|Commander / EDH||Legal|
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Creature — Zombie
Geralf's Messenger enters the battlefield tapped.
When Geralf's Messenger enters the battlefield, target opponent loses 2 life.
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Geralf's Messenger Discussion
1 minute ago
5 hours ago
I would highly recommend looking at Grave Pact if budget isn't too much of an issue or if it is Dictate of Erebos and Carrion Feeder working with Aphotic Wisps and Phyrexian Ghoul to lance a BIG creature through. As well as Geralf's Messenger working as a fun sac creature that comes back and maaybe Mind Slash and Attrition if you're going through and through on sac that add a LOT of utility and flexibility. Hope this helps, nice deck concept.
3 days ago
So you're new to magic? Here are some general tips to think of when you're building good decks:
Pick between synergy or value: an "anthem" or "lord" effect is something that gives creatures of a certain type bonuses. There are no good "monk" lords, so synergy with monks isn't all that great. However, another synergy is how your monks get better with instant and sorceries being cast: That's a good synergy. Generally, if there are little synergies in a deck, it helps to just look for cards that are generally good on their own: This is where you should go.
Make sure the deck is focused: You should have one main gameplan, with alternate win conditions. Don't just throw random cards in- every card should have a specific reason as to why it's in your list. If you're control, make sure you can stall the game by gaining life and killing creatures, then push out big fat creatures that are hard to deal with (like hexproof/indestructible) and win the game. By contrast, if you're aggro, drop as many 1-2 mana creatures as you can and don't be running stuff like narset. As it is, this deck looks like a midrange deck, which focusses on having good cards and being able to do different things. However, this step is still very important: make sure every card contributes to your overall prediction of how you are going to win.
Watch the mana costs: a game of magic is usually decided in the first 4-7 turns. Also, you always want to have something to cast early on. 6 mana sorceries are therefore usually flat out bad- especially if it relies on having a board-state: magic is very control based, so I think you should take out flying crane technique because if you haven't won by turn 6, it's probbly because you don't have any creatures left to even use it on. 4 mana is even considered expensive in magic.
Choosing mainboard vs sideboard and avoiding niche cards: Flying crane technique looks great, sure. But again, what happens when you don't have any creatures come turn 6? Magic is way more finicky than games like Hearthstone, and it really punishes you for having cards that may not be able to be even used. Charms and commands are great becuase they allow for alot of versatility and responses to many different problems, but things like hindering light might not be as great cause you may not even get to use them. (hindering light IS actually pretty, good but crane technique is not. I think you get what I'm saying though.)
Generally, the best cards are those that are A) low on the mana curve, B) multi-use, C) resilient, and D) still powerfull. Here are some cards that are not very good in this sense: Cunning Strike great, but 5 mana for this sucks. Biovisionary one gets killed, and you're done. Kalonian Tusker It's strong, but it does shit all other than attack and block.
On the other hand, here are my favourite cards that obey the "strength" rules: Geralf's Messenger Low cost, burns your opponent even if it dies, is strong against kill spells cause it comes back, and is very strong. Demigod of Revenge Comes bakc like crazy. Is a great finisher. Soulfire Grand Master A popular pick, actually. Is an okay body, but it gives you life and can double your spells so you can maintain card advantage late game. Ojutai's Command It's never a dead card, cause it can do just about everything. Thrun, the Last Troll Anyway, you get the idea.
Always think about card advantage: In a slower deck like yours, card advantage is everything. It's good how you have alot of cards that draw you more cards, but remember: effects that draw you cards means the spell itself is weaker: Cunning Strike is an example of this. Even Soulfire Grand Master helps your card advantage, cause you don't have to rely on casting two spells to, well, cast two spells.
Anyways, good luck and welcome to magic... fell free to ask if you have any questions. Also, if you want examples of "prefect" competitive modern decks, search for these decks: Jund, Affinity, Tron, Burn, and Control. Study them and see if you can figure out why they're so good. And remember, you don't have to have a $1000 deck to win. There are some great tournament winners you can get for $40.
