Geth's Verdict

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Common

Combos Browse all

Geth's Verdict

Instant

Target player sacrifices a creature and loses 1 life.

Price & Acquistion Set Price Alerts

NPH

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Geth's Verdict Discussion

hkhssweiss on Weaboo extravaganza

4 days ago

nenfz

You thought about running Geth's Verdict, Vendetta, Price of Fame, Entomb, Victim of the night, Go for the Throat, Snuff Out, Cast Down, Bile Blight, Murderous Cut, Sudden Death, Devour in Shadow

Revel in Riches can also be a good win con since your focusing on targetted removal or creatures dying.

Hope that helps!

hkhssweiss on Double Tap (Toshiro Umezawa "instant value")

2 weeks ago

seshiro_of_the_orochi I would definitely add in a bit more ramp so you would be able to cast more spells. Some recommendation I would add are Fatal Push, Cremate (So they can't reanimate their creature plus cantrip), Bile Blight (tech against tokens), Victim of the night, Hero's Downfall, Sudden Spoiling (absolutely love this card), Geth's Verdict, and Vona's Hunger.

Some ramp or resources I would also add in would be Crypt Ghast, Nirkana Revenant, Cabal Coffers, Caged Sun just to name a few.

Hope that helps!

kingr8 on Suicide is occasionally the answer

3 weeks ago

Yeah, I figured Snuff Out might be too much life to spare. Spinning Darkness is another card that you could run to let you control their creatures while saving your mana for tempo/aggro (and it also gains you life which is great), but it works against your recursion, doesn't let you select which cards you're removing (like Gurmag), and might not be available in the early game when you need it to get enemy creatures our of the way for your attackers. Victim of Night is probably still your best bet.

The way that I was reading your deck when I first looked at it, especially with Carnophage and Sangrophage, was a deck that heavily relies on overwhelmingly fast aggro to get in most of it's damage. As I'm looking at it again, I can see that with Shepherd of Rot and Gempalm Polluter you have enough of an engine that your aggro can stall our completely and you'll be ok. I saw Shepherd of Rot as taking up a slot that could help your aggro succeed, and was only useful against Fog mechanics, but I see now that it can work with simultaneous aggro because you run enough enemy-specific lifeloss that you don't need to worry about your own life that much.

I would 100% recommend Gurmag Angler. This card is so good that I find it boring, and almost don't like putting it in my deck since it is EVERYWHERE in pauper (I never play delver for the same reason). I don't think I'm ever disappointed when I draw a Gurmag in my zombies deck. One of the things that's so great about Gurmag is that it's a more flexible card than it seems at first. You choose how many and what kind of cards to exile for it. You can easily pay most of it's mana cost (5-7ish) in the late game if you're trying to preserve your graveyard. At the same time, if your opponent has got a Relic of Progenitus on the board, you can exile what's left of your graveyard to pay for Gurmag as part of it's cost, and they can't respond to that. In your case, I would definitely only run 2, and I think you're right that they would be best in the Ghoulraiser slot, since both cards are better a little bit later in the game. Also, in regards to mid/late game, if your board is mostly intact then I presume that you're winning or at least doing ok. But if your opponent has killed a lot of you creatures and wiped your board, then you're in trouble. Of these two situations, Gurmag helps you when you're losing, and probably isn't needed if you're winning. Ghoulraiser can tend to be better when you have less zombies in your graveyard, since you know what you'll be getting, but if your board is wiped and your graveyard full, Ghoulraiser is potentially less good. Ghoulraiser works really well with Gempalm in the midgame, but I don't think that it will allow you to make a comeback that you might need in the late game like a Gurmag could.

I'm not completely sure what I would cut to put in Costly Plunder, but since it's a card gain mechanic you might cut one each of Gempalm and Ghoulcaller's Chant (to fit in 2) so you don't end up with too many non-zombies in your deck.

I had some bad luck games with Sylvok Lifestaff a while back when I had it as a sideboard, so I could just be biased. If it's working for you, then definitely keep it. Especially if you add Costly Plunder to your mainboard.

I'm not sure why you have one each of Bojuka Bog and Vile Rebirth in your sideboard, since I feel like only one of each wouldn't be enough to deal with whatever they are there for. I think most decks that get heavy value from graveyard recursion are going to be slow enough that you want to kill them before they can use it rather than trying to deny it. Especially with Bojuka, if you're only going to run one, you could just stick it in mainboard and take our a swamp.

