Footsteps of the Goryo

Footsteps of the Goryo

Sorcery — Arcane

Return target creature card from your graveyard to play. Sacrifice that creature at end of turn.

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Set Rarity
Saviors of Kamigawa (SOK) Uncommon

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Legality

Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
1v1 Commander Legal
Noble Legal
Casual Legal
Leviathan Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Footsteps of the Goryo Discussion

TriusMalarky on Gifts Tron?

2 months ago

I want to brew a budget Modern deck, and I was wondering -- could Gifts Ungiven work in a tron build? Trash for Treasure would help a ton there, and Sundering Titan has solid synergies with Trash.

For example, what if you cast Gifts Ungiven and went to grab

Or

?

You could really watch them squirm. You have options. Maybe you grab the one tron land you don't have and Scrying as well as a couple bombs. Let them decide what you get -- except Footsteps and Trash make it so that having creatures in your yard is bad for them, and of course they don't want to give you the actual creatures, and you can probably run a card or two to bring Tron Lands back from your grave.

What say you? Course, Wurmcoil Engine is the absolute best here(death trigger for Footsteps and if you want to sac it to Trash), but it's a bit pricey. So, could it work?

Davinoth on Korvold's Frenzy [Sac/Reanimator EDH]

7 months ago

     Thanks Magic999!

     Gameplan is to get a good board setup before considering Korvold. I use my Commander like a card draw engine & finisher, so generally I'll try to make sure I've used the resources I've got available before I look to replenish my hand with Korvold's main ability. Something like a Birthing Pod + Sprouting Thrinax to pull a Mad Ratter into play would give me lots of fodder and future setup to enable Korvold going forward.

     I've included tools for drawing extra cards outside of Korvold, so that the deck doesn't have to hinge on casting your Commander to maintain steam. Often times I don't rush to play Korvold, because without a good setup it's a bit fruitless. Lethal with Commander damage can happen in a couple swings from a fresh cast, so ending the game is never going to be out of sight.

     Assuming you've got a decent mana setup, you can hold a fetch land in your hand to have a free trigger when you drop Korvold. It's a nice way to guarantee you get to at least draw an extra card before the board is wiped. A really fun combo is Flayer of the Hatebound + Stalking Vengeance . I once put Myr Battlesphere into play with Footsteps of the Goryo with the aforementioned combo in play, and it was awesome. Dealt 4 Damage for Flayer, attacked for another 8 Damage with the Battlesphere, and when it died dealt another 8 Damage and drew a card from Korvold's trigger, plus got four Myr's for fodder afterwards. Jarad's Orders the Myr Battlesphere into your graveyard with any Reanimation spell in hand and you've got a decent setup right there.

     Merry Christmas to you too! :)

Coward_Token on New Athreos

7 months ago

AFAIK since you're allowed to order your own triggers, Shroud!Athreos should work with cards like Apprentice Necromancer , Footsteps of the Goryo , Gruesome Encore , Dawn of the Dead , Goryo's Vengeance , Whip of Erebos & Puppeteer Clique . If you go down that route, you might also want to include flickering cards like Conjurer's Closet .

XaiLo on Kokusho, the Evening Star

8 months ago

Hey man! I found you on youtube. I've been searching for fellow Koko players. it's crazy how few of us there are!

I recently built my Kokusho deck and it's become my absolute favorite deck to pilot. I love your deck and I'm totally stealing some of the cards you run. I'm gonna throw my deck at you too and see if you like any of the ideas I have, one fellow Kokusho player to another. These are just ideas or suggestions, take 'em or leave 'em obviously.

Creatures:

Soldevi Adnate - Wait a turn sac outlet. Soldevi can only be used once per turn but it gives you 6 mana!

Mikaeus, the Unhallowed - An extra reanimat in between every reanimate you're able to complete without him. clutch!

Chainer, Dementia Master - Arguable should be the commander, but I prefer him in the 99 myself. But yeah if I could only run one creature in the 99 I think this would be it.

