Enchantment — Aura
Enchanted creature gets +2/+0 and has "When this creature dies (is put into the graveyard from the battlefield, tokens enter the graveyard before they cease to exist), draw a card."
Printings View all
|Core Set 2021 (M21)||Common|
|Mystery Booster (MYS1)||Common|
|Core Set 2019 (M19)||Common|
|Magic Origins (ORI)||Common|
Combos Browse all
|Commander / EDH||Legal|
Infernal Scarring Discussion
9 months ago
Thanks Skulloelegy! Predator's Gambit is just in there as an Unholy Strength that can occasionally help Ogre Marauder get through. Demonic Vigor is a great card though - I actually prefer it to Infernal Scarring , which would also open the two-drop spot for Dark Favor . I'll probably keep at least a few Supernatural Stamina in there though - unlike Demonic Vigor, it keeps your creature out on the board and can also just be a Shock to finish off the game.
9 months ago
1 year ago
Standard, beyond casual Arena, is not really my forte, so take what I say with a huge grain of salt. I'm not sure you need to have many early-game threats. Your deck seems a bit more midrange; you want to get Massacre Girl down, then abuse her and other death triggers to clear your opponent's board and win the game. With a midrange goal in mind, I have a few suggestions:
I think you can probably cut down on some copies of Journey to Eternity Flip, as it's a legendary card that's hard to remove. While its effect is a little more powerful than your other enchantments, that you can't play two of them means the second and third ones you draw will be dead in your hand. You could probably cut down to two of these.
I am not sure you need Dire Fleet Hoarder . The ramp is nice, but I think there are some better things you could be doing with those card slots (see additions below).
Infernal Scarring draws you a card, which is not quite as useful as Demonic Vigor 's returning a creature. The card you draw is an unknown entity, whereas Vigor ensures you return more fuel for Massacre Girl and your other death/sacrifice-based synergies.
I'm torn on Liliana, Dreadhorde General . On one hand, it's pretty powerful, since it basically reads "each player sacrifices two creatures and you draw two cards." The problem I am having is its mana cost. Six is a whole lot, and while a double edict is nice (and while Massacre Girl can keep their board clean of meaningless sacrifice fodder), I think there are better cards to cast for six mana (again, see below).
Find / Finality is a great card. Find returns creatures you sacrificed to your hand, and Finality will wrath the board, triggering a number of your creatures, as well as leaving you with a 6/6 Massacre Girl to swing away with.
Ravenous Chupacabra is a removal spell on a body.
RE: Mastermind's Acquisition - I think this is a very bad card. While Standard is a bit slower than Modern, turn 4 is still quite important. You're basically giving up your fourth turn with the hope you will survive to the fifth, and that whatever you fetched will put you far enough ahead to make up for being a turn behind. I've found that rarely occurs, and would recommend against adding this card.
1 year ago
Thanks for the +1 and the suggestions!
The problem with Endless Scream and Dauthi Mercenary , as much as I love especially the latter, is that both of these cards are really only useful in the late game, and this deck is not designed to ever get that far - you either win between turn 3-5, or the opponent has probably removed enough creatures that it's almost impossible to get back into the game. The deck also doesn't have any way of defending itself, so by that point, they should have done a substantial amount of damage. Some more playtesting might be in order to see if those cards might have value against control, but I feel like going for maximum speed is still my best bet.
Bonesplitter , again, sacrifices speed for long term viability, but in that case, I feel like it might be worth the cost. Will also require some testing. Same with Infernal Scarring , and I probably wouldn't want to play both. So it's a choice between definitely keeping an equipment after a removal, or potentially drawing a creature, which is often more important... not an easy choice, but I'll keep them all in mind. Will probably go for either Predator's Gambit or Bonesplitter , since I've already bought those.
1 year ago
First off, love this deck! You got a +1 from me! I've always been attracted to Shadow as a mechanic, but I've never gotten around to delving into it too much.
I like Dauthi Mercenary * better than Dauthi Marauder . Both are 3-drops with shadow, but while the Marauder starts out with one more power, the Mercenary has the potential to be pumped up higher, especially if you have a Dark Ritual and nothing else to play with it. It's a good late-game mana sink when you've run out of cards in hand (and considering your curve is so low, I imagine that that's easy to do).
* T/O claims that Dauthi Mercenary isn't pauper legal, but Scryfall disagrees, because it's a common on the MTGO-only set Vintage Masters. From my understanding, MTGO legality is currently also used for paper pauper.
Another card that scales for the late game is Endless Scream . Maybe try a 1-of?
I also like Infernal Scarring , probably in place of Predator's Gambit . It's 1 more mana, but Gambit's toughness boost and Intimidate are irrelevant, whereas the death-trigger card draw makes the creature a less attractive target for removal, while being a much better target for your own Rite of Consumption .
Alternatively, have you considered equipment as well as auras? The only one I'd suggest is Bonesplitter (in place of Predator's Gambit ). Sure, it costs 1 more mana for the very first time, but against a removal- / bounce-heavy deck, it'll be way better in the long run. You won't get 2-for-1-ed then, and subsequent re-equips are just as cheap as Gambit.
1 year ago
If your going to do blue. You should Try some draw power. Those rats will get wiped out by spot removal faster than you can draw into them. I like Opt you can also use, Chart a Course, Curious Obsession,which gives them a bit more on the defense plus draw. Daring Saboteur will already be unblockable due to the Tetsuko. Costly Plunder is good as a sac block draw. Infernal Scarring can help you beef up the rats and draw when they get killed off.Recover would be good for when they spot off your tetsuko....there's plenty of ways to do this but try these out and let me know how it goes!
2 years ago
So, i definitely made this deck and the problem I run into is I have no draw power. After my initial apostle combo, I falter. Getting six apostles down, plus other small things like blood artist, really drains your hand by turn 5, and then I have nothing to do, especially if that first combo is countered or if the demon is removed. I'm throwing in some Crypt Ghast, some Infernal Scarring, some Indulgent Tormentor and a Seizan, Perverter of Truth. However, i don't know if that will rectify the problem, and all card draw in black has life drain attached to it, and with not a lot of life gain in this deck, except for grizzy, I'm hesitant to use those. Especially because my initial combo is sac my apostles, get a Rune-Scarred Demon, search for an immortal servitude, use that next turn, and then have two demons on the field. In most games, that's a winner, but that combo doesn't go down that way every time. What do yall think? I have not yet won a game with this deck.