Lampad of Death's Vigil

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lampad of Death's Vigil

Enchantment Creature — Nymph

{1}, Sacrifice a creature: Each opponent loses 1 life and you gain 1 life.

legendofa on Skeleton Control

7 months ago

Welcome to the club, Hundrumleek!

Bubbling Cauldron doesn't feel like it offers that much here. How many games has the life gain made a difference for you, where it actually bought you the time to win? Unless the life gain from Bubbling Cauldron regularly and reliably helps you win matches, I think that adding another source of pressure would work better.

Sticking with the "cheap sacrifice outlet" idea, life loss from Lampad of Death's Vigil or Vermin Gorger would offer another chance for Gutterbones to recur. Cabal Therapist or Nezumi Bone-Reader can force discards. While not Skeletons, these are "safe" and affordable options, if budget is a concern.

I also think you can safely cut one of the Skeletal Swarmings and add some more draw cards. Village Rites is another Corrupted Conviction, for example. This will help lower your mana curve and reduce early game dead draws. Since this deck is more control-y than ramp-y, getting SkeleSwarm before you can use it is just a dead draw.

Skeleton is my favorite creature type, and is my favorite color combination, so this sort of deck always gets my attention. Above all, have fun!

DemonDragonJ on What is Wrong with Effects …

2 years ago

Mark Rosewater has stated that the extort mechanic is problematic because it becomes more powerful in games with more players, and, while no employee of WotC has explicitly stated that this is the reason for which mass life drain spells no longer scale up with the number of players drained, I suspect that that is, indeed, the reason.

However, I fail to see why that is a problem, because, if a player has more opponents, it will only make sense for certain effects to increase in scale proportionally with the number of players. Compare Ob Nixilis of the Black Oath's first ability to that of Lampad of Death's Vigil; the former is superior to than the latter in every way, since the player can theoretically gain more life from it, whereas the latter is fixed in how much life it can grant. In a game with four, or even more, players, gaining 1 life is inconsequential, but gaining life equal to the total life lost will help a player remain competitive. The fact that WotC printed cards with the undaunted mechanic shows that they still do care about effects scaling with the number of players in the game, so I wonder why they are being selective about it.

What does everyone else say about this? What is wrong with effects that become more powerful in games with more players?

DemonDragonJ on Should I Keep Angrath in …

2 years ago

After deliberating my above list of sacrifice outlets, I have removed several creatures; I removed Gnawing Zombie because Lampad of Death's Vigil is strictly better than it; I removed Gutless Ghoul because Disciple of Griselbrand is better than it in the majority of situations; I removed Skullport Merchant because it cannot sacrifice itself;, and I removed Soulreaper of Mogis and Spark Reaper because their abilities are to expensive to activate; thus, here is my new list of potential sacrifice outlets for my deck:

Which creature is the most appealing of these?

DemonDragonJ on Should I Keep Angrath in …

2 years ago

seshiro_of_the_orochi, that is an excellent card, but it requires that the stolen creature be sacrificed immediately, and it is also a one-time effect, and I am seeking a repeatable effect.

I think that I shall replace Angrath with Captivating Crew in my red/white/black deck, as that deck already has two sacrifice outlets in the form of Butcher of the Horde and Immersturm Predator, but, as for my red/green/black deck, I have actually found several cards that would work for it, which I shall compile into a list.

That is an impressive list of creatures that sacrifice other creatures, so I now need to decide which of them I shall put into my deck; does anyone here have any suggestions?

RambIe on Thrasios/Tymna vs Kenrith

2 years ago

Sorry, enpc it's still a Kenny combo :)

Lampad of Death's Vigil +Great Whale + Kenrith, the Returned King ability also works
My biggest argument is that Thrasios can still be in deck as well as any other options that could be considered.

Ignore the double post, first one only posted partially and would not let me edit.

RambIe on Thrasios/Tymna vs Kenrith

2 years ago

Sorry, enpc it's still a Kenny combo :)

Lampad of Death's Vigil +Great Whale + Kenrith, the Returned King ability

enpc on Thrasios/Tymna vs Kenrith

2 years ago

RambIe: That was one of the reasons I really liked Kenrith, since he acted as not only an infinite mana sink but also a win condition is his own right (as well as being a WUBRG enabler).

SynergyBuild: having the additional access to red was always the main allure of Kenrith for me. The fact that he has 4 super relevant abilites (and one ok ability that can still be relevant) is pretty massive too. And since I find myself leaning on mana dorks more and more having the ability to give them haste and win that turn alone (even without hte introduction of oteh red cards) is just so good.

Personally I don't like using Thassa's Oracle - I know the card is amazing but it's not my speed. I have been toying with the idea of Lampad of Death's Vigil as a non-Kenrith win condition (though he's still required to enable the combo) through either looping Dockside Extortionist or just looping the Lampad (with infinite mana).

I know the big benefit with Oracle is that you don't rely on infinite mana to win and you don't technically need your commander, which is really nice from an availability point of view, and that is one concern with Kenrith (though techincally I have the same issue with Thrasios).

My big concern with the switch though is that Thrasios doesn't need coloured mana to do his thing, which is still a huge selling point for me. Outside of combo I'm not really fussed but inside the combo, while I'll be able to generate infinite mana, I still technically won't be able to draw my deck from two of my mana dork loops. And including cards like Kinnan, Bonder Prodigy or Orochi Leafcaller seems a bit sub par. I know this is where Thassa's Oracle suffers a lot less, but has this been an issue for you at all?

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