is why I emphasize versatile and varied removal, especially if we can tutor or draw for it) too early in case someone has something they can't deal with it. One thing I aim for is to get into a 1 vs 1 situation...this deck, like any 'answers' deck, will be stronger the fewer opponents it has to worry about dealing with.
I try to keep easy infinite combos out of even the non-budget deck, but I can sideboard them in if a pod is more up to it. Reveillark + Karmic Guide + Gray Merchant of Asphodel/Blood Artist and friends + sac outlet of your choice is a pretty budget combo that is a pain to disrupt and I would happily use to kick it up a gear or two if I felt I needed to (and, with proper tutors and outlets, could start happening turn 4-5). Lark and Guide do pretty silly things with a lot of cards, as any Black/White aristocrats deck will happily show you. Karmic Guide itself is responsible for a lot of victories, just in the sheer amount of things it can chain reanimate with an Alesha activation. Or just carrying a piece of equipment against a black deck. Other card advantage engines and Recruiters are the subtle all-stars of the non-budget deck.
A beatdown end-game is often where it goes from here. Overrun victory with Mirror Entity + Resolute Blademaster is reliable if you need more than just your current board. Mirror Entity activation is instant speed, so you can tailor your mana use for what you need. The budget deck is actually better at this wincon in theory, as it has a larger token package to spread the damage wider or push the damage harder if needed. Voltron with some offensive equipments, even on Alesha herself, is often good enough to get us there. If nothing else, an army of demons off of Priest of the Blood Rite or just any large beaters are fine.
2 weeks ago
Entomb ended up suffering similar problems - since Intuition is literally the only card required to take victory, pre-pitching cards for Underworld Breach actually ended up slowing the deck. It does help with the Turn 1 win, but since our combo-out takes LED and everyone is running interaction for FlashHulk already, it ended up just being too big a risk when it could instead be another protection piece.