|Commander / EDH||Legal|
Printings View all
|Premium Deck Series: Graveborn (GRV)||Common|
|Battle Royale Box Set (BRB)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Each player puts a creature card from his or her graveyard onto the battlefield.
2 weeks ago
Black can also be for reanimation and tutors. Angel of Despair is a good Orzhov Angel and Rune-Scarred Demon is a good Demon. With Kaalia you play a lot of high CMC creatures because her ability lets you cheat these creatures onto the battlefield. There's however a drawback when playing so many high CMC creatures, it can make your overall deck's mana curve clunky to play, but you'll have this problem with any Angel deck because many Angels have high mana costs. If Kaalia is getting to attack and you're getting to cheat creatures onto the battlefield then you're in a good position. This is however not always the case thus want back-up plans, other ways to take advantage of high CMC creatures without Kaalia. Build your deck in a way that you're not completely relying on Kaalia in a game.
Reanimation can be a back-up plan. Ways to get high CMC creatures out of your hand/library into your graveyard and then onto the battlefield. Or ways to reanimate your dead creatures or even Kaalia since she will be a prime target for opponent's removal. Some options are:
- Animate Dead
- Karmic Guide
- Emeria Shepherd
- Nahiri, the Harbinger
- Buried Alive
- Faithless Looting
- Tormenting Voice
- Demonic Tutor
- Rune-Scarred Demon
- Diabolic Intent
Another back-up plan is ramp especially Signets and Talismans. High CMC creatures have high mana costs which ramp can help with to cast them without needing Kaalia. Low CMC mana rocks (0-2 CMC) also help to ramp into Kaalia which is good. Some options are:
- Sol Ring
- Talisman of Hierarchy
- Talisman of Conviction
- Talisman of Indulgence
- Rakdos Signet
- Orzhov Signet
- Boros Signet
- Fellwar Stone
- Mind Stone
- Knight of the White Orchid
Other back-up plans can be other ways to cheat high CMC creatures onto the battlefield or combo finishers. Some options are:
- Quicksilver Amulet
- Sneak Attack
- Kiki-Jiki, Mirror Breaker + Restoration Angel
- Aurelia, the Warleader + Helm of the Host
With Kaalia you want lots of protection and haste enablers because you want to be able to attack with her the turn you play her and you want to be able to protect her so she can do this. Some options are:
- Mother of Runes
- Giver of Runes
- Grand Abolisher
- Swiftfoot Boots
- Lightning Greaves
- Defense Grid
- Boros Charm
- Dragon Tempest
- Mass Hysteria
Kaalia can provide a lot of value especially if you can successfully cheat a high CMC creature onto the battlefield the turn you play her then you're in a really good position in a game. For instance with Kaalia cheat Aurelia, the Warleader onto the battlefield. Aurelia gives you another combat phase thus another creature can be cheated onto the battlefield with Kaalia because she gets to attack again.
3 weeks ago
I went and I tried playing ten starting hands with this deck, no mulligans:
g1) 2 lands (no green mana), no ramp until turn 3 drawing a signet, no green mana (which is most the ramp) until turn 10
g2) got land, but only counterspells and buried alive in hand. So I couldn't really cast Tasigur to dig until turn 4- felt bad
g4) no black mana until turn 5, hand full of black cards
g7) No lands until turn 4, happens
g8) Isochron Scepter in hand, but nothing good to use it with, played lands until could cast tasigur turn 5
g9) Got two lands, mana conflux and Reliquary Tower . Drawing nahal felt super band turn 3. Turn 4 got a third land, and windfall felt like my best option
So, I found generally speaking, this deck gets Isochron Scepter and wins with it. All other routes feel really bad. I didn't really enjoy the entomb or buried alive options either, but maybe I was missing a combo somewhere. I also I felt like I had abnormal mana issues in this deck- mostly with getting green mana. This might not be a real issue but worth looking at. Reliquary Tower felt very bad. 19 of 34 lands can produce green mana. I'm not sure on the mathematical breakdown in reality but I generally like 24 lands to be able to produce color of each the mana I need- I think you might stay within budget or proxy limitations though so not having all the dual lands and all the fetch lands feels weird. Spire of Industry , Tarnished Citadel , Grand Coliseum and Chromatic Lantern might be odd includes to keep the budget line as well.
Remove every creature that costs 4 or more that doesn't win you the game immediately.
replace with creatures that fetch win \cons
- Rune-Scarred Demon
- Sheoldred, Whispering One
- It That Betrays maybe? A turn 1 it that betrays feels super good to me. Not sure about the math though.
I don't think the deck needs Training Grounds - typically any time it would matter I already have infinite mana. Maybe add in Exhume - sounds weird I know but would have helped reanimating felt smooth, and maybe would help me feeling like we should keep the Consecrated Sphinx .
