Grim Guardian

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
MTGO 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
Journey into Nyx (JOU) Common

Combos Browse all

Grim Guardian

Enchantment Creature — Zombie

Constellation - Whenever Grim Guardian or another enchantment enters the battlefield under your control, each opponent loses 1 life.

Price & Acquistion Set Price Alerts

JOU

Ebay

Recent Decks

Grim Guardian Discussion

Jaysterbaby on Need help with ZOMBIE EDH ...

1 month ago

I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards

Commander - Oloro, Ageless Ascetic

[100 cards]

Sol Ring

Leyline of the Meek

Night's Whisper

Phyrexian Arena

17x Swamp

Prophetic Prism

Zombie Apocalypse

Phage the Untouchable

Sheoldred, Whispering One

Isolated Chapel

Dark Ritual

Culling the Weak

Heliod, God of the Sun

Cabal Ritual

Army of the Damned

The Scarab God

Josu Vess, Lich Knight

Cemetery Reaper

Death Baron

Torment of Scarabs

Gravecrawler

Geralf's Messenger

Leyline of Sanctity

Diregraf Ghoul

Murder

Torment of Hailfire

Blood Scrivener

Bridge from Below

Mikaeus, the Unhallowed

Drowned Catacomb

Sunken Hollow

Duress

Vampiric Rites

Geth's Verdict

Gonti, Lord of Luxury

Liliana Vess

Liliana, the Last Hope

Liliana, Death's Majesty

Liliana's Mastery

Liliana, Untouched By Death

Jace, Ingenious Mind-Mage

Counterspell

Ghostly Prison

Remand

Propaganda

Liliana, Heretical Healer  Flip

Norn's Annex

Relentless Dead

Mortify

Dread Wanderer

Geth, Lord of the Vault

Dark Salvation

From Under the Floorboards

Fleshbag Marauder

Endless Ranks of the Dead

Diregraf Colossus

Highborn Ghoul

Lord of the Undead

Corpseweft

Cryptbreaker

Levitation

Whip of Erebos

Erebos, God of the Dead

Elesh Norn, Grand Cenobite

Opt

Path of Ancestry

Command Tower

Hope of Ghirapur

Cast Down

Profane Procession  Flip

Rupture Spire

Opal Palace

Temple of Silence

Mana Confluence

Transguild Promenade

Jwar Isle Refuge

Darkslick Shores

Frost Marsh

Fetid Heath

Caves of Koilos

Tainted Field

Arcane Sanctum

Dreadship Reef

[28 cards]

Innocent Blood

Unraveling Mummy

Liliana's Reaver

Dromar's Charm

Immortal Servitude

Anointed Procession

Vindictive Lich

Call to the Kindred

Skullclamp

Havengul Runebinder

Unbreathing Horde

Grimgrin, Corpse-Born

Sun Droplet

Gray Merchant of Asphodel

Quicksilver Amulet

Cemetery Recruitment

Psychic Strike

Mana Leak

Brainstorm

Disentomb

Coat of Arms

Ravenous Chupacabra

Shrieking Affliction

Grim Guardian

Demonic Vigor

Recoil

Stitched Drake

Archetype of Imagination

Graf Harvest

mastermonorail on Daxos's spooky enchantments

2 months ago

Hello fredthecrazzyelf, I would like to help you with you Daxos the Returned deck. Myself I have a Daxos deck and I love him to the ground, enchantments and tokens are my two favoriet things in magic since I started playing and Daxos combines those perfectly. Maybe you could take a look at my Daxos list: Daxos the Returned I know my decklist is way over your buget of $20, though I might be able to help you find some valuable cards that aren't gonna break the bank.

First of all I would like to say that Daxos's Torment is a great card to run in the deck. For flavor reasons I have never cut it, but time and time again it has proven to be a ton of value in my games. For a Daxos deck the fact that a card is a enchantment is valuable enough, for that reason I understand you run these enchantment cards that can flikker themselves. (Personally I don't run most of them, but flikkering ward is my favorite) For the rest 'Ayish' has given you some very usefull advice, although I think Grim Guardian can work great in the deck, most of the cards he points out can be cut. The high mana-cost is why I would say.

The way my Daxos deck is build is focussed on the idea of disruption though enchantments or powerfull Aura's to boost one creature into a huge threat. For example a card like Ethereal Armor works great and is really cost efficient. Gift of Orzhova and Spirit Mantle are very good cards to due to the evasion they offer. And finally an all-star of the deck for me is Eidolon of Countless Battles which can fly under the radar and be a massive threat your opponents have to deal with later, twich!