K'rrik, Son of Yawgmoth - So much value, especially if you have a Jet Medallion in play. It feels like you're casting everything for free. K'rrik + Chainer + Koko (in GY or on the battlefield) + any sac outlet = combo for the win.

Villis, Broker of Blood - For us he basically says "x: draw x cards, then draw x cards again" that is mana efficient card draw.

Personally I only run 8 creatures in the 99. These 5 absolutely make the cut. (Gary, Disciple, and Crypt Ghast are my other picks which you are already running. Gonti I sometimes throw in just for fun, he doesn't make the deck more powerful but he's fun to play in casual pods. I like stealing cards from people.)

Sorceries.

We actually don't have any sorceries in common. Although I have been considering adding Exsanguinate. Anyway, here are some I suggest:

Reanimate - the Original Gangsta of reanimation. The namesake thereof. Very mana efficient. It hurts us a tiny bit in the life lost department. But you came to the right place if you want some life to spend.

Bubbling Muck - very good min-late game ramp spell.

Damnation - An efficient board wipe. It's basically Wrath of God in black.

Toxic Deluge - Also very efficient for us who love to spend life. It can get around indestructible too. I actually feel like I should be running MORE board wipes. Afterall, I have a creature that wants to die and I have very few other creatures. But these two were the best I could find. I also might add Mutilate .

Demonic Tutor - a Classic.

Diabolic Intent - Sac outlet plus a tutor.

Praetor's Grasp - i love stealing from opponents. You can usually find someone at the table that you think will have an Ashnod's Alter. But you can always find something good.

Scheming Symmetry - I like being political and making deals, this is a good way to do that.

Exhume - I can usually find a time to use it when it won't benefit opponents too much. Either way, it's 2 mana to reanimate Koko.

Footsteps of the Goryo - 3 mana to reanimate. Plus it sacs at end of turn, although i often have sac'd and reanimated it again by that time.
You have a lot of Graveyard to hand effects, which are great, but I much prefer Graveyard to Battlefield.

Instants. I don't have Thrilling Encore but it is my style of play, so i just might add that one. I don't have Tragic Slip either but I can't say it's a bad card. Definitely a good removal spell.

I do have the other three that you have and they are amazing.

a few more I like:

Abnormal Endurance - 2 mana to pre-reanimate or "Preanimate" if you will.

Corpse Dance - 3 mana to reanimate. Plus Koko can come in and swing for 5 in the air so that's a plus. I almost never attack with him otherwise. Buyback on this makes it an absolute must.

Goryo's Vengeance - 1 mana to reanimate, again with haste! you want a sac outlet though else it exile at end of turn. (sends Koko back to command zone, but still, you're rather he die again of course. This one can actually be spliced onto the other Goryo which is fun and seldom happens. lol plus you can't target Koko with both of them if you do it that way, but hey, maybe you get Gary AND Koko.

Grim Return - 3 mana to bring back anything from any graveyard. Usually Koko, but maybe you want something else from someone else's bin. this can get it done. Instant speed is nice.

Sacrifice - one time sac outlet but also net 5 mana ritual! not bad at all.

Shallow Grave - This one, like Corpse Dance, picks only the top card so be careful the order you put things into graveyard. 2 mana to reanimate. yes please.

Undying Evil - very similar to Supernatural Stamina although I actually prefer this one because it leaves him up to block in case you need that.

Vampiric Tutor - not budget at all obviously. But if you have one, this is a great place for it.

Wake the Dead - Kind of niche, but you can usually sac at instant speed so waiting for opponents turn isn't so bad normally. 3 mana to reanimate Koko and sac him again. already quite good. but you could pay 1 more and bring back Gary too if he's in there. 1 more brings back . . .Runescarred Demon or whatever. it only gets better and better in the late game with more mana available and more cards in the graveyard.

Artifacts.