4 days ago
You have some good cards and combos in there. But you might want to work on it to make it more efficient. Here are some of the best zombies for a fast styled deck you might want to look at.Gravecrawler Highborn Ghoul, Relentless Dead, Carrion Feeder, Nantuko Husk, Diregraf Ghoul, Shambling Ghoul, Geralf's Messenger, Lord of the Undead are just a few that maybe you haven't seen yet. All the zombies you have are good ones, but the only real problem I see with your deck design is you way too many high mana cost things that really slow down your deck, for example a fast easy combo to pull off in the first few turns is Cryptbreaker can discard Gravecrawler from your hand, generate a 2/2 token, then Diregraf Colossus comes along and it gets a bare minimum +1/+1 counter for Gravecrawler in the grave yard, then next turn cast Gravecrawler from the grave yard and generate a 2/2 token as you cast the crawler from the graveyard. I would recommend in short to focus on a few zombies and shore up what you need to play your deck out and win and then spread out for variety and versatility with your deck, the best ones to shore up on to have 4 of are Cryptbreaker, Grave Crawler and Diregraf Colossus which those can make and generate a LOT of zombies very quickly and work best with Endless Ranks of the Dead coming out. Hope this helps, nice deck!
6 days ago
MAJOR UPDATE on the deck. After some testing it ran really bad so this is the new version. So far, the games with it have went decent which is much better than the vampire tribal. Geralf's Messenger's Undying and Gatekeeper of Malakir's extra removal really help. I'm looking for an upgrade on Tormented Soul and Paragon of Open Graves.
1 week ago
Not really sure what you're going for here but in the comments 2 good cards to speed up and play off the whole infinite mana combo is Korlash, Heir to Blackblade and Lashwrithe. But it looks like your deck is suffering from a lack of synergy if I had to take a gander as to why it wouldn't play out well. Vampires, zombies, and demons are the best staples/tribal types to play out in black. Some good suggestions for those are
These are the best cards to add in generic styled black decks, there are better cards in each of those categories but those are a few of the best in general and don't need other mechanics to work well. I hope these help as this is your first deck!
1 week ago
Hi lagotripha, thanks for the sugestions!
In a recent past, this deck was full of vampires and I used to use Bloodsoaked Champion as recursive body and Pawn of Ulamog as body generator. After some tests, I found in Gravecrawler and Relentless Dead better replacements - because Gravecrawler can return more often than Bloodsoaked guy. And Relentless Dead its a fantastic blocker that can bring Geralf's Messenger or Gray Merchant of Asphodel from GY very easily. In that old days, Blade of the Bloodchief, Bloodghast and Call the Bloodline were crucial pieces - working nice and sweet with Voldaren Pariah Flip and discard Lilly's effect!
But nowadays Im a zombie guy (to fully use Gravecrawler and Relentless Dead nasty and faster features). If Viscera Seer was a zombie, this mechanic would be crazy (or best: if Carrion Feeder was Modern legal)! And sometimes I think to replace Bloodthrone Vampire with Nantuko Husk beside the 1 CMC cheaper to improve zombies interaction. What do you think? And about other zombies (or creatures) that would fit - any ideas?
Mind Slash goes in and out of main and SB, depending on the meta I'm dealing - it's a incredible hand attack, indeed.
About the list Mono black deckbuilder's toolbox, it is already in my 'Modern' bible list! And even made a comment there couple days ago! Really nice job! I'll sugest more tolls to your box soon!
And thanks for the time and attention!
1 week ago
Burn isn't a great matchup for Mono-Black, as many people compare decks like Mono-black midrange to bad jund, and jund itself suffers against burn. (modern is a rock paper scissors format for a reason, there is an answer for EVERYTHING) I mean think about it, Bloodghast, Bloodsoaked Champion, Gatekeeper of Malakir, and Geralf's Messenger are ALL bad against burn, as Eidolon of the Great Revel punishes you for playing any and all of these creatures, and most of them can't block effectively (or at all) against burn. The only real chance a mono-black deck has against burn is to play Whip of Erebos, which wouldn't be a bad one or two of for the sideboard in this deck, as you can grind out value with Gray Merchant of Asphodel.