Grim Flayer


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Mythic Rare

Combos Browse all

Grim Flayer

Creature — Human Warrior

Whenever Grim Flayer deals combat damage to a player, look at the top three cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.

Delirium - Grim Flayer gets +2/+2 as long as there are four or more card types among cards in your graveyard.

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Grim Flayer Discussion

xyr0s on Bystander Mode Activate

17 hours ago

I'm a mainstream sucker on this, but I don't think that the price-tag difference between Rewind and Cryptic Command is due to rarity - it's due to power level. Rewind forces you to keep 4 mana open for a counterspell, and that's quite a lot, especially if you aren't already in control, while cryptic has 4 different modes and can be used for so much other than countering. And if not a command (cryptic or ojutais), Spell Queller could be better on that slot, since it can could press opponent into defensive.

Have you seen the UW spirit deck? Maybe that is more like what you want, than UW control is? A randomly found variation of spirits: Even if you don't go with something much like this deck, there could be a few cards that would be good anyway, like Moorland Haunt.

Previous experience... tempest... hmmm... have you played against many modern decks? Not necessarily top-tier price-of-a-house decks, but, you know, the better class of budget decks? If you want to play control(ish) decks, you should have a plan against the more commonly seen strategies - what to do against tron, midrange, super-fast aggro, and so on. I looked at the decklist for deep freeze, and one of the changes since the time of tempest, is that more importance has been placed on creatures, and less on spells. I think I have a deck that actually does some of the same as deep freeze seems intended to do - play cheap creatures, disrupt opponent, and win by attacking - here you go UW Death and Taxes. Haven't played it for a while, and I would replace the ninjas with either Spell Queller or Reflector Mage. But really, deep freeze seems to want to be death and taxes, it's just missing a lot of the more important pieces (like Aether Vial).

I doubt that you'll get to play your jace-combo-lock very often, as it's remarkably hard to keep planeswalkers in play for 4 turns without them losing any loyalty counters, but for the card draw, he might be good.

Playing into removal is not a great idea, neither with walls, nor anything else. The walls were just a particular example of 1-for-1 trades, that would mostly be a losing game. Very few decks (you have to consider the opposition, right) just play their removal and move on. Some have removal/burn combined, like Searing Blaze, others play their spells more than once with Snapcaster Mage, others again make use of having cards in graveyard by having delirium-cards (Grim Flayer and Traverse the Ulvenwald), combo decks just ignore your blockers and makes walls into blank cardboard, and that all murks the result of having a wall removed with a removal spell. Also, in the current build you don't have card advantage enough to go into much 1-for-1-trading and winning from it. The problem with the walls were really that they were inflexible (they can only do 1 thing - block attackers, as long as there aren't too many attackers) and played into the plan of any deck they were supposed to be good against. The suggestion of using Ghostly Prison instead is actually pretty good, since you can play tablewipes without losing your defense.

I think you should drop the Azor's Elocutors since they don't really fit with the rest of the deck - if you don't build towards winning with it, it's not going to win anything anyway, and the slot is better spent on something else. Mana-wise, you could also lighten the load a bit, and you could add 2 Moorland Haunt to the deck. That way, your games can go longer and you still have a bunch of small attackers/chump blockers.

Midnightcarnival on 4c Traverse Shadow (sans White)

2 days ago

Some other adjustments! I'm currently wary of having 2 main deck copies of Temur Battle Rage because I've been drawing dead with it often. I also have found Grim Flayer to be lacking, so I've decided to try a second Snapcaster Mage in the main deck for now, which has currently been vastly more consistent. However, I may go back to Grim Flayer still.

I'm contemplating several different cards in the slot of the second Temur Battle Rage, such as Kolaghan's Command, and Liliana, the Last Hope.

Pieguy396 on Sultai Midrange

1 week ago

What are your thoughts on Grim Flayer? Bananaman and Fishy boi seem a little strange in a deck that's looking to grow very large Tarmogoyfs and Snapcaster Mage back spells in the late game.

Spazik008 on The Sultai 4x4

1 week ago

I would add more Jace, the Mind Sculptor and Gurmag Angler. Change the Stubborn Denial to Mana Leak. Dedicated yourself to midrange control instead of being all over the place and not having a plan. Cut points would be Grim Flayer, Traverse the Ulvenwald, and Mishra's Bauble accordingly. If you have Jace and Fish you don't need those cards and can better spend the deck slots elsewhere.

Edit: I also agree with the previous commentator that Thought Scour would have a home here because of Snapcaster Mage. That would also bring you in line with throwing down Fish as I suggested above.

Coward_Token on Superstition, Fear, & Jealousy | Sidisi EDH

2 weeks ago

Yeah reservations about adding noncreature cards above a certain CMC threshold is something that resonates with me as a fellow reanimation deck builder, especially when it comes to those which are dependent on other cards/permanents. However, I think in this case the later point isn't too noticeable since putting a creature into play is something this deck can do shortly after Path has been cast (you already alluded to the potential with Sidisi). What to exclude is, as usual, difficult to say:

There's some overlap with Life from the Loam but I guess the argument mostly becomes a question of less mana spent per turn after the initial 4 CMC investment and a better zombie token-per-milled-card ratio. You could say similar things about Grim Flayer & Satyr Wayfinder but I doubt you're thrilled about lowering the percentage of creature cards in the deck (with good reason). Maybe you can be a bit naughty and take out a Basic? 37 lands doesn't seem that bad too me.

As for your thoughts on graveyard anti-hate, they seem well reasoned. I'm a bit of a control freak (lower case 'c') so my fear of having potentially key cards eliminated for good might be a bit excessive.

Jigadoon on Tracker Jund

2 weeks ago

Assume this is based on Reid Duke's list? I did the same thing but 4 Tracker seems excessive. Don't really want more than 2, I think. I'm trying out 4 Grim Flayer and trying to be more aggressive.

ArchonBlue on Liliana's Reaver

2 weeks ago

Here are my suggestions, based on our talk and your budget. Out: 1. 1x Daggerdrome Imp 2. 1x Deeproot Warrior 3. 2x Old-Growth Dryads 4. 1x Sengir Vampire 5. 2x Thrill-Kill Assassin 6. 2x Doom Blade 7. 2x Rancor (you'll have less creatures to target for this) 8. 1x Duress (2 is fine) 9. 1x Liliana, Death Wielder

In: 1. 4x Inquisition of Kozilek 2. 1x Liliana Vess 3. 3x Fatal Push 4. 2x Bloodghast 5. 2x Grim Flayer

You'll want to up your lands to about 21 at least I'd say. Some decent budget lands in your colors include Llanowar Wastes and Blooming Marsh. I'd really strongly advise running fetch and shock lands if/when you can afford then though.

ShodoPhan on (Scaling) beater

3 weeks ago

I need some cheap mana beater creature for Abzan midrange which won't kill me or is not Tarmogoyf because money (also don't want to waste 75$ for creature that die to Fatal Push.

In my list is already 4x Grim Flayer and 2x Scavenging Ooze

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