1 month ago
- -1 Barren Moor +1 Azorius Signet
- -1 Lonely Sandbar +1 Dimir Signet
- -1 Tranquil Thicket +1 Gruul Signet
- -1 Forgotten Cave +1 Simic Signet
- -1 Secluded Steppe +1 Boros Signet
- -1 Azorius Chancery +1 Coalition Relic
- -1 Boros Garrison +1 Thran Dynamo
- -1 Dimir Aqueduct +1 Nykthos, Shrine to Nyx
- -1 Golgari Rot Farm +1 Wandering Fumarole
- -1 Gruul Turf +1 Raging Ravine
- -1 Izzet Boilerworks +1 Celestial Colonnade
- -1 Orzhov Basilica +1 Creeping Tar Pit
- -1 Rakdos Carnarium +1 Hissing Quagmire
- -1 Selesnya Sanctuary +1 Pentad Prism
- -1 Simic Growth Chamber +1 Riftwing Cloudskate
- -1 Mantis Rider +1 Duplicant
- -1 Psychatog +1 Thought Erasure
- -1 Drooling Groodion +1 Vraska, Relic Seeker
- -1 Ancestral Mask +1 Inferno Titan
- -1 Twisted Abomination +1 Exhume
- -1 Sengir Vampire +1 Animate Dead
- -1 Ravenous Rats +1 Unburial Rites
- -1 Spirit Mantle +1 Angel of Invention
- -1 Brood Butcher +1 Cloudgoat Ranger
- -1 Elephant Guide +1 Verdurous Gearhulk
- -1 Gladecover Scout +1 Terastodon
1 month ago
I feel like you are just missing staples reanimator staples, and just EDH staples in general.
- Nim Deathmantle
- Buried Alive
- Ever After
- Journey to Eternity Flip
- Dance of the Dead
- Doomed Necromancer
- Teneb, the Harvester
- Altar of Dementia
- Liliana, Heretical Healer Flip
- Meren of Clan Nel Toth
- Extract from Darkness
- Deadbridge Chant
- Command the Dreadhorde
- Leyline of the Void
- Crucible of Worlds
- Deathrite Shaman
- Altar of the Brood
- Glowspore Shaman
- Vampiric Tutor
- Demonic Tutor
- Krosan Grip
1 month ago
If I may be so bold and suggest the blue sleeping zubera, which grants you card draw and some re-animation such as Exhume or Sheoldred so you can feel more comfortable sac-ing the zuberas
1 month ago
I like, but I think it's trying to be a bit too fast and all in, would 100% cut Akki Drillmaster because a 3 mana haste enabler that dies to most removal in pauper isn't great, Gurmag Angler is a good beater and occational reanimation target. Divest and Exhume do not go well together, I would replace divest with Duress as you are attempting to take their interaction (counters/removal) and you already play the biggest creatures in pauper. I would also cut some number of removal spells for a full 4 Shred Memory as it it copies 5-8 of Exhume and is great in the mirror. Final point would be adding the last Bloodfell Caves and maybe a Rakdos Carnarium or Evolving Wilds / Ash Barrens as mana screw is a real problem with this deck
1 month ago
Hey thanks for the comment on my Liliana deck. Here is what I'm thinking when I take a look at yours.
I see in your notes you want Butcher of Malakir over his enchantment counterparts. While I agree that reanimating creatures is a strength of black I think you need to evaluate the card in the situation where it can't be reanimated. As a creature he's more fragile than an enchantment and is quite a bit more expensive to cast if you don't have the ability to reanimate him. The average cmc of the deck is leaning to the high side and your land count is a bit low so even though your deck is all about reanimating, these are the types of slots where you can smooth things out. If you run things like Caged Sun or Grave Pact, it lets you Black Sun's Zenith the board without needing to reanimate anything to keep those effects.
Burnished Hart is another spot to lower your curve. I've really like Wayfarer's Bauble . It's half the effect, but also half the mana. Burnished Hart is another reanimation target, but ask yourself how often Burnished Hart is the creature you want to be reanimating.
I may consider cutting Rakshasa Gravecrawler or Vulturous Aven for God-Eternal Bontu . I get that Rakshasa nets you two tokens, but I think the cards Bontu provides would be more impactful. Liliana, Dreadhorde General may fit in nicely here too.
I'd like to see more free sacrifice outlets in here. Phyrexian Altar , Viscera Seer , Carrion Feeder are all ways to get creatures into your graveyard at will. These will make things like Butcher/Gravepact/Dictate/Blood Artist and anything that triggers on death more powerful. Speaking of death triggers, Zulaport Cutthroat seems like he'd fit in here too.
I like Torment of Hailfire or Exsanguinate. I don't think your deck needs two big X finishers and Torment is much more impactful when X is a lower number.
Overall I really like the look of the deck. You have a good focused game plan to work with. The biggest takeaways would be to try and lower the curve and up your mana count a bit. Even though you are all about reanimation, if you can get the same effect on a cheaper card you should at least consider it. Consider how often a particular creature is actually a reanimation target of yours. Like I mentioned above, just because you can reanimate Butcher or Burnished Hart doesn't mean you should. These are the slots where you can pick up some major efficiency.
1 month ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
Exhume occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%