Kheru Dreadmaw

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Kheru Dreadmaw

Creature — Zombie Crocodile

Defender

, Sacrifice another creature: You gain life equal to the sacrificed creature's toughness.

Bokamoso on Can I Borrow a Cup of Sugar?

6 years ago

I like the idea but there are some obvious problems with this deck. For example, you have no way of using Kheru Dreadmaw's ability because you have no way of producing green mana. There are also cards flagged as illegal in Modern.

In addition, the mana costs of the spells are too high to be effective in the format. You should eliminate the high CMC cards and replace them with lower cost alternatives. Consider Wrangle for example.

Great idea. Find spells that use the same strategy at a lower CMC and I believe you can build a much more competitive deck.

Lame_Duck on Shedding tears: Golgari Crocodile Tribal

7 years ago

Kheru Dreadmaw seems pretty over-costed and bad, I would replace them with more Ammit Eternals. With very little graveyard interaction, Oath of Nissa is probably better than Grapple with the Past here, especially since you've got so few things to do on turn 1. Also, Scarscale Ritual might be better than Read the Bones in this deck.

Vykrin on The Art of Betrayal

7 years ago

seshiro_of_the_orochi Sidisi, Undead Vizier could definitely be an interesting addition. Kheru Dreadmaw however i think is way to slow and honestly useless since i already have Disciple of Griselbrand and he does the same thing for a fraction of the cost. Thanks for the suggestions though man!

seshiro_of_the_orochi on The Art of Betrayal

7 years ago

Nice.

Sidisi, Undead Vizier and Kheru Dreadmaw are interesting sac outlets.

Halphinian on Creatures? I think not

7 years ago

Hello

First of all, a commander deck must have exactly 100 cards (including your commander), and you have 106

I suggest you remove some lands, as that takes up almost 50% of your deck

Now, if I were to build a Mazirek deck, I would definitely go with a heavy token strategy, as tokens are relatively easy to produce (especially in Golgari), expendable, and given enough time and resources, can easily win you the game.

So, with that in mind, I suggest you remove these:

-1 Sedge Scorpion, Typhoid Rats, Tormented Soul, Pharika's Chosen, Blisterpod, Black Cat, Elderscale Wurm, Nylea, God of the Hunt, Ghoultree, Gray Merchant of Asphodel, Dark Betrayal, Traveler's Amulet, Kheru Dreadmaw, Hunter's Ambush, Commencement of Festivities, Pulse of Murasa, Nykthos, Shrine to Nyx, Bonds of Mortality, Karametra's Acolyte, Baloth Null

And possibly replace some of them with some of these:

Mycoloth, Ashnod's Altar, Grave Pact, Viscera Seer, Avenger of Zendikar, Yahenni, Undying Partisan, Animation Module, Hardened Scales, Mind Slash, Orochi Hatchery, It That Betrays, Creakwood Liege, Vulturous Zombie, Catacomb Sifter, Endrek Sahr, Master Breeder, Falkenrath Noble, Blood Artist, Necrogenesis, Deathreap Ritual, Attrition, Perilous Forays, Korozda Guildmage, Reaper of the Wilds, Sakura-Tribe Elder, Abhorrent Overlord, Grim Haruspex, Yavimaya Elder, Golgari Germination

That's all I can think of off of the top of my head

jtaddeo on Karador EDH

8 years ago

**Cards Im Not A Huge Fan Of (And Why):

Ghave, Guru of Spores: Its a good creature in a deck built around it and/or tokens and +1/+1 counters, but doesnt contribute much to your deck.

Karlov of the Ghost Council: Similar reasoning to Ghave, Guru of Spores, gaining life isnt something your deck is built around so there are better cards.

Kheru Dreadmaw: This card just costs way too much mana before it does anything, and the defender means it cant attack ever.

Savra, Queen of the Golgari: While sacrificing things is a minor theme in the deck that is a good choice to have, you likely wont have enough reliable sources of it and black tokens for her to be good.

Silverblade Paladin: This card is good in decks that want to do damage quickly, but it doesnt get a whole lot of value for you.

