Search your library for a card and put that card into your hand. If Increasing Ambition was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle your library.
Flashback 7B (You may cast this spell from your graveyard for its flashback cost. Then exile it.)
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Increasing Ambition Discussion
2 weeks ago
Huh. I'll be damned. I fucked up, huh? Anyway, maybe Intuition instead of Beseech, and use it to grab three tutors, including Increasing Ambition, so if it doesn't go to hand, you're still good. That ought to do it. Also, Merciless Eviction might make a good panic button for this deck. Sorry if I'm saturating you with my input, I'm just so interested in this deck.
3 weeks ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.
4 weeks ago
Your deck looks sweet! I think from here you could find more ways to give your commander trample, such as Nylea, God of the Hunt and more tutors, Increasing Ambition is a budget favorite of mine, but you can save up for the more expensive ones if you feel the deck needs more consistency. I'd also recommend taking out a few of the lure spells for more draw spells. Phyrexian Arena, Read the Bones, Harmonize, Sign in Blood, even Rishkar's Expertise would all greatly improve the deck. Also, cheap mana dorks like Elvish Mystic and Elves of Deep Shadow can help you get off the ground faster.
1 month ago
Thanks for commenting! I do appreciate when people leave meaningful comments on my decks!
I don't think that Teysa could really be the commander for this deck for a few of reasons,
Kambal is a 3 drop, which means he can interact with players while they are still playing ramp cards and setting up, giving us a huge advantage right from the get go, and continues to be a thorn throughout the entire game. Also, since he is a 3 drop, he is not as hard to replay once he is removed from the field.
The vast majority of cards in the deck are geared towards gaining life and using that life to trigger abilities while at the same time draining our opponents. Teysa doesn't enable us to have a significant source of lifegain early in the game that would allow us to start playing out our cards very quickly.
While Teysa is outstanding at making sure you don't get attacked, she does nothing to stop combo/ramp decks and is as big of a target as Kambal (If not bigger) since people get that you can play card effects while hiding behind your own Teysa.
I thank you for your suggestions though!
2 months ago
Ooh I love obscure tribal decks. Saw your post on reddit but from some reason the website was saving my comment so I'll just leave comment here:
Rule #1 for janky tribes is that you cannot skimp on the power of the support cards. The core theme of your deck (skeletons) is already at an disadvantage (since skeletons are not that strong and there are not too many of them), you can't afford to pull too many punches on your other slots.
First, I think you have too many small draw effects like Succumb to Temptation and Infernal Scarring. If your meta is not too fast I would recommend only keeping the best 1-3 of these and adding some larger draw or tutor effects (e.g., Skeletal Scrying, Promise of Power, Moonlight Bargain, Necropotence, Plunge into Darkness, Diabolic Intent). Mid-sized draw is also worth considering, like Ancient Craving or Ambition's Cost.
You also have a lot of (weak) point removal which seems excessive unless your meta is really atypical of casual EDH metas. You run just keep a few (3-6) of your favorites (ones that are cheap, unconditional, and exiles are best), and replace the rest with in some removal that give you more card advantage and other utility. Mass removal that don't block regen, e.g., Crux of Fate, Day of Judgment, and Austere Command, could be useful for this deck because your skeletons can regenerate from them. You can also consider more Dictate of Erebos type effects like Grave Pact, Butcher of Malakir, or Martyr's Bond. You should at least replace Pacifism with something like Journey to Nowhere or even Faceless Butcher.
The next step is deciding on a specific game plan. Right now I see elements of aggro, control, and combo, but you'll want to specialize I think. Aggro is probably the weakest because skeletons don't have good aggressive stats, but if you want to go that route you'll want better pump effects like Obelisk of Urd, Coat of Arms, good equipment (Sword of Fire and Ice, Batterskull, Umezawa's Jitte), etc. If you want control then bombs like Profane Command, Wretched Confluence, etc.
