|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
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Creature — Human Wizard
Morph (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)
Whenever a nontoken creature you control dies, draw a card.
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|Have (36)||YossarianLives , ironax , marsthesoos , pskinn01 , HR19 , Cyrk , Supremespeed , TheAlmostHero , Va1mar , orzhov_is_relatively_okay819 , sneferie , rakdos24 , Yawkcorb , bakeraj4 , rockleemyhero , saj0219 , mazrimtaim , golgarigirl , , tragic_slip , Tiddilywinkus , LoneCrusader399 , TrackerD , accioali , Crimson6 , Dr_Jay , , Friedrice24 , Dr_Doomtrain , Daddy1ong1egs13 , Regulus1010 , Riders_of_Brohan , joshw335 , mziter501 , thetechzombie , Caldazar|
|Want (2)||ericalt91 , mafmatician|
Grim Haruspex Discussion
3 weeks ago
About that 2040364's idea using Cauldron of Souls to "technically double the effects of Grim Haruspex and Fecundity" I got that he plans to tap the cauldron AS RESPONSE to the triggered "die effect" of a 0/0 creature hitting the field, right? If that so, then wouldn't it only be good for a ONE CREATURE SAVING? I mean, u would tap it to give PERSIST to a dying guy and thus that guy would pop back to the field and die again, giving you an extra draw for each Haruspex or Fecundity in play. But that is it. You couldn't "double the draws" for "every creature that you played", 'cause they didn't came to the field at same time and, once the cauldron is tapped this strategy is over. Right? I'm asking this because, if it really goes this way, then I don't think that adding the cauldron is worth for this deck, it would be more like a "cool effect", adding poorly to the general combo (and god knows how baddly a combo deck need to gather its combo pieces and cannot give away card slots to tricks, right).
4 weeks ago
I'd start by narrowing down to either killing the opponent's creatures or your own creatures. Doing so will give you a more streamlined gameplan. The value of each strategy will depend on your meta-- a lot of midrange and zoo decks will favor the former strategy while a lot of burn and control will favor the latter.
For killing your opponent's stuff, I like the inclusion of The Scorpion God, although you can't actually cast him at the moment. Cards like Necroskitter and Black Sun's Zenith caqn help you capitalize on the counters.
For killing your own stuff, I'd try to find cheaper ways to gain value. Grim Haruspex and Grave Pact are faster than Harvester of Souls and Butcher of Malakir. I'd also consider Bloodsoaked Champion and Bloodghast as replacements for Gravecrawler since you don't have many zombies now. One of my favorite sac outlets is Viscera Seer for a deck like this.
4 weeks ago
1 month ago
Cool Deck, I love graveyard interactions! I own one myself (with a different commander and a different color combination though) and it's always an absolute blast to play with it!
I also took a look over the suggestions the other users gave you which seem to have brought the deck in good shape already! However, there were also some suggestions which didn't make it in your deck 'til now but which I would consider absolutely awesome, so I will mention them again. Just so you know.
Those cards are Blood Artist, Greater Good, Dictate of Erebos and Grave Pact. Each one of them are working absolutely great in here! Dictate and Pact control your opponents board state, Blood artist works perfectly with your commander and Good is an awesome draw AND sac engine. It really is everything you want!
Greater Good is also a good transition to my next point. For combo it's important to get the cards you need and I already see that you play a ton of good tutors which is good but I still miss some draw engines to make your deck even more consistent. Right now your draw engines are Yavimaya Elder, Smothering Abomination, Grim Haruspex, Skullclamp and Solemn Simulacrum which make a total of 5 cards but I would greatly recommend to play at least 8 cards of that category (10 would be even better to achieve your goals). Cards that do exactly that AND fit to your commander are Phyrexian Arena, Harvester of Souls, Necropotence, Bloodgift Demon, Dark Prophecy and Kothophed, Soul Hoarder. Since some of them also cost life I'd recommend Disciple of Griselbrand which grants some lifegain and is also a sac engine. Aand last but not least, Attrition is also a very nice addition to your deck!
Cards you could consider to cut are:
Avenger of Zendikar: It's super powerful but doesn't really synergize with what you wanna do and it has quite high cmc.
Dread Return: I feel you have more than enough recursion, especially since your commander herself does the same. I even think you could cut 2-3 more cards of that category.
Elves of Deep Shadow: Since you only play two colors that mana ability isn't worth the damage. Rather play any other one mana elf dork.
Well, I hope I could help you with this! Keep up the good work. Did I mention I love graveyard interactions?
1 month ago
However Butcher of Malakir's mana cost is insanely high for this deck, and in addition he eats a lot of removal once he is on the board.
Grim Haruspex used to be in the deck, its ability however don't trigger on tokens therefore not a lot of value. He may slip into my "maybe board"
1 month ago
Love your commander, looks like a lot of fun to play. Only things I can really suggest could be Sifter of Skulls. It can get you even more creatures to sacrifice and control the board state, and maybe Butcher of Malakir, although it's got a high cmc.
1 month ago
While Grim Haruspex is better for drawing because you don't have to pay the 1, I feel like Mentor of the Meek is better for snowballing. They are both good card draw options just with different purpose. I'll give Grim Haruspex a try, it is more flavorful.
While this deck is usually pretty slow, here is how I try and play in the early game.
In my opening hand I generally look for 2-4 lands, 1-2 things that ramp, and a manifesting engine (or a tutor to get one). On turns 1-3 I try and get my lands and mana rocks out (basically just play what you can), if I have the option to play my manifesting, I'll almost always play that over ramp . I generally won't play Sidar Kondo of Jamuraa during the early game unless I need to get in with Silas Renn, Seeker Adept or Jeskai Infiltrator. After that I will usually only spend around 1/2 or 2/3 of my mana during my turns and leave the rest for potential unmorphs. If I don't unmorph anything, I'll spend it on manifesting or hand/top deck manipulation at the end of my opponents turn.
I hope this helps, I'm not very good and explaining how I play.
Animar, Soul of Elements is normally amazing for morph, however I am only currently running 7 creatures with morph making him not all that useful. This deck has more of a emphasis on manifesting rather than morph. I have looked at all color for this deck and I thought red looked the weakest because it didn't offer any manifesting engines, or creatures that can one hit kill somebody. Black also offers more options for tutor including the transmute tutors which helps make this deck much more consistent. I do agree that Kraum, Ludevic's Opus dose make a better 'I need colors commander', but Silas Renn, Seeker Adept and Sidar Kondo of Jamuraa work together quite nicely. Skirk Alarmist is probably my biggest pull towards red, but that just isn't quite enough.
I do really like the look of Long-Term Plans, might replace Fabricate with it.
I have to pump a good amount of mana into Bane of the Living for it to be worth it for me because it will almost always wipe out all my face down 2/2. Still might be a good board wipe option though.
Strionic Resonator has the same problem Animar, Soul of Elements has, not enough morph creatures.
Thanks for your feedback and suggestions!
1 month ago
I got one last suggestion for now, Grim Haruspex has pretty much the same role as Mentor of the Meek but you don't have to pay, he's also more fitting flavor-wise and could make some use of the black mana base. The card draw is more conditionnal though so it would be something to think about.
P.S. I'm very much interested in making a similar deck, but I got to ask: in the early game, how do you play it? Between the rather slow morph/manifest creatures and having to cast spells while preferably not tapping out... During my playtest, I always seem to have a decent board state a bit too late in the game, but that's propably on my side so I'm curious to know how do you pilot the deck :D