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For each creature, its controller sacrifices it unless he or she pays X life.
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Killing Wave Discussion
1 week ago
As Izu_Korasu pointed out, 'permanent' is key for Mazirek, Kraul Death Priest. Have you sacrificed a lot of creatures? Use Font of Return to get them back and pump your team. Enchantments and artifacts got you down? They are no problem for Seal of Primordium. Four mana and Horizon Spellbomb is nothing but pure value. What about attaching Ordeal of Nylea to a creature, attacking with it and giving it two +1/+1 counters, the rest of your team one, and netting yourself two lands in the process? Did i mention Dowsing Shaman is in your colors? With all of these wonderful permanents in your deck what else could you add? How about Primal Surge to cause a flood your opponents will be reeling from for days to come? Other fun cards include Implement of Ferocity, Killing Wave, Mycoloth, and It That Betrays. Long story short, Mazirek gets my vote
2 weeks ago
While I like the spice on Dark Prophecy, I'd toss it in favor of Dictate of Erebos, which is basically like another Grave Pact, and is less color intensive. I understand Disentomb and Eldritch Evolution, but dislike both. Killing Wave is a fun alternative for both of those, and hits both players. And if the opponent keeps a strong board presence, they pay for it in life, where you would prefer to keep only the minimal amount of creatures. I don't like Jarad, and would rather see more effective one drops such as Young Wolf, which can give you a singular double sac outlet or you can do the opposite and run Slitherhead, which can give you a single sac outlet, and then buff a creature later. You could also run both, as an option. And while I love Death's Presence as a card (much like I like Guild Feud and Possibility Storm), it's simply too slow with your lack of mana ramp. The end result would also move you off of red entirely, of which you're only running a couple of spells, and there are far better spells out there. While it is true Temur Battle Rage gives you first strike, I feel there are just better spells out there to help considering how color intensive some of the pieces are. Fists of Ironwood provides Trample and more creatures, for instance, Sheltering Word gives some nice bonuses, as does Heroic Intervention and Apostle's Blessing, the latter of which is an Infect staple for a very good reason. If you want to reduce the number of blockers, then you could run Alpha Authority, and for further beats, run Scute Mob. Then you could also shift over to Creakwood Liege if you really wanted, who would buff the creatures in your deck, and give even more sac outlets. Then there's Ghost Quarter, which could fill your red slots and kill creature lands on the spot, when they're creatures usually, and give you even more counters on the Beetle.
2 weeks ago
From what I understand, most competitive control lists want win conditions that fall into the category of "inevitability". Such conditions will inevitably close out a long game because of their inherent resilience. Pearl Lake Ancient and AEtherling are two such cards. Demon of Death's Gate, by comparison, could easily die to an errant kill spell if your pool of counterspells runs dry. At the very least, I'd add more copies and/or related alternatives to insure a win condition will stick. On that note, Lightning Greaves will often be too slow since it must be equipped at sorcery speed.
Most control decks support those win conditions with a wide range of counters and other removal spells. Creature count is usually low, but I'll make some suggestions regardless. Vampire Nighthawk and Gifted Aetherborn could be replacements for Black Knight and Pestilent Kathari. They provide the threat of deathtouch, and the lifegain is a nice boon in the control game. If you're set on using Royal Assassin as removal, I've had some fun synergizing him with Minister of Impediments. If you are into the demon theme, Desecration Demon, Bloodgift Demon, and Ob Nixilis Reignited are some other beaters. Playing a wider variety of threats could also make Diabolic Tutor stronger.
In no particular order, some control spells in U/B are Killing Wave, Hero's Downfall, Dissolve, Mana Leak, Summary Dismissal, Disallow, Black Sun's Zenith, Cryptic Command, Victim of Night, Remand, Thoughtseize, and Echoing Truth. Some alternative win conditions are Ashiok, Nightmare Weaver, Liliana, the Last Hope, and good old Elixir of Immortality.
2 weeks ago
The whip is the best way to stave off burn. You're ramping into drawing cards with Erebos, making pack rats and then whipping back Gary. Then gaining all your life back with your Demon. Cause everything has life link. It's so synergize with itself.
Bridge is taken care of with Ratchet Bomb
It's just thoughts
3 weeks ago
Bloodsoaked Champion is an excellent recursion creature that regardless of whether or not your opp pays life, he is still easy to get back on the board. With his cheap cmc he also turns into an engine! After you attack you can sac/cast him from your graveyard for 3 mana each cycle, giving you multiple sac triggers each turn. Lets you combo with Xathrid Necromancer as it is a human as well. Killing Wave is another great card for this deck, letting you threaten your opponent for massive life loss in the early game and acts as a board wipe in the late game. Better than Black Sun's Zenith in my opinion!