Blade of Selves - So this is my number 1 recommendation. It's my favorite card in all of MTG and it's the reason I even wanted to make this deck. I use BoS in my green decks a lot, and I have never made a black deck before but I kept thinking how awesome this would be on Kokusho so... here we are. As long as you have 3 opponents this card says "at the beginning of your combat step gain 30 life and each opponent loses 10 life." Plus you're swinging for 5 in the air so you can point that at the person with the highest life total and hopefully keep all opponents closer together so you don't get to that awkward late game where Koko dies and only gains you 5 or 10 life. Token copies can be abused as well. For instance, You swing Koko equipped with Blade, 2 tokens ETB, you kill one and then let's say you keep the other one and send the real koko to the graveyard because you have an instant speed reanimate effect but no sac outlet. You reanimate him and bam, legend rule triggers again and you kill him again or kill the token this time. You will have to spend 4 more mana to re-equip Blade but it can be worth it at times. Speaking of token copies of koko...

Minion Reflector - Basically a colorless Bramble Sovereign, another card that I love love love in my green decks. Minion reflector makes a copy, kills the real guy, the copy can attack, then maybe you reanimate Koko and let the copy die this time.

Mirage Mirror - This can be another Cabal Coffers, or a copy of an opponent's Zendikar Resurgent... it's insanely versatile.
you could stack triggers, making it become a copy of Kokusho and then before that resolves you make it a copy of Soldevi Adnate who you just cast. Soldevi has summoning sickness but Mirage Mirror doesn't so you become a copy of Soldevi, then tap to sac Kokusho and add 6 mana, then the first activation resolves and Mirage Mirror becomes Kokusho who isn't even around anymore. It's tapped, but that doesn't matter much, you can sac it for value, or maybe reanimate Kokusho who comes back into what otherwise would have been no sac outlet but now the legend rule triggers and you get another death trigger. End of turn Mirage Mirror is just a tapped Mirage Mirror again.
Similarly...

Mirror of the Forebears - even cheaper version of Mirage Mirror but not nearly as versatile. I always name "Spirit" because Koko is my only dragon but Crypt Ghast is a Spirit so there's a chance I'll want MotF to be a Crypt Ghast later on. Usually though it just becomes a Kokusho until end of turn to give me free repeatable "sacrifice" (not really but essentially the same thing). speaking of dragons...

Dragon's Hoard - This is fun, although I might take it out because there are more powerful things that could be added. But yeah, it's a 3 mana mana rock. Ramp is kind of important early game when you have a 6 mana commander and your whole deck revolves around him. But then you start adding Gold Counters and now it's an extra card you get to draw pretty much every turn.

Phyrexian Altar - Yeah I'd choose Ashnod's over this but it's a close second. well worth the slot IMO.

Blasting Station - Another great sac outlet. Repeatable. and you can ping down opponents' life totals or ping their small utility creatures.

Bolas's Citadel - This is how you get card advantage in mono black. And with koko we have plenty of life to spend! Finishes the game a little faster too, as soon as opponents are under 10 life you might be able to sac everything and tka 'em to 0.

Cauldron of Souls - Not as good as Mikaeus because he might reanimate Koko 2 or 3 times in a turn, but Cauldron is still awesome and can reanimate everybody you've got. Plus, being an artifact, it's a little more resilient than Mike.

Cursed Totem - I might take this out since stax aren't my style. But it is very powerful. Chainer, Vilis, and Soldevi are the only creatures in my entire deck that this hurts.

Jet Medallion - I'm often casting 3 or 4 spells in a turn so this can really put in the work.

Lifeline - interesting effect. it's symmetrical so be careful. but trust me, you'll get more use form it than they will. But yeah, I'd rather play group hug effects that benefit me more than they rather than stax effects that hurt they more than me. Anyway, this brings back anything that dies at the end of the turn, as long as there is another creature on the battlefield. When i'm not trying to win very hard and I just want a fun interesting game this will often be the target of my tutors. If I wanna win I grab Chainer and K'rrick :)

Strionic Resonator - Guess what's better than getting one death trigger from a dying Spirit Dragon? . . .

