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Gate to the Afterlife
Whenever a nontoken creature you control dies, you gain 1 life. Then you may draw a card. If you do, discard a card.
, , Sacrifice Gate to the Afterlife: Search your graveyard, hand, and/or library for a card named God-Pharaoh's Gift and put it onto the battlefield. If you search your library this way, shuffle it. Activate this ability only if there are six or more creature cards in your graveyard.
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Gate to the Afterlife Discussion
1 week ago
So I'm assuming we are going with a sac outlet style here, and I have a couple of win cons. Exsanguinate / Debt to the Deathless for a large amount using Ashnod's Altar / Phyrexian Altar , Sac outlet procs from Kokusho/Artist/Cutthroat/Evangel, or Mirror Entity swarm.
- Mikaeus, the Unhallowed
- Mimic Vat
- Open the Graves
- Pitiless Plunder
- Sheoldred, the Whispering One
- Bontu's Monument
- Expedition Map
- Razaketh, the Foulblooded
- Debt to the Deathless
- Teferi's Protection
- Songs of the Damned
- Thran Dynamo
- Coldsteel Heart
- Viscera Seer
- Mirror Entity
- Pious Evangel Flip
- Phyrexian Plaguelord
- Solemn Simulacrum
- Oversold Cemetery
- Toxic Deluge
- Smothering Abomination
- Dark Prophecy
- Gate to the Afterlife
- God-Pharaoh's Gift ?
- Grim Haruspex
- Ashen Rider: I personally hate this card, it's so god awfully expensive and it expensive for a pretty vanilla creature... I think that unless you are playing a reanimator style this isn't worth playing at 8 CMC
- Butcher of malakir: I know a lot of people love this card, but I'd rather just play Dictate of Erebos and Grave Pact over this any day, too expensive and too easily destroyed.
- Extractor demon: It's too expensive and mill is one of those things you have to COMMIT to.
- Havester of souls: I'd rather see a Smothering Abomination , Dark Prophecy , Gate to the Afterlife , or Grim Haruspex
- Knight Of The Last Breath: It's really bad.
- Krav, the unredeemed: This one is a bit iffy, it could be really good it could be really bad playtest with it, and if the deck doesn't do what you want it should be onthe first to go list.
- Light of the Legion: You don't have enough white creatures to make this worth while.
- Regna, the Redeemed: It's just WAY too expensive.
- Nomad's Assembly: This could be good, but it's far too expensive
- Storm Herd: This isn't your game plan my friend, I mean sure you could play it and win off it but I think you're better off taking that 10 mana and dumbing it into an Exsanguinate or Debt to the Deathless
- Rise of the Dark Realms: Too expensive, and you have no way to cheat it out.
- Cathar's Crusade: your gameplan should be more sac to get triggers and do silly things, not attacking.
- Divine Visitation: It's a Win more card in a deck that isn't solely based on making tokens, not worth.
- Sanguine bond/Exquisite Blood: I'm just not a fan of the combo, it pisses people off and is no fun. Play one or the other, not both.
- Grave Betrayl: Too expensive in my book
- True Coviction: Triple white in a deck that is prominently black... No thank you... Plus this doesn't contribute to your win con.
- Sword of Light and Shadow: Why? It won't protect against your board wipes, and it's very much not your strategy.
1 week ago
BlueBat93 I think it's the right call to remove the lifegain aspect, since there are no double triggers on them.
As for Blood Artist, he's alright. But even with Teysa, you 'only' target two players. It could still be good though with the right engine on the board.
Some more cards I think are interesting:
I mostly highlighted the generate X tokens since you'll be doubling your token generation. If put alongside Anointed Procession, you're quadrupling your creature count.
Recursion: Gift of Immortality. Cauldron of Souls, Nether Traitor (another Reassembling Skeleton almost), Mimic Vat (allows you to disrupt your opponents as well as enables some shenanigans on your own board), Lifeline (another must, I find, considering your deck prioritizes things dying as much as possible)
The 'must-adds' in my book are Black Market, Nether Traitor, Gift of Immortality and Lifeline though. The rest are food for thought mostly :)
Hope you're having fun, Aristocrats is always hilarious fun to play ^__^
2 months ago
Full of fun effects and flavor, but you don't call things to my attention for flavor shenanigans. You call things to my attention for cold, ruthless efficiency.
First of all, you have cards that pull you in directions that the deck...just isn't going. Malfegor wants you to discard your hand, but you like having a full hand of tricks. Ashnod's Altar wants you to sacrifice creatures, but most of your creatures aren't expendable. God-Pharaoh's Gift wants you to reanimate things smaller than 4/4s, but most of the things you'd want to reanimate are bigger. Not sure you have enough cards (dragons and instants/sorceries) for Bladewing the Risen or Augur of Bolas. Fraying Omnipotence hurts you just as much or more as it does the other players, and Apex of Power is neat in theory, but with the number of big, expensive things you're running, you'll usually be casting only one card off of it. Gate to the Afterlife wants you to have things dying, but your things are too expensive to kill so haphazardly.
