Enchantment Creature — Zombie
Constellation - Whenever Grim Guardian or another enchantment enters the battlefield under your control, each opponent loses 1 life.
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Grim Guardian Discussion
1 week ago
Good Constellations you seem to be missing.
They all provide some benefit that is good. They're the best that you're missing.
3 weeks ago
No Doomsday? getgud
Just kidding, I felt like I had to. xP
You could also include some Curses to help encourage others to gang up on a troublesome player. Examples include Curse of Inertia, Curse of the Forsaken, and Curse of Vengeance. You could also have Trespasser's Curse to deal with token spam decks.
Sigarda's Aid is another possibility. 19 of the cards in the deck are Aura spells that either buff Zur or lock down a troublesome creature. Including Sigarda's Aid means that 30% of your deck gets Flash. Imagine responding to a Rith generating 40 1/1 Saprolings by Flashing in Trespasser's Curse. Not bad at all...
This deck already looks as tightly wound as a watch. I like it a lot. +1.
4 weeks ago
Sacrifice abilities combined with Athreos, God of Passage and Pia's Revolution would work if you ran b/r/w enchantment deck. Player would have to choose between losing 6 life, or have creatures like Grim Guardian trigger it's own constellation, or if you sacrificed other enchantments, they would trigger their own constellation and other constellations the next turn. i.e Grim Guardian on the board, sacrifice Underworld Coinsmith play UC next turn, trigger both life gain and life drain.
Long story short, I don't think (only think) that sacrifices have any practical utility in your deck.Really cool concept though 1 upvote from me! Check out my own decks if you found this helpful, may have some enchantment inspiration for you!
1 month ago
Why are you thinking about removing the Hellkite? Is it the high CMC?
Other lower CMC options that do similar things include the following: Gibbering Fiend, Keldon Marauders, Impact Tremors, Forgeborn Oreads, Keldon Champion, Foundry Champion, Blind Hunter, Bloodhunter Bat, Dakmor Ghoul, Grim Guardian, Pierce Strider, Purphoros, God of the Forge, and Outpost Siege. Personally, I think Gibbering Fiend and Keldon Marauders are the best. They're super low CMC, so you can play them much earlier in the game and start pinging the opponent for more damage sooner.
Invader Parasite is another option, if you don't mind not having any friends. Just make sure you don't accidentally exile all of your own lands, too.
1 month ago
Hello, my children of Magic! My name is Alara, and I have come to seek the aid of those of the knowledgeable. As the title portrays, I am thinking of BW Enchantress (non-competitive) featuring Mesa Enchantress, constellations creatures Underworld Coinsmith and Grim Guardian and perhaps Atheros, God of Passage and/or Heliod, God of the Sun. Tell me your input of what to include in this deck idea.
1 month ago
Karmic Justice, AEther Barrier, Archmage Ascension, Bitterblossom, Chill and High Seas (Sideboard), Spear of Heliod, Counterbalance, Curiosity, Crusade, Curse of Shallow Graves, Damping Field, Eel Umbra, Favorable Winds, Feast on the Fallen, Tainted Remedy, Flickerform, Ghostly Touch, Glorious Anthem, Gravestorm, Grim Guardian, Honor of the Pure, Infiltrator's Magemark, Legacy's Allure, Underworld Coinsmith, Luminarch Ascension, Necromancer's Magemark, Orim's Prayer, Pledge of Loyalty, Psychic Surgery, Rule of Law, Suppression Field, Telepathy, Thassa, God of the Sea, Training Grounds, War Tax, Web of Inertia.
1 month ago
So sorry about the time. I've been very busy!
Either way, some notes and cards that may be worth including: Tainted Remedy is generally pretty bad, and other people gaining life is almost never a big deal. Underworld Connections is really slow card advantage, a bit too slow for my tastes, but if you don't mind "sacrificing" a land for your card advantage you can keep it (just noting that it is a strong card when you have access to green and their plethora of land-untaping effects). Orim's Prayer, Hissing Miasma and Cliffhaven Vampire fall into the corner case of being sometimes good, but usually pretty awful, and are often worse than just including better cards. Divinity of Pride and Serra Ascendant are cards that I have used in the past, but are (surprisingly) bad. All they do is just sit there, be big and then die, and since this is commander most removal will generate a bit of extra value, but your cards did nothing, so you will simply fall behind on cards. Herald of Anguish is slow and does nothing for your deck. Kambal, Consul of Allocation might be interesting as a commander, but as just a single card in the 99 that you will likely draw late in the game it is pretty bad. Condemn used to be very good when you could still "tuck away" commanders, but since that change it has been pretty damn unplayable since it usually just a worse Path to Exile. Finally, Drana's Emissary and Grim Guardian are just bad cards.
Good card to add might include Forbidden Orchard, Duelist's Heritage, Windborn Muse, Torpor Orb, Thunderstaff, Rest in Peace, Archangel of Tithes and Koskun Falls. These all just help your general strategy.
Demonic Tutor, Council's Judgment, Sepulchral Primordial, Luminate Primordial and Archon of Justice are all just really solid cards that fit into many black and white decks regardless of archtype. Even Path to Exile isn't as good as these guys here! haha
Hope this helped! And one last recommendation- add a few more boardwipes, especially versatile ones like Austere Command!
2 months ago
Try using this land base:
1x Ancient Den1x Arcane Sanctum1x Cabal Coffers1x Choked Estuary1x City of Brass1x Command Tower1x Concealed Courtyard1x Dromar's Cavern1x Fetid Heath1x Godless Shrine1x Grand Coliseum1x Hallowed Fountain1x Island1x Mystic Gate2x Plains1x Port Town1x Prairie Stream1x Reliquary Tower1x Scrubland1x Seat of the Synod1x Serra's Sanctum1x Sunken Hollow1x Sunken Ruins2x Swamp1x Tainted Field1x Tainted Isle1x Tolarian Academy1x Tundra1x Underground Sea1x Urborg, Tomb of Yawgmoth1x Vault of Whispers1x Volrath's Stronghold1x Watery Grave
Now find which cards have unnecessary redundancies and throw out the ones you don't need. Then, toss in things like Karn, Silver Golem (the Mycosynth Lattice turns him into a land-destroyer), and creatures that Zur the Enchanter can fetch, such as Grim Guardian and Underworld Coinsmith. Karn would also give you extra creatures on his own.
There are so many better choices for your main board, and many of them are in your maybe-board. I won't tell you exactly what you should do, but there's plenty of ways to fine-tune and streamline your deck, even though it has amazing potential already with the way it's structured right now. ;)