Well of Lost Dreams - Draw as many cards as you want for 1 mana each. not a bad deal at all.

Wishclaw Talisman - Another tutor, but one that can make friends. I usually pick the person I want to befriend and I say ""I'ma use the first wish, I'll give you the second wish if you give me the third. Deal?" If they won't make the deal I pick another opponent. Someone is likely willing to do it, and you end up with basically 2 Demonic Tutors.

Enchantments.

You have amazing enchantments. I don't yet own Wound Reflection or Exquisite Blood but when I get them they will definitely go in this deck. Black Market is AMAZING, Sanguine Bond is a must. The others I don't run but they are great cards. A few I recommend:

Necropotence - After Vilis this is the best card draw spell in my deck. My playgroup always targets it because it can get crazy ESPECIALLY if you have Thought Vessel or Reliquary Tower in play. I've considered running Shimmer Myr and Vedalken Orrery so I can just draw my whole deck minus 1 or 2 cards, and then chain some rituals into Shimmer Myr into Vedalken Orrery into either a win or a Spellbook to keep my hand. But yeah, I don't run those right now. Just reliquary Tower and Thought Vessel. But even without those, I usually pay enough life to draw up to 10 and then I have to exile 3 cards. But it's so much card draw and card selection!

Attrition - Very nice creature removal

Gate to Phyrexia - Very nice artifact removal, although it has been annoying that it can only happen at upkeep. Still worth though!

Tainted AEther - Super mean stax piece. Great for the Kokusho player, not great for anyone else.

Lethal Vapors - This one is even meaner somehow. And I love that it has it's own demise onit. like "hey, you're welcome to end this meanness any time you want man..." My friends have learned to just kill it as soon as it comes out, it's just a matter of who will be the one to lose a turn for the team. pretty funny stuff.

Dawn of the Dead - Kinda like Lifeline but even better IMO. It reanimates at upkeep and gives haste. It's interesting that this and Cauldron of Souls and Chainer and Mikaeus and Lifeline and Corpse Dance with buyback all cost 5 mana. Apparently that's the sweetspot for repeatable reanimates.

Unholy Indenture - A preanimate effect that can steal opponents' creatures if you want to use it for that.

Kaya's Ghostform - Another preanimate for only 1 mana. Also beings it back from exile! I noticed you have a couple planeswalkers as well, this can bring them back too, with renewed loyalty of course, and ready to use a second tie if you killed them on your turn. It's just 1 mana! insane!

Necromancy , Dance of the Dead , and Animate Dead are three more reanimate spells. They have a lot of text but basically they bring koko from GY to battlefield. All three can steal from opponents' graveyards if you so choose. Necromancy can be played as an instant.

Lands.

I'm currently re-thinking my lands package. I have Field of the Dead so I've kind of gone pretty heavily into running all differently named lands. I have a few Swamps, a few Snow-Covered Swamps, and then a bunch of great stuff and a bunch of janky terrible stuff lol. But I'm thinking i might clean it up a bit and go with more basics to help out Cabal Coffers more.

I'm super jealous of your Cavern of Souls. I would love to get one of those someday. And I too run Glacial Chasm. It can be a really important card in some games. A funny janky combo that I've never done but hope to one day is to have Glacial Chasm in play and Lethal Vapors and then I activate Lethal Vapor's skipping my next turn, but before it resolves and kills Lethal Vapors I activate it again, 1 billion times. Then it dies and I skip all my turns from now on, and if opponents don't have a way to destroy Glacial Chasm, or to drain me of life, then they eventually mill themselves out and lose. Obviously this is very situational, most of the time I feel like they'd be able to find a way to win, but it would be funny nonetheless.

Anyway, good card. Also Nephalia Academy. I didn't even know about that card but I'ma get one and start playtesting it. very interesting effect!

Geier Reach Sanitarium - Sometimes you really want a certain card in your graveyard, this can help you put it there.