Thragtusk: A good sideboard in 60 card variants, the 5 life and the 3/3 body are fairly easily overcome in EDH.

Trostani's Summoner: Not bad in a more token-oriented strategy, there are just better big creatures you can play for more lasting effects, see the Threats section below.

Wolfir Silverheart: Kind of like Silverblade Paladin in that it wants to be in decks that do more damage quickly, there are creatures that can do what you want to do better.

Momentous Fall: You have access to black and thus better sources of card draw than this.

Orzhov Charm: Most of the time you will use it to destroy a creature and you have access to better removal spells.

Selesnya Charm: Same argument as above.

Elspeth Tirel: Similar reasons to Karlov, additionally it isnt a creature so you cant keep replaying it.

Gather the Pack: Single use cards like this tend to fall short in EDH where repeatable effects tend to do better.

Exploration: Your deck does not quite need want to accelerate as fast as this card wants to, sometimes you just play your entire hand and sit there drawing and playing one card per turn.

Mirari's Wake: Mana doubling can fall short of being useful if you dont have the cards to cast; also, the +1/+1 to all creatures is better in a token deck.

Attrition: Normally repeatable kill effects are great (good thinking), the main issue with this card is the amount of black mana it requires to be truly useful (three and having a creature out before it gains you anything).

Sculpting Steel: Not good in this deck with the limited amount of artifacts in it.

Nevinyrral's Disk: There are better wipes in the colors you have that dont have to sit out for a turn before they do anything.

Lightning Greaves: Better in decks that care more about attacking something or protecting something from being removed by an opponent.

Captain Sisay: Scales off the number of Legendary creatures you have in your deck, most of which I would recommend dropping anyways.

Hornet Queen: There are several other creatures that can be more threatening to an opponent, Avenger of Zendikar makes an army that can get huge fast.

Necrotic Ooze: Synergizes well with creatures that have an activated ability (creatures that have effects with a colon in them) whereas your deck wants more triggered abilities (creatures that have an effect that starts with whenever this creature enters the battlefield and similarly worded effects).

**Possible Additions (By Category):

**Targeted Removal:

Vindicate: Arguably the best targeted removal in the game, destroys any permanent. If you have B/W in your colors, its a good card to play.

Shriekmaw: Removal on a creature that fills your graveyard or is a decent body with fear (cant be blocked except by black and artifact creatures).

Maelstrom Pulse: Top-tier removal, hits anything that isnt a land and can remove a bunch of tokens or clones at once.

Swords to Plowshares: Best targeted creature removal in the game, an auto-include with basically every white deck.

Putrefy: A really great removal spell in that is hits creatures (and stops wonky regenerate effects like Yavimaya Hollow and artifacts.

Mortify: Not as good as Putrefy, but still merits consideration if removal is needed.

Reclamation Sage: One of the best removal creatures in the game, really cheap and is a body to use afterwards.

Qasali Pridemage: Similar to the above card, arguably just as good in different situations. Would honestly recommend both.

Aura Shards: Turns every creature you play into Reclamation Sage, though sometimes you have it and not the creature.

**Ramp (Mana Acceleration):

Sakura-Tribe Elder: Almost an auto-include in every green deck, especially one that likes creatures in grave (e.g. yours).

Wood Elves: A fantastic ramp creature, extra valuable because it can get you white or black because of Overgrown Tomb and Temple Garden.

Farhaven Elf: Slightly worse than Wood Elves above because it comes into play tapped, but it is still probably worth it.

Skyshroud Claim: Is a wonderful spell that is like two Wood Elves.

**Utility:

Yavimaya Elder: While it does not technically ramp you, it can ensure you hit two land drops while not costing you a card in hand.

Liliana, Heretical Healer: A really good creature, and its a planeswalker your general can bring back if it dies (because it flips back to a creature when it leaves the field).

Eternal Witness: Definitely must be included. Played in almost any green deck.

Carrion Feeder: Top two creatures that sacrifice others, along with Viscera Seer.

Meren of Clan Nel Toth: A newer card that works well with your strategy, I actually run it as a commander.

