Grim Flayer


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

Price & Acquistion Set Price Alerts



Recent Decks

Load more

Grim Flayer Discussion

xyr0s on Jund Mix and Match

1 day ago

It's not that I don't get you on being innovative. But there's just no denying that staple cards have that status for a reason (most of them, at least). So as far as I can tell, what you have here is a bad jund shell, with a surprisingly good combo finisher (Generator Servant into Master of Cruelties). But you still need to do all the grindy things a regular jund deck does - that is: win a bunch of 1-for-1 trades, and somehow come out a little bit on top. Lightning Bolt is "played by everyone", because it provides to things - best mana-to-damage ratio at instant speed, and an efficient way of trading 1 for 1. Slaughter Games is a really bad card, because you can't even trust it to trade for anything on your opponents hand - you just name a card, and hope you hit... and it costs 4 mana (compare to Thoughtseize with its 1 mana for trading for the best card in your opponents hand). So, it's not using other cards than the usual staples, I find doubtful, it's using new cards that do that do the same things as more commonly played cards, but are less effective.

If you change a deck fundamentally, you should go out of your way to get something out of it. In jund, you could for example play cards with delirium. Traverse the Ulvenwald would be really sweet in this deck, since you have a finishing combo with 2 creatures, and could use traverse to find the combo pieces. There's a pile of cheap enchanments that can be sac'ed, and that would help on delirium... Grave Peril looks promising, but so does Vessel of Nascency. There's also a couple of spellbombs that aren't too silly, and could put an artifact in GY. And then you could then play Grim Flayer and Whispers of Emrakul... discard 2 at random... that's just nasty. Speaking of discard, Blightning hasn't seen much play lately (since Kolaghan's Command covers the same functions and then some more too) - but it's still a good card, and you could easily get a lot of advantage out of it.

While it's not really card draw, Abbot of Keral Keep comes close enough. It's better when the average cost is a bit lower than what you have here (which is another argument for 1 cmc spells).

Also: Adding in 3 Thragtusks doesn't really reduce casting cost in this deck.

xyr0s on Jund Mix and Match

2 days ago

Ok... erhm... stating the obvious: If you need to fill your graveyard for fast delve creatures, you should play fetchlands. You should probably also play Thoughtseize or Inquisition of Kozilek over Faithless Looting. Most jund decks care a lot about card-advantage, and Faithless Looting is -1 card on turn 1. Besides that, there are rather few plays as strong in modern, as picking through your opponents hand on turn 1 and removing the best card they have. It's a lot better than trying to do it in turn 4.

Average casting cost is somewhat high for modern. Both Slaughter Games and Harmonize could be exchanged for something else, and cheaper.

I know, I know, these are boring cards that everyone plays, but have you considered Grim Flayer and Lightning Bolt? It is a bit.... unusual... to see a deck with 4 Gut Shot and no Lightning Bolts.

colton815 on JUND Midrange (100% Competitve)

5 days ago

i'm of the opinion that Goblin Rabblemaster is entirely worthless outside of a goblin tribal deck. its not a "fast clock" at all. outside of goblin tribal, it attacks for 4 damage at best on turn 4, and thats if we assume that the token it created on turn 3 (assuming you played the Goblin Rabblemaster in the precombat main phase) doesn't just get blocked and killed, which realistically it will.

so it boggles my mind why someone would want to tap out on turn 3 just to attempt to attack for 3 on turn 4.

i'd really recommend Grim Flayer instead. and some Claim.

Shocker on Classic Rock

6 days ago

I would like to begin by thanking APPLE01DOJ for the comments. I look at your build very often and have used many of your ideas with great success. I have tried Grim Flayer (and intend to try again) without the success that others have had. I have concluded that it must be me and not the card. Perhaps using it more will help me get over that hump. I often switch between Tectonic Edge and Ghost Quarter and do not change it on this list every time. With that written, I probably used Tectonic Edge much more often and have had the most success with it. I am looking to try Field of Ruin because it seems as if that is a great compromise. I agree with your comments about Hissing Quagmire and have included Treetop Village to help speed up the deck (something done after seeing it in your list). I know that I have often used Hissing Quagmire for its death touch ability more than for the damage it causes.

With regard to my match up against both Jund and Junk, it is true that Junk is a tough one, but I have (and it just may be luck) done well against Junk. Since Junk is my alternative build I have some experience with the deck and realize that Lingering Souls is that advantage they have. I feel this deck is better otherwise. So, when I have seen a lot of Junk being played I have used Illness in the Ranks in my sideboard and then I keep in some hand disruption to target Abrupt Decay and Maelstrom Pulse. I don't know if this is truly correct, but it has worked for me (perhaps because many do not expect to see Illness in the Ranks and I have heard on several occasions that since Twin is no longer a deck that card should not be used). I also try rely on my Surgical Extraction and perhaps a Flaying Tendrils if they over extend the board.

Please continue to update your list APPLE01DOJ and comment on mine. I will modify my deck to include some of your suggestions and provide the results as I go. Again, t hanks for you comments.

APPLE01DOJ on Classic Rock

6 days ago

List looks good. I prefer more removal and Grim Flayer over Tireless Tracker but I think Tectonic Edge is just too slow in this meta. I would consider switching to Ghost Quarter or Field of Ruin. I also think Hissing Quagmire is too slow to run 4. Consider swapping some for Twilight Mire or more fetches.

I'd probably swap a Swamp for a third Overgrown Tomb as well. There's just too much land hate in the current meta.

8vomit on Snapcaster Rock

1 week ago

Thanks for the input ToolmasterOfBrainerd, makes sense.

I havent played against eldrazi tron (Matter Reshaper, Reality Smasher, ect) with this particular deck yet. I have played RG and GW tron though. They almost always take game one. Game 2 + 3 I have a fair amount of sideboard hate for that match up, and it ends up being a tempo race. So far this deck has perfomed well post sideboard. Keep in mind ive only played a hand full of fnm's w this so far, only had it assembled about a month.Ceremonious Rejection + Snapcaster Mage is great.

I am considering Grim Flayer. What would u cut to make room for that?

Chasmolinker on

2 weeks ago

Very cool idea. However, you don't want to run Dark Confidant when 8 drops are lurking around in your deck. You would be better off with Grim Flayer to find Madcap Experiment. Also, you need some protection for Platinum Emperion once you get it out. Artifact hate is very real and something like Heroic Intervention would do well to protect it from removal. +1

PG7m on Frontier BUG suggestions

2 weeks ago

With all the free to play online Frontier leagues going on I really want to build a Sultai(BUG) list. My problem is that there seems to be too many ways to go with it and I need some smarter people than me to help me out with a direction and some card recommendations.

I like card advantage; Treasure Cruise, Dig Through Time, Champion of Wits, etc.

I like car-jacking; Hostage Taker, The Scarab God, Dragonlord Silumgar, etc.

Toolbox; Chord of Calling, Traverse the Ulvenwald, Eldritch Evolution.

Delirium is always sweet; Grim Flayer, Emrakul, the Promised End, etc.

Dredge, Control, Emerge, Energy, there are so many ways to go with so many great cards/options I get lost.

Permission and removal seem great in these colors plus BUG has possibly most of the best cards in the format. I think the mana base might be holding it back a bit.

I was thinking of some sort of aggressive midrange-y base that could transform to more of a controlling list post board.

Would love any help you can offer from cards to packages to entire lists.

Thanks in advance fam.


After some playing and testing I've sort of landed in this deck that is sort of aggressive and somewhat combo-y. I would love to hear any/all suggestions. Thanks.

Sultai Graveyard Aggro

Frontier* PG7m


Load more