If you want to combo win, which I think is actually the best plan for weaker tribes (because instant kill is instant kill no matter how bad your creatures are), then it's about picking which combo you want. I really like Mikaeus, the Unhallowed + Phyrexian Altar + Reassembling Skeleton/Tenacious Dead combined with something like Blood Artist or Falkenrath Noble, since most of the pieces fit naturally into what your deck was already doing anyways. Mikaeus + Triskelion is also super strong. Combo pieces like Enduring Renewal also go well with what you have already. If you go the combo route don't forget more tutors like Entomb, Increasing Ambition, Beseech the Queen, etc.
For sacrifice outlets some good ones are Phyrexian Altar, Viscera Seer, Phyrexian Plaguelord, Sadistic Hypnotist. And for artifacts, I would replace some of the less reliable ones like Gorgon's Head and Howling Mine with better equipment or Smuggler's Copter.
And for your mana, do you find 32 lands is enough? Skeletons are cheap but they have some pretty hefty activation costs. Most EDH decks are 35-40 lands, and maybe some more mana rocks (Sol Ring).
And finally, you can take a look here http://magiccards.info/query?q=t%3A%22skeleton%22&s=cname&v=card to see if there are other skeletons that might be better for your deck (e.g., Marang River Skeleton). Did you know that freaking Skithiryx, the Blight Dragon is a skeleton? Probably the best one in the game. Also don't forget things like Metallic Mimic, Adaptive Automaton, Brass Herald, or changelings like Skeletal Changeling, Cairn Wanderer, Mirror Entity.
Sorry about the huge wall of text, I just really like what you are going for with your deck! Hopefully some of those ideas useful even if not all those cards are going to fit into the deck. Let me know if anything doesn't make sense or if you want more budget suggestions. You can also check out an example of the janky tribe with powerful support staples in my black knight combo deck The Dark Knight Returns - Haakon combo knights if you want. Good luck with your deck, whichever direction you end up taking it!
2 months ago
I think you are having too many heavy cards to make Dark Confidant good... Modern is currently in a aggro place, so the less damage you do to yourself, the better. I suggest you replace them with Phyrexian Arena since it won't compete with your other 2-drops and yet it will deal less damage to you in general.
Asylum Visitor is also a little bit out of place since you aren't really making your opponent discard his hand... I think these could be replaced with either Smother, Dismember (although you are already dealing too much damage to yourself), Ultimate Price, Go for the Throat, Doom Blade or Hero's Downfall.
In general your strategy is a little slow. The idea is nice, but it seems like it would face a hard time against many modern decks that have a pretty solid board by turn-3.
You need to be capable of dealing with the opposing strategies in modern.
My suggestion is to increase the number of cards that allow you to interact with your opponent. Maybe mainboard those Inquisition of Kozileks and throw in about 6 removals. Otherwise you might just be an easy prey for many decks.
And this isn1t saying you can't use vampires. Hells, you can use wathever you ant in modern, basicly. It is a flexible format with room for rogue decks like yours.
In my oppinion you should focus on a midrange-ish plan and run about 3 Phyrexian Arenas, 4 Inquisition of Kozilek, 3 Ultimate Price, 2 Smother and 1 Hero's Downfall.
I believe maybe, just maybe you could run Nykthos, Shrine to Nyx and make it some sort of "Vampire-Devotion" Deck and mix up something like... Diabolic Revelation if you really think you should be able to tutor stuff... or maybe Increasing Ambition.
There's also Basilisk Collar and lightning greaves that seem a bit out of place too.
anyways, good luck. :)
2 months ago
Yeah I know about those combos, the thing about putting in some of the better tutors is I still want this deck to be somewhat casual friendly, my playgroup doesn't really run any decks with heavy amounts of tutors to reach their combos quicker, I'm ok with a few inexpensive ones and just durdling around until I can assemble a winning combo. I guess to that end I want the deck to be somewhat grindy? Regardless, I don't plan on buying a Demonic Tutor anytime soon and Increasing Ambition seems too overcosted to be worth it to be. But thanks for the input!
2 months ago
You are probably aware of it already but you do have an infinite combo in the deck (Goblin Bombardment/ Sun Titan/Fiend Hunter) In decks with infinitite combs especially i like tutors but i think all decks should hvae them. Demonic Tutor and Increasing Ambition are two to consider.