Creature spells you cast cost less to cast.
Creatures you control get -1/-1.
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|Commander / EDH||Legal|
Heartless Summoning occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Heartless Summoning Discussion
1 week ago
Heartless Summoning works wonders in my deck especially when trying to make every morph cast free. You can see how I’ve used it here.
Commander / EDH*
SCORE: 8 | 5 COMMENTS | 404 VIEWS | IN 1 FOLDER
1 week ago
Great deck! Have you considered Heartless Summoning? Is the drawback of -1/-1 too big with the tiny morph creatures?
2 weeks ago
None of the above post makes it faster...
If I were you I'd focus on early control elements. Or a Talisman. Or splash G for Hierarch, Birds.
Ooo.ooO Or Fevered Visions type deck.
And you should be playing Painter's Servant with Visions.
3 weeks ago
Interesting, never seen this general before. You might like these: Urza's Incubator, Heartless Summoning, Cloudstone Curio, Horobi's Whisper, Rend Flesh, Sickening Shoal, Soulless Revival, Swallowing Plague, Waking Nightmare, Three Tragedies, Pus Kami, He Who Hungers, Gibbering Kami, Thief of Hope, Deathknell Kami, Ghost-Lit Stalker
1 month ago
You get a +1 from me just for the concept/strategy but most importantly using pet cards of mine like Temporal Extortion and Heartless Summoning and using them well. This is an interesting deck. Suggestions:
Cut Faithless Looting. Add Past in Flames
Cut Infernal Contract. Add Wheel of Fortune
If Living Death is the true engine of the deck and you run a lot of reanimation support it might be worth running Demonic Collusion. Fills the yard while getting whatever you need.
Gamble is always good but the random discard can be utilized in this strategy.
1 month ago
Hey, nice start for a budget deck.
With a 4.0 avg CMC, which is high, consider more low CMC ramp and enablers for reanimation? These can give you plays that can better setup the game for the mid and late game.
Cards to within the budget consider adding:
- Rakdos Signet
- Dark Ritual
- Heartless Summoning: repeatable ramp for Demons and -1/-1 doesn't affect Demons enough to matter. It's worth it to cut all support creatures that have 1 toughness to play this card.
- Anger: card to discard to give all your creatures haste.
- Buried Alive: tutor for Anger, two other Demons and put them into your graveyard.
- Azra Oddsmaker: repeatable discard and good draw with flying creatures.
- Animate Dead: two drop reanimation that can reanimate a creature from any graveyard including your opponents.
- Thrill of Possibility
- Rakdos Charm
- Sanctum of Eternity: repeatable bounce of Rakdos to cast him again and get his ETB ability again.
- Dragonskull Summit
- Tainted Peak
- Jund Panorama
- Ash Barrens
I didn't suggest Sol Ring because I figured if you had it you would play it because it's one of the best low CMC cards in Commander for ramp. At $4 it might be out of the range of the budget?
Cards to consider cutting:
- Rakdos Guildgate
- Cinder Barrens
- Akoum Refuge
- Bloodfell Caves
- Dread Wanderer
- Demonlord of Ashmouth
- Golden Guardian
- Seizan, Perverter of Truth
- Woebringer Demon
- Cadaver Imp
- Loxodon Warhammer
- Nezumi Graverobber: this guy only flips if after exiling the last card of an opponents library.
Good luck with your deck.
2 months ago
Boza, I.. have some gripes. It's a flavorful and cool mechanic, but it's just. So. Broken. It feels like Design was like "this is really cool," passed it off to development, and development just burst into tears on the spot.
1) It's a wincon that can't be countered.
2) Board complexity. The number of creatures you need to win the game changes constantly, which is annoying to keep track of on its own, but the number of tokens you get scales too?? Your opponent constantly has to count cards on your side of the board, and it just totally flies in the face of new world order. I cannot stress enough how annoying this mechanic would be to track.
3) These tokens are easy to make and artifacts are hard to get rid of- especially for certain colors. This really hoses blue (especially because it CAN'T BE COUNTERED- seriously, I can not get over that) and black, and white and green would find it quite difficult to deal with as well (Naturalize costs two mana and a card and using it to get rid of a token you have seven of feels baaaad). Red has artifact wipes so they're better, but still, those board wiped are costly.
4) it encourages players not to use a resource they have, and that's not fun. It's making the player not do something they tend to wanna do.
5) WotC tries to stay away from "I win the game on the spot" cards. They failed recently and notably with Thassa's Oracle, but they have made it clear that their policy is trying to keep it to the upkeep.
6) An alternate win condition with the as-fan of a mechanic is ludicrous. If there are enough cards to make it work as a wincon then it's already broken (two words: Heartless Summoning).
7) if the players, instead of using this as an "I win the game" tool, use it to ramp, this not only gives a big middle finger to the color pie (reminiscent of Phyrexian mana), but also provides a TON of ramp. It's like if someone took a look at every mistake that Eldrazi Spawn subverted and was like "hey fam, what if we make all those?" If you want me to dig into that comparison more, I'd be glad to.
2 months ago
On devotion...Nykthos, Shrine to Nyx could be a powerful land for you, if it's within budget. While not a Vampire, Gray Merchant of Asphodel has some potential here, rewarding your mono-black nature and supporting your life-gain theme.
These are just a couple of suggestions I have. Most of them should be fairly cheap to pick up! Other than that, this looks really fun to play. You could also get a bit more cruel with your sacrifice subtheme and add Dictate of Erebos or Grave Pact. Food for thought...
Heartless Summoning is going to disable several of your creatures from staying alive, unfortunately. Given that your mana curve mostly stops at 5, I doubt you need the cost reduction it gives you. Even just looking at your commander, it turns Drana into just a 1/2 at first, which really isn't that intimidating. While it does allow you to play 5-mana creatures on turn 3 (and don't get me wrong, this IS powerful), I worry that your 1/1 creatures would be dead weight in your hand.