Regrowth: A really good card, most green decks run it.

**Mass Wipes:

Toxic Deluge: Probably the best board wipe in the game (arguably). Cheaper in mana than almost any other similar spell, and if there is an indestructible creature it still dies to this.

Damnation and Wrath of God: The next two best wipes in the game, and are the same card as each other aside from colors and price (Damnation is like $40 to Wrath of Gods $5 lol).

Austere Command: A bit more mana expensive but has the benefit of choosing what you would like to hit and can also hit artifacts and enchantments.

**Card Draw:

Phyrexian Arena: Probably the best card draw engine in the game, landing one turn three and your opponent not immediately removing it means youll be way ahead of them.

Grim Haruspex: Makes sacrificing creatures even more valuable, which I think is something you want to do to fill that grave.

Evolutionary Leap: Sacrifices your creature (filling your graveyard) while ensuring you have more to play.

Sylvan Library: Really cheap in mana and lets you rearrange the top three cards of your library before you draw unless you want to draw more cards, is probably on par or above Phyrexian Arena.

Painful Truths: Really good for refilling your hand so long as you pay a mana of each color to use it.

**Threats:

Ashen Rider: Exiling two permanents per turn is a great feeling and it isnt a terrible flying body to boot. Cheating it out early and hitting your opponents lands feels really good.

Woodfall Primus: Good for reasons similar to the Ashen Rider above, the only restrictions being that it destroys instead of exiles and cant hit creatures.

Sheoldred, Whispering One: Pretty much an auto-include in reanimation decks, it does what Karador does but during your upkeep AND this time it doesnt cost you mana.

Avenger of Zendikar: Can just roll over people if left unanswered for a turn or two.

Sun Titan: A fantastic card, can bring back a ton of things like Wood Elves, Reclamation Sage, and Fleshbag Marauder.

TheVectornaut on New BG deck anything for improvment?

8 years ago

This deck has some cool pieces but I think it lacks a feeling of focus. I'd start by working it down to 60 cards which shouldn't be that hard considering you probably have twice as many lands as you need. Since you have 66% black symbols and 33% green symbols, I recommend having your mana base reflect that. I'd also add some sort of dual lands to go with the Keyrunes. I'm a budget builder so I think even Golgari Guildgate is a fine card. If money is no object, then Verdant Catacombs and Overgrown Tomb are the lands that competitive players swear by.

While it's listed as standard, I'm assuming this deck is actually just casual modern. That opens you up to a ton of options regardless of which way you want to take this deck.

You could try to stick with the toughness theme from Sultai Flayer and Archers' Parapet. In that case, I'd recommend Assault Formation, Sight of the Scalelords, Tower Defense, Abzan Beastmaster, Feed the Pack, Sheltering Word, Grim Contest, Kin-Tree Invocation, Corpse Blockade, Kheru Dreadmaw, Trestle Troll, and Wall of Souls as potential options.

If you love Fiend of the Shadows, you could try to capitalize on that by going hard into black and running disruption cards like Duress, Mind Rot, or the more expensive Thoughtseize and Inquisition of Kozilek. I think Stab Wound and Sinister Possession could also work well in that type of denial deck, but at that point, Launch Party becomes a little worse when you want your opponent to have creatures out to enchant. If you still need strong removal, I always like Hero's Downfall and Putrefy in Golgari.

If you want to focus on the theme of having your stuff die, I'd recommend having good sac outlets like Viscera Seer and other cards that trigger when creatures die like Blood Artist. You could even take this deck in the traditional golgari guild route by including cards with the scavenge or dredge abilities as well as beaters that like having stuff in the graveyard like Splinterfright and Jarad, Golgari Lich Lord.

Finally, you could even try to make Demonic Rising the star of the deck. You could use Carrion Feeder as your single creature and/or Attrition to sac demons for value after attacking just to get another at the end of the turn. You would want to put in plenty of auras or equipment to maximize the potency of that strategy. Loxodon Warhammer and Whispersilk Cloak are a few that come to mind.

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