Then there's a few things that just suffer from the scale of EDH. Tormenting Voice can do work in mono-red, but you have blue. Play blue card draw. It's just...better. Even the cheap stuff. Hell, Chart a Course is a bad option and it's almost strictly better. Eternal of Harsh Truths doesn't do all that much here, just drawing you a few cards...whopee. It's EDH. Nobody cares. Likewise, Undermine has pretty much no upside over Cancel, and if you can, I'd try to find a better counterspell. For Elder Mastery, I'd be hesitant including it, because it bares your throat to removal or tempo plays for not...too much gain, because if you can leverage it to advantage, you're probably already winning. Sadly, except in niche cases, Wit's End isn't super effective in EDH because it won't hit for more than a few cards in almost all cases.
And never forget in EDH, your general matters. When you flip Bolas, you get a super powerful 'walker and an endless stream of cards. To fully take advantage of this, play removal, a few cheap counterspells, and most importantly, MORE RAMP. You are a very top-heavy deck. You gotta double down on that ramp; you'll always have something to do with your mana, especially with Bolas in the helm.
I have more optimizing comments, but those are the big glaring problems I see. Others are suboptimal things that you might want to keep for fun and trolling (I know how you play).
For card suggestions, peruse Lord Bolas. It is a rather expensive list, at times, but it can give you an idea of how to work with the Ravager as a commander.
2 months ago
3 months ago
Hey! you finally posted it! i can get this deck out there if you want. anyway, i think that we should sub ramunap excavator for a Molderhulk and see how that works. also Coat of Arms is good if you know that there aren't any tribal decks at the table. i know you've been worried about plague belcher, so you could replace it with Cemetery Puca or a Gate to the Afterlife and a God-Pharaoh's Gift
4 months ago
Looks sweet! I am working on a budget deck for something similar, but I am using a small GPG package as the graveyard grindy part. Might be good to add something like this into your strategy since you're already filling the yard! The loot effects and health gain on Gate to the Afterlife can be relevant too.
4 months ago
Hey, fun budget deck.
Consider God-Pharaoh's Gift, Gate to the Afterlife and Dark-Dweller Oracle? Until rotation Gift with Afterlife is budget and a powerful way to play Goblins. If gives you a lot of resiliency, enternalize Goblins which is good as Siege-Gang fodder and eternalizing Siege-Gang is a big reason to play Gift with Goblins. A creature externalized by Gift ETB as 4/4 creature which is very nice with Goblins because most of them start out with low power/toughness. Goblins get more powerful with Gift.
Goblins have a unique base with creatures/spells that can sac themselves for value (Prospector, Firebrand, Oracle, Siege-Gang, Barage) this is good with a Afterlife strategy with Gift. Prospector, Oracle or Siege-Gang can be sac engines to fill your graveyard up with creatures to trigger Afterlife. Afterlife is a loot engine (draw/discard) and all decks in Standard like draw, but it's difficult to find cards that draw in mono red.
Consider 4x Prospector? You said it yourself, Prospector gives you some explosive starts, consistently you can get more of these starts with more Prospectors. More Prospector is not bad because he can sac himself to make mana. Goblins really want more ramp because the best Goblins are three, four and five drops. With Prospector and Afterlife you can sac your entire Goblin army to make mana. If this puts six or more creatures into the grave then you can use the mana to then activate Afterlife, tutor for Gift put it into play and then start to enteralize a Goblin each turn.
Consider this Goblin Gift example:
- 4x Prospector
- 4x Firebrand
- 4x Oracle
- 3x Instigator
- 3x Wily
- 4x Chainwhirler
- 3x Trashmaster
- 4x Siege-Gang
- 4x Afterlife
- 2x Gift
- 2x Barage
- 23x Mountains
Dark-Dweller Oracle is only a $1 right now which is cheap for a rare two drop. Post rotation I think Oracle will go up because he's potential pseudo draw for mono red which is very good. Oracle is a good two drop Goblin and if the tribe is a deck post rotation he'll be a big part of it. I suggest if you like Goblins to get a playset of Oracle now not wait until after rotation.
5 months ago
Luke, Young Prodigy 1WU
2/2 Legendary Creature - Human Pilot
3WU: This creature is Unblockable this turn
whenever this creature deals combat damage to a player, if you control another legendary creature, you may exile any number of Historic permanents you control, then return them to the battlefield.
Create a card that directly interacts with another card that already exists, ie Gate to the Afterlife