I was going to mention Dash Hopes as a potential for a 2 of for your sideboard, but I see you're already considering it. Also what I said in my last comment about moving Nameless Inversion to the sideboard might be better served in putting in Soul Reap instead, since it serves mostly the same purpose and it's value is super high. I still think Victim of Night is the better mainboard alternative, and I wouldn't touch your Geth's Verdict mainboard since they fit into your deck mechanics so well AND deal with Hexproof creatures.

PooperDix on

4 weeks ago

The decks that play cheap spells like affinity, burn, tron, bogles, infect and mono decks are going to be a problem for sure, Dark Ritual Lotus Petal Peat Bog could be useful early game slowing there plans by unloading those discard spells from your hand quick, and you may want to include at least Diabolic Edict or Chainer's Edict or Geth's Verdict to deal with hexproof, also a good way to deal with delver of secrets, infect / weenies is Serrated Arrows, Nihil Spellbomb is good for those turn 2 or 3 exhume ulamog decks and flashback

skmbc on Mono-Black Control

1 month ago

I've been building a similar deck, http://tappedout.net/mtg-decks/the-gate-modern-4/

-I ran Desecration demon aswell when I first began building it, but usually got trampled by go-wide strats. Abyssal Persecutor is an awesome card with all the removal you're carrying it's easy to sac him to a gatekeeper or something.

-Vampire Nighthawk is another great card that helps with lifegain if you choose to run a few Phyrexian Arena, Sign in Blood or Night's Whisper.

-Funeral Charm is an awesome card for this type of deck, especially once youre able to get an Urborg, Tomb of Yawgmoth, you're able to have instant speed discard, removal, or sneak a few points of damage in with swampwalking or buff your creatures.

-Really try to get in some Collective Brutality in over distress, its awesome utility and if you decide to run some Bloodghast or Dakmor Salvage+Raven's Crime you get some extra value.

-I would replace mutilate with Languish and probably move it over to the side, you're pretty overstocked on removal often a sweeper shouldn't be a big deal.

-Nihil Spellbomb is great budget GY hate for black.

-Fatal Push Cast Down Geth's Verdict are all great alternative sources for removal. I like running atleast one geth's because Thrun, the Last Troll is a card that I see often.

-Pithing Needle is awesome against resolved planeswalkers and other activated effects like manlands.

-Vampire Hexmage is great aggresive planeswalker hate

-Pack Rat is a nice win con that dodges removal and plays with your board wipes

-Runechanter's Pike works pretty awesome if you have enough card draw to get through and dump a bunch of sorceries

Hope this helped keep rocking the mono black!

kamarupa on Warmongering

1 month ago

Always Watching would be good. Maybe Sign in Blood, too.

You should add some removal variety to your sideboard to deal with various threats - here's a few options: Oblivion Ring, Banishing Light, Journey to Nowhere, Blessed Alliance, Celestial Flare, Celestial Purge, Cast Out, Seal Away, Doomblade, Fatal Push, Hero's Downfall, Murder, Cast Down, Geth's Verdict

kamarupa on Black Out Smack Down

1 month ago

Looks pretty good.

A few thoughts on updating it:

Swap out Diabolic Tutor for Mastermind's Acquisition.

I almost always run 1-2xBojuka Bog/Scavenger Grounds in pretty much all my decks; since you're filling up your opponent's graveyards, it's probably an extra good idea here. At 23 lands, if you ran 1x, you could swap it out for Haunting Echoes if you're worried about those cards conflicting - I think your mana-base would still be stable. 1xBuried Ruin might also be useful. Other less-great lands worth a second of consideration: Cabal Stronghold and Mortuary Mire.

I think 16 creatures tends to be a little inconsistent, regularly seeing games in which only 1-3 creatures ever hit the battlefield. (a problem for Infect decks) I see value in good blockers, but I also think added removal/discard spells may be just as effective. For example, Wrench Mind or even Dimir Machinations may prove a better spell than Black Cat.

Some utility spells: Sign in Blood, Extirpate, Hero's Downfall, Geth's Verdict, Fatal Push, Dash Hopes, Ratchet Bomb, Elixir of Immortality

zaneanderman on Dark devotion

1 month ago

Thanks for the suggestions kamarupa and legendofa. Wrench Mind, Geth's Verdict, and Bojuka Bog all seem great, but Scavenger Grounds and Cabal Stronghold seem hard on the manabase because they only tap for colorless, and Mortuary Mire doesn't have enough utility to be worth it

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