Urborg, Tomb of Yawgmoth - A classic. Don't forget it might help opponents too though.

Cabal Coffers - Pair with Urborg, Tomb of Yawgmoth for lots of manas.

Gemstone Caverns - Possible turn ramp with little downside.

Ancient Tomb - better in the early game than Temple of the False God. The life loss can add up though, even in a Kokusho deck. In casual meta with longer games it isn't quite as good as it is in cEDH.

Bojuka Bog - Your enemies might be as keen to play from their graveyard as you are. Hit them before they hit you.

Boseiju, Who Shelters All - depending on your meta it might be really important to have uncounterable sometimes. Especially when you tap out to cast a huge Exsanguinate. Nothing worse than having that Mana Drain'd

Buried Ruin - I have several Artifacts I love in this deck, but most of all my baby, Blade of Selves.

Exotic Orchard - Normally wouldn't be needed in a monocolored deck but if you plan on stealing things from other people it might come in handy. I like Fellwar Stone for the same reason.

Field of the Dead - a powerhouse late game.

High Market - a sac outlet on a land. Run this card! and speaking of sac on a land...

Phyrexian Tower - this is super clutch. It's only once per turn but it's really really good to have.

Diamond Valley - ok I admit I don't own this so it's not in my deck. but if i had a spare 1000 bucks.... this is a great card. It doesn't tap for mana unless you have Urborg, Tomb of Yawgmoth in play though.

Miren, the Moaning Well - a poor man's Diamond Valley. It does tap for mana though so it's got that over DiamondV. but it will cost 3 to tap it and sak Koko.

Mirrorpool - This taps for colorless, and comes into play tapped. so that suck. but... it can become a Kokusho token to that's pretty cool.

Nykthos, Shrine to Nyx - An auto-include in any mono-color deck.

Reliquary Tower - Often overplayed in EDH but in a deck with Vilis or Necropotence it is definitely worth a slot.

Shizo, Death's Storehouse - Not worth it to buy this one for Koko. You pretty much never use it to give him Fear. But it is a differently named card for my Field of the Dead and there's not much downside so... I have it in there for now.

Thawing Glaciers - I think i might take this one out. I don't have many early game ramp spells so I thought this might be good but omg it's so slow! it was aptly named.

Witch's Cottage - This one is up your alley since you like returning from GY to top of library.

Volrath's Stronghold - is another such card with a very similar effect you might like.

I have Vesuva which usually copies Cabal Coffers. and I have Thespian's Stage and Dark Depths for my boi Marit Lage. They make for fun things to tutor from your two wishes on Wishclaw Talisman. There are stronger things that could be done but if you feel like just being silly and smashing face with a 20/20 indestructible flier then there's always that option.

Urborg is a silly land to run, i mean there's no downside other than it isn't a swamp. But there's really no upside either except for people saying "what the hell is that?" which can be fun. Most people have never heard of it and have been calling Urborg, Tomb of Yawgmoth by this name without realize it belongs to another.

Well if you made it to the end of my novel, congratulations. Let me know what you think of these cards and stay in touch so we can bounce Kokusho ideas off of each other.

Peace!

multimedia on Meren of Clan Nel Toth - Bring out your Dead!

8 months ago

Hey, saw your forum topic asking for help. I don't think adding Woodfall Primus and Greater Good will help to bring consistency. It's adding more CMC which is what you should cut from your deck not add.

Primus has potential as high end creature with an aristocrat theme with Blood Artist / Zulaport Cutthroat , but you're not playing that theme. Melira, Sylvok Outcast can prevent -1/-1 counter from stopping persist thus you can loop Primus with a sac outlet destroying all your opponents noncreature permanents. Adding an aristocrat to this loop makes it infinite life loss for opponents.

There's also an infinite persist combo that Protean Hulk can tutor for: Melira, Sylvok Outcast + Lesser Masticore + Disciple of the Vault + Viscera Seer . This combo is looping Masticore with Seer resulting in infinite life loss of opponents from Disciple since Masticore is an artifact.