My main advice would be to cut on CMC in your deck, you want to mana-cost of your spells to be rather low, so that you can pump as much mana into Daxos his pay-off ability, the Experience tokens. I would cut most of your 5+ mana cards and only leave in a couple of bombs, Daxos will do the rest. Furthermore, think about protection for Daxos, since a deck build around him needs him on the battlefield. (Alos don't forget your mana rocks

Good luck with your deck and I hope you may enjoy your Daxos deck for many years to come, he is a great general and can be very powerfull if played right.

SynergyBuild on The Abzan Enchanter's Essential Style Collection

2 months ago

Sorry it took me so long, I suck at math and typing.

--

Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

--

Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

--

--

Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

--

All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

Ayish on Daxos's spooky enchantments

2 months ago

Conviction isn't really that good imo, you can find better aura's for cheap. Cruel Reality while good later in the game you have no mana rocks that I saw meaning it won't come out soon enough to get really good usage. Dreadbringer Lampads kinda like with Nyx-Fleece Ram it isn't really serving a purpose other than to be an enchantment. Fall of the Thran You dislike when people target you, don't give them a reason. Archetype of Finality imo it's too slow for how weak the creature is. Crystal Chimes already messaged you. Daxos's Torment I'm not that sure but I feel like this again is only really there for it to be a creature that's an enchantment, not to be a valued card. Death Grasp again, not too sure but unless you have more mana ramp and sources not going to do too much. Grim Guardian Again feeling like it's only there to be both a creature and an enchantment, power isn't too strong. Mourning Not to strong, -2/-0 not going to do much in most cases imo Myth Realized Like the Daxos's Torment but slightly better imo, still feel it's only there to be both a creature and enchantment Nyx-Fleece Ram Just restating. Skybind Without more strong normal creatures not benefiting you, just maybe hurting opponents a little. Teysa, Envoy of Ghosts What's the purpose of them? They do nothing for the deck.

ClockworkSwordfish on Death and Taxes Jr. (WB Pauper)

5 months ago

I think you're enchantment-heavy enough that you could justify running a set of Grim Guardian - he provides an arguably better defense (and is a little easier to cast!) than Vectic Dominator.

Lagaffe212 on Enchanted horde

6 months ago

-37 lands in a bit short for EDH : advice is 40 to avoid issue plus aprox 10 carads for card advantage. In your setup, i would recommand more creature cards that ramp lands and that you can sac like Yavimaya Elder and Wood ElvesExplore cards migth also be very usefull to pull out more lands from the deck and filling your Graveyard.Deadeye Tracker, Jadelight Ranger, Merfolk Branchwalker, Path of Discovery, Tomb Robber

Cards to cut :Grim Guardian , Heliod's Emissary, Leafcrown Dryad : not impactfull enoughHermit of the Natterknolls  Flip : Not an enchantement, does not do a lot for the deck

Sheoldred, Whispering One & Vorinclex, Voice of Hunger : Those guys are dangerous, Not sure if your deck can manage to show them in play or in the graveyard and survive the focus tou'll get. I personally stoped playing them for this reason.

Bear Umbra, Curse of Bounty -> What do you do with the untaps ???

Exsanguinate, Genesis Wave, Profane Command -> You dont have mana to make those game-ending, would replace with fixed cost spell or creatures

Overwhelming Stampede -> Quite situationnal, Craterhoof will do a better job beeing a creature you can bring back. If you are looking for a lethal finished, Triumph of the Hordes is more effective

Candidate to add :

Aegis of the Gods

Celestial Archon

Doomwake Giant

Skybind -> retrigger ETB

Strength from the Fallen

Celestial Ancient

Helm of the Gods

Punishment

Rofellos's Gift

Starfield of Nyx

Austin_Smith_of_Cards on Grim Enchants

7 months ago

A W/B enchantment Pauper deck with Grim Guardian always appealed to me, so this list is pretty cool. A couple things:

Spiteful Returned is not pauper-legal. It has only been printed at uncommon. I'd probably replace with Hopeful Eidolon or Baleful Eidolon.

Pillory of the Sleepless is much stronger than Stab Wound. You want to maximize life drain while also removing the creature, which it executes far better than SW.

Including a copy or two of Unmake to the sideboard is strong backup removal in case your opponents are heavy on enchantment hate and your O-Rings no longer work.

Load more