3 weeks ago
Dark Depths is not banned in commander! http://mtgcommander.net/rules.php
I might have to try Killing Wave. Won't hurt to give it a go
3 weeks ago
hoardofnotions - First off, with the land issue, I have not really had any problems finding land. With Harrow, Cultivate, Kodama's Reach, Burnished Hart, Sakura-Tribe Elder, etc. etc. I have plenty of ways to dig it out of my deck.
Onto the lands you mentioned. Some of them have extremely expensive costs for the tokens they produce and also require the land to die, leaving me with less mana available than I already had. For that reason I am not sure I am a fan of Foundry of the Consuls and Spawning Bed. I also literally just took out Grim Backwoods because I never have enough mana open to use five of it drawing one card. Blighted Fen has always seemed weak to me because it only forces one opponent to sacrifice a thing. Jund Panorama is just essentially a worse Terramorphic Expanse or Evolving Wilds, and I would like to keep as much of my mana untapped as possible. That being said, Khalni Garden may be worth it because it's a free token just for playing a land.
Next up, Animation Module - That combo is dumb, didn't notice it at first, will definitely look harder into that bad boy.
Retribution of the Ancients is a very neat removal option, definitely requires some looking into.
As for Sylvan Safekeeper I actually took her out of the deck originally. I face many more boardwipes than targeted removal, but the card may deserve a second look.
Gyre Sage and Devoted Druid are interesting and I will be looking into experimenting with those. Joiner Adept is simply a Chromatic Lantern on a stick, and with only two colors I haven't felt the need for that effect in this list.
Fleshbag Marauder just barely got cut from the list on last revision, but I may consider putting it back in for something else as I flush out more of what cards are not pulling their weight.
Reyhan, Last of the Abzan had actually just popped onto my radar about two weeks ago, am currently looking at running him.
Jarad, Golgari Lich Lord definitely deserves a look.
Noosegraf Mob also deserves a look.
Wave of Vitriol is an expensive effect, but it may actually be worthwhile if I were to tweak the list to lessen the number of things I am losing to it.
Killing Wave has always performed for me. I can cast it for enough to make everyone sacrifice everything and then just pay for Mazirek and all of a sudden he is massive. One of my favorite tricks, however, is using it for X=0 then choosing to not pay 0 life for my creatures, thus allowing me to sacrifice however much I want to for only .
Vampire Hexmage is useful for planeswalkers, and is nice against cards like Tangle Wire and Parallax Wave. It is possible that he can be cut however. Also I am not running Dark Depths because it is banned in EDH.
As of now, I would argue against cutting the 4-mana walkers, simply because I haven't had a lot of difficulty keeping them around.
Reaper of the Wilds could definitely see the axe soon. The scry is nice, but could possibly be upgraded.
Smothering Abomination is another one that can be cut. I do generate significant tokens, but in the times he is bad, he's really bad. Could see cutting it for some other card draw source.
Gilded Lotus may go, may stay, unsure.
Already mentioned that Vraska may become Beast Within.
Reflecting Pool is just really low on my priority list right now because for two color EDH the mana is already so good that I don't feel the need to spend my $8 on this land. I think those $8 could be better spent elsewhere for the time being. I'll pick one up in trades if I can find one, but not going to drop money on it.
Alright, that's everything. Thanks a bunch for the input, it has definitely given me food for thought.
3 weeks ago
I've been playing my version of Mazirek (Mazirek, Shaman of the Swarm ($60 budget)) for a while and have some ideas for a non-budget build.
First off, is 35 lands enough? Seems like your curve goes a little high.
Retribution of the Ancients is really good when you start rolling
Sylvan Safekeeper is another all-star! no spot removal ruining your day and you can sac lands to alpha somebody
Smallpox can be really good. plus two counters per player with a creature
Reyhan, Last of the Abzan shuffles around counters for alpha strike kills
Jarad, Golgari Lich Lord can kill the whole table
Noosegraf Mob is an army in a refilling can
Wave of Vitriol is a game ender
Some cards I think could be cut are
Killing Wave this is a cool card i haven't played with, but it seems like a punisher card like Browbeat. you're giving your oppenents the choice of what to do, and they'll pick the thing that helps them out, not you.
Darksteel Ingot could be cut for a mana dork.
both 4 mana planswalkers could be cut i think. They just seem hard to keep around, especially in multiplayer games.
Reaper of the Wilds could be something higher impact. Right now it just looks like a big dude.
Smothering Abomination I'm just wondering about this one, do you run enough tokens to support it? It seems hard to run out on turn 4 and have it provide the vaule you want
Gilded Lotus for a mana dork
Wurmcoil Engine this is a good card, i just want to know if it's a "good stuff" addition or you need the lifelink
Army of the Damned is cool, but it makes tapped dudes so you can't block with them and it's soo expensive. Have you had good experiences with it?
Some of the cards in your maybeboard i think you should try and get in the main deck are
Phyrexian Arena card draw is good
Beast Within very versitile removal spell
Reflecting Pool good card is good