You have part of a game winning combo that Hulk can tutor for already Mikaeus and Seer. Adding Walking Ballista who's CMC is 0 finishes the combo by doing infinite damage to your opponents with Ballista. Cards that can reanimate and sac Hulk are powerful especially at instant speed: Necromancy , Apprentice Necromancer , Wake the Dead and Footsteps of the Goryo .

hungry000 on Looking for cards for a ...

9 months ago

Hi, I'm looking for some cards for this deck: Ephemerate Reanimator

Here's a quick outline of the game plan:

  1. Dump things in the graveyard with Stitcher's Supplier , Satyr Wayfinder , Champion of Wits

  2. Use Footsteps of the Goryo to reanimate Woodfall Primus , Moldgraf Monstrosity , or sometimes Siege Rhino

  3. Ephemerate reanimated creature (if not Moldgraf Monstrosity ) to keep it around

  4. If there's nothing to reanimate or no reanimate spells, jank them out with Ephemerate value

I'm looking for some better creatures for graveyard stacking, like ones with a Satyr Wayfinder effect that get a creature or sorcery instead of a land.

Some lower cmc general-use creatures that can incidentally put stuff in the graveyard (ex. a creature that gains you life and lets you discard) would be good to know about as well since that would round out the Ephemerate value plan. I'm considering Seasoned Pyromancer , but it's pretty off-color and there might be better options in BGuw. (I'm not against off-color card suggestions though)

Oloro_Magic on The Mistake WotC Made By Unbanning Protean Hulk

1 year ago

I'm not actually super confident that this deck needs blue at all, it seems to me that it plays out relatively similar to Grishoalbrand type decks, and to this end I think the shell could pretty solidly be B/R. The problem with cards like Contingency Plan is that if it wiffs what exactly did you get from it? The answer is nothing. Taking a lesson then from Grishoalbrand's playbook the package of Discovery / Dispersal , Cathartic Reunion , and the immensely powerful Faithless Looting are the best options to ensure Protean Hulk finds it way into the graveyard, whilst also providing at least some value for you. The way I see it is that the only blue card that is necessary to win is Body Double and you aren't actually casting it. That kind of covers it for the combo/dig part of the deck, so what about the rest of the deck. Well considering the combo happens all on one turn I would strongly recommend the playset of Simian Spirit Guide which enables a very improbable, but possible turn one win which looks something like this:

Opening Hand on the Play: Protean Hulk , x3 Simian Spirit Guide , Faithless Looting , Swamp (or any untapped black source), and Footsteps of the Goryo

Turn One: Exile Simian Spirit Guide , cast Faithless Looting , discard Protean Hulk and any card not in the list above (note one or two of those cards can be found off Faithless Looting meaning you essentially have 9 looks), play the swamp, exile the two other Guides and cast Footsteps of the Goryo , win at end step.

That is very improbable, but it could happen, and the addition of Guide really would speed up your cloak, regardless if you take it to B/R or not. I also wouldn't play the full playset of Fatal Push , instead I would diversify, likely with 1-2 Fatal Push in the sideboard and only 1-2 copies of Collective Brutality in the main simply because it can discard Protean Hulk (I realize this card is expensive though so it is only a suggestion for if you decide to invest in this deck; the same can be said for some of the other cards I will suggest; if you want budget alternatives I'm more than happy to start digging around to see what I can come up with). Filling out the deck, I think I want doubles of most of the combo creatures as I would hate to draw them, though that doesn't feel optimal and I would have to test to see, and maybe some form of protection. As you are winning the turn you play Protean Hulk perhaps Pact of Negation , its fast, free, and versatile.

