|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Rare|
|MTG: Commander (CMD)||Rare|
|Tenth Edition (10E)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
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Whenever a creature you control dies, each other player sacrifices a creature.
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Grave Pact Discussion
9 hours ago
First, thanks for the detailed feedback.
I agree that a couple of instants and sorceries probably need to be added. My initial thought was to maximize the eminence ability by including more vampires, though there may be a few that should be cut.
I also agree that Vampire Nocturnus is questionable: the BBB cost is difficult, not to mention the tactical disadvantage of playing with the top of the library exposed.
I disagree with your assessment of Shadow Alley Denizen: due to the eminence ability, every vampire you cast will give at least one of your creatures intimidate, which can be incredibly advantageous in a combat-oriented deck.
Likewise, Yahenni, Undying Partisan provides a free sac outlet, protects herself from board wipes, and - when paired with a Grave Pact effect - can grow truly massive and attack out of nowhere. In addition, Yahenni + Grave Pact is a very effective punishment for a Cyclonic Rift: simply sac all of the tokens that would have disappeared anyway to kill everyone else's creatures.
I have not included any traditional board wipes because of the multiple Grave Pact effects, which also have the benefit of getting around regeneration and indestructibility.
Once again, thanks for the feedback!
1 day ago
If your meta is "casual to still not really competitive" and you're playing heavily combo-oriented decks that can instantly go infinite (Mikaeus, Food Chain) or reliably tutor up combo pieces then go infinite (Overlord, Dagsson) then yeah, you're gonna attract a lot of groans. You'll either need to find a more competitive group to play with or downshift your style in a pretty major way.
I don't know how to pull punches in a combo build. Combo isn't so much a power gradient as it is a true/false, once it's true you've won and with that being the goal the rest of the deck and the decisions you make during the game only ever point toward achieving the combo. I guess you could deliberately limit yourself to non-game winning combos that allow your opponents to answer, or combos that require more pieces and run fewer tutors, but then you're building a deck that's bad at what it's designed to do.
"Synergy" is often placed opposite "combo" as a deck building philosophy, but in practice it's more like "limited combo." A solid synergistic deck will have a lot of pieces that play off of and enhance each other, giving you ever increasing value for the cards you play, they just don't do so infinitely.
Take Mikaeus for example. You could Mike n Trike people out, two cards everyone dies the end. Alternatively you could have Mikaeus and Phyrexian Plaguelord then drop Gray Merchant of Asphodel, hit everyone for 14 and gain 42 life. That's a huge blow that only gets worse with other pieces; throw in a Grave Pact and you could sweep the board and deal an even 20 each. It's functionally a "combo" in how devastating it can be, but since it has a defined ceiling and requires a bit more setup to get that kind of impact casual players generally respond more favorably to the latter. I also play in a rather casual meta and find the synergy approach to be a lot of fun.
The pothole of synergy is making sure your strategy can actually win. This is the problem in many mass land-D and "chaos" oriented decks; they can set up board states that don't really "close out" the game, they just lock players out and make the game go on forever.
tl;dr: Play bad, Rube Goldberg-style combos or heavy synergy.
2 days ago
3 days ago
Reconnaissance...if you have Edgar out it can help pump up even if you cannot swing through.
Homeward Path is good just in case.
Urza's Incubator or Herald's Horn for ramp are great options and lastly...Patriarch's Bidding has saved my butt many times running tribal.
If you end up with a full graveyard, this card can end a game.
Sorry for the long post. I just ended up with a lot of ideas from my experience running vamp-tribal.
3 days ago
One card I have not seen mentioned,which Muldrotha hates and can be your Commander: Anafenza, the Foremost. Often overlooked, you can go two routes with her in charge. The first is the one I use, probably not the stronger option. Build up an army boosted by +1/+1 counters that add abilities to your creatures. The second, just plain evil option, is Anafenza mill/go ahead and kill my creatures option. Grave Pact, Dictate of Erebos, Butcher of Malakir, Trepanation Blade, Keening Stone, Balustrade Spy, Destroy the Evidence, Martyr's Bond and the like make Muldrotha's plan painful to execute.
6 days ago
I've been putting together a budget Muldrotha list and my budget constraints have led me to find quite a few amazing cards that pair with Muldrotha.
First off, with all your sacrifice/reanimator affects, using cards that take advantage of those affects will be beneficial. Butcher of Malakir, Dictate of Erebos, and Grave Pact add a lot of control to the deck. Cards like Fleshbag Marauder and Merciless Executioner get extra value, as does every one of your sacrifice engines. Mazirek, Kraul Death Priest makes these affects even more powerful. Pump up your whole army while picking off theirs or gaining value through sacrifice engines.
Nyx Weaver and Splinterfright are excellent ways to fill your graveyard in addition to what you're already running. Sidisi, Brood Tyrant also helps to fill your graveyard while providing extra value for your self milling in the form of a zombie army.
Executioner's Capsule is excellent repeatable removal that takes up an artifact slot. Very valuable. Tormod's Crypt helps shut down opposing graveyard strategies, over and over for free. Wayfarer's Bauble provides ramp in the artifact slot.
Attrition is an excellent sacrifice engine that is also repeatable removal. False Demise serves as a way to keep your commander on the battleground or take an opponents creature/commander. Font of Fertility provides ramp in the enchantment slot. Heightened Awareness is a great way to draw an extra card every turn for practically free. Monastery Siege provides similar value. Seal of Removal gives repeatable bounce in an enchantment slot. Vessel of Nascency gives repeatable draw and fills your yard in an enchantment slot.
Here's some good value cards I've found in my deck building process: Dawnstrider provides repeatable fogs while not really costing you anything once your commander is out. Hermit Druid fills your yard and provides land consistency. Waterfront Bouncer provides repeatable creature bouncing. Silverglade Pathfinder provides repeatable ramp. Hell's Caretaker provides repeatable reanimation. Coiling Oracle is full of value. Siren Stormtamer helps repeatedly keep your creatures safe. Best part about all of these is that they're easy sacrifice fodder once you no longer need the abilities and they work crazy well with Skullclamp, which is easily the best sacrifice engine you can run in this deck.
I love playing Muldrotha because I feel there are so many ways to play her and they're all viable. Hopefully this helps :)
1 week ago
I actually went to my lgs yesterday and got a few cards including Realms Uncharted! I already had World Shaper but youre so right, it really is a great synergy. I will definitely check back often for more inspiration from your deck!! Do you have any thoughts on Grave Betrayal? I thought it might work with cards like Grave Pact or Dictate of Erebos. Too expensive or situational?