The land also needs a good amount of work. No matter what you do I firmly believe you want at least 3 scry lands, whether that be Temple of Deceit or Temple of Malice depending on the direction you go, ideally a playset of fetches as well for the marginal advantage of deck thinning. I would also encourage playing both Gemstone Caverns here, as the math with that luck counter could be interesting, and Gemstone Mine as if your opponent plays a Leyline of the Void you are functionally dead, to get around this, in addition to hate in the sideboard, it would be advantageous to actually be able to cast your cards, I mean, a 6/6 is a 6/6, it can win games in desperation.

As for your sideboard, I think you want a healthy mix of hate and protection; on the side of protection I would consider Pact of Negation , Silence , Chalice of the Void (turns off opposing hate and with a diverse cantrip base built around two-cost spells, is amazing against Phoenix). The other half of the sideboard I would devote to staying alive and more general hate: cards like Lightning Axe , Kozilek's Return , Bontu's Last Reckoning , Engineered Explosives , Blood Moon , and Shatterstorm .

If I was building a sideboard for a large tournament with the proposed B/R shell it would look something like this (obviously though this needs to be tested and the numbers better figured out):

1x Lightning Axe

3x Chalice of the Void

2x Kozilek's Return

2x Pact of Negation (unless in main)

1x Shatterstorm

2x Blood Moon

2x Wear / Tear

2x Inferno Titan (I think the deck just wants something to grab out of the sideboard to win in another way against decks heavy on Surgical Extraction nowadays)

IF PACT IS IN MAIN

1x Fatal Push

1x Slaughter Pact

I realize what I am proposing here is a totally different shell that just happens to use the same combo, but I strongly believe a B/R shell is the more competitive build of the deck in terms of consistency and speed. Either way good luck and good draws

triproberts12 on Sexy sacks Yahenni

1 year ago

I like Undying Evil for this kind of deck. Does great things with Gary, Tree of Perdition, etc. Also, since you can sac at instant speed, Mesmeric Fiend permanently exiles, since you can sac it in response to the ETB trigger, making it better than Kitesail Freebooter and other newer cards that have been worded to avoid that interaction. I agree that Grave Pact is a must-have. Some more ramp and card draw wouldn't hurt. I'm partial to Jet Medallion , Charcoal Diamond , Mind Stone , and Thought Vessel for rocks, and Syphon Mind is my favorite mono-black draw spell.

I would cut Ritual of Soot, since it scales very poorly in EDH. Crux of Fate , Damnation (if you've got the cash), Decree of Pain , Toxic Deluge , take your pick.

As for lands, Crypt of Agadeem would be good here. Phyrexian Tower just got reprinted. It's a bit pricey, but it is VERY good, and having been $60 just a few months ago with no likely reprint in the near future, pick it up now. Temple of the False God is a bad card, full stop. It is never correct to include it. Ever. That's not just me talking, but virtually every EDH content creator out there.

I'm not sure how you feel about the budget issue with Mikaeus, the Unhallowed , but it would be a very good addition, even before taking the combo with Walking Ballista or Triskelion into account. It's a solid addition to a black deck, and there are some affordable tutors that can get both pieces like Beseech the Queen , Diabolic Intent (on theme, so maybe add it regardless), Sidisi, Undead Vizier (also on theme!), and Netherborn Phalanx .

As for reanimation, Rise from the Grave is pretty inefficient, and upgrading to Animate Dead , Victimize (on theme!), Dread Return (apparently there's a lot of sac'ing in black, who knew?), Sepulchral Primordial (great with repeatable ETB effects), Rise of the Dark Realms (expensive, but a black staple in EDH), Necromancy , Thrilling Encore (great if you can sac with Dictate of Erebos or Grave Pact ), Ever After (one more mana for twice the value), Whisper, Blood Liturgist , Champion of Stray Souls (so much sac'ing), Hell's Caretaker (again, so much sac'ing), Ink-Eyes, Servant of Oni , Rescue from the Underworld (on-theme), Infernal Offering (sac!), Necromantic Summons (strictly better than Rise), Zombify , and Footsteps of the Goryo (...sac).

The last thing I would do is check out the EDHREC pages for Yahenni, the color black, and sacrifice to see what others are running. Good luck!

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