Creature — Zombie
Whenever Liliana's Reaver deals combat damage to a player, that player discards a card and you put a 2/2 black Zombie creature token onto the battlefield tapped.
Price & Acquistion Set Price Alerts
|TCGPlayer.com Price||Cardhoarder (O) Price|
|$0.15||$0.34||$1.07||$1.09||0.03 TIX||1.5 TIX|
|Have (29)||CosmicPhilosopher , Goody , sonnet666 , HavokX , Raffadiely , failurechild88 , pskinn01 , Spinalripper , Wolfninja , LabRattKing , Crow_Of_The_Void , nighthawk101 , miracle , shinobigarth , SomethingRandom , GeminiSpartanX , Xathrid845 , alex922 , deatn1342 , KiBMagic , crater454 , kylespearsisdead , dragonbladeice , ironax , jasongold89 , Valentine35 , philktoken8998 , YungNixon , TroyMicheal|
Liliana's Reaver Discussion
2 weeks ago
The thing is, you want to strike "fast", yet most of your cards cost 3 or more mana, which is what Modern calls "slow". Besides, you have too many creatures/Auras and too few utility cards (i.e. cards that help you disrupt/protect yourself against the opponent's threats), which pretty much means your deck expects the opponent to sit around doing nothing while you take your sweet time setting up your board state.
First of all: as a general rule, you don't play creatures with toughness 2 or less in Modern unless they're really cheap (2 or less mana). The reason for that is most decks in the format run Lightning Bolt, a spell that can kill said creatures for the measly cost of 1 mana. Imagine that: you tap five lands to cast Dragon-Style Twins on your 5th turn and, in response, the opponent immediately kills it with a Bolt. You spent 5 mana, they spent 1. And next turn they'll have 5-6 mana available to cast their own stuff, and you'll have zero mana to answer them because you tapped yourself out. Get why 4+ mana creatures are so bad?
And even if your enemy doesn't play Lightning Bolt in their deck, there's a 100% chance they have cheap, efficient spells to kill your creatures. Path to Exile, Terminate, Go for the Throat, Dismember, Murderous Cut, Abrupt Decay, blue counterspells... what I'm trying to say is, don't waste a million mana on a creature unless a) you're absolutely sure it won't die or b) it provides you immediate value, so it doesn't matter if it dies right away (e.g. Huntmaster of the Fells Flip). That's how Modern works, unfortunately.
With that in mind, you should completely remove the following cards from your list:
...and replace them with cheaper or less killable creatures. I'm going to assume you're on a tight budget, so I'll only suggest cards that cost $2 or less, but are still fairly good in a B/R aggro shell:
There are many others, but those are the ones I can think off the top of my head. Notice how they're all 2 or less mana? That's what really matters. You want to start attacking early on, not spend 2 or 3 turns only playing land before you can drop your first creature. Trust me.
Next thing you should add is utility cards. You don't just want to play creatures, enchant them and return them to your hand: you also need to kill the opponent's own creatures, draw cards, gain life, that kind of stuff. Right now, the only such cards you have are Bathe in Dragonfire and Douse in Gloom, which are both pretty bad. Combust is better, but should be kept in the sideboard because you'll run into a lot of non-white, non-blue decks out there, and it's a dead card against all of those.
Here are some budget cards that'll help you immensely in the interaction department:
Lightning Bolt (a bit more expensive than the others, but believe me, you NEED it. Four copies. This is the most played card in the history of Magic for a reason)
Macabre Waltz, Ghoulcaller's Chant, Call to the Netherworld: if you really want to return dead creatures to your hand, those are all better than Death Denied, which you need at least 4 mana to make useful (and as I said before, 4 mana is basically a million in a Modern match).
And finally, you should get rid of both the banners and the runemarks. Banners are meant to provide mana fixing and acceleration, yet they come into the game too late, so that kinda defeats their purpose. And runemarks (and Aura cards in general) have a huge problem: the opponent can kill your creatures in response to you enchanting them. When that happens, you lose two cards (the creature and the Aura) and they lose only one (the killspell), which puts you at a disadvantage.
Well, I hope I have provided some insight on why you keep losing your matches, as well as what differentiates a bad Modern deck from a good one. Don't let the losses discourage you; just focus on buying better cards, studying card synergies and experimenting with different combinations, and your deckbuilding skill will soon improve!
3 weeks ago
You could also use Nantuko Husk as a win condition if you get another creature on-board. It's especially good if you can make a bunch of tokens (Cellar Door, Endless Ranks of the Dead, Syphon Flesh or Liliana's Reaver, perhaps?) to sacrifice and swing it into an empty board. There is in fact a standard deck that wins by saccing a ton of dudes to it.
The problem with Mutilate is that if you run creatures without undying you will not be able to regenerate them. Some other black boardwipes don't have this problem. At present it isn't an issue, but it may be in the future. And Black Sun's Zenith has an interesting interaction with undying, though you'll need more ramp to use it effectively. Mutilate is probably fine for now, though you might run one more if it's that important.
You can also consider a blue or white splash so you can flicker your creatures to knock counters off of them and allow them to use undying again. That could be fun!
1 month ago
1 month ago
With Ink-Eyes as your commander I'd go with more unblockable tricks and combat connection triggers.
(-)Hymn to Tourach/Mind Shatter, (+)Larceny/Liliana's Reaver/Okiba-Gang Shinobi
As much of a beating as Hymn is, I don't really like in in EDH unless you're abusing some spell copy effect you don't really have outside of blue. And if you wanna give your opponents something they have to deal with, these cards all tilt the board heavily in your favor over the course of a turn or two, whereas Hymn and Shatter are just one-shots that effect a single opponent.
A 4 drop and needing a turn to activate, two to start providing any real advantage, and always arming your opponents more than it arms you. I much prefer Mind's Eye or Skullclamp, the former being at its strongest when you need it, when your hand is empty and you have nothing to spend your mana on, and the latter turning any sac'd critter or 1/1 into advantage for .
(-)Liliana of the Dark Realms
Unless your group routinely allows her to ult Dark Realms has always been wildly underwhelming to me. You're running 37 land, I'd just run more card draw.
(-)Mana Vault, (+)Mana Crypt/Grim Monolith
Might be a bit obvious to say "run Mana Crypt" but your deck certainly doesn't seem budget conscious and Vault has always been a sticking point for me. Unless you have multiple ways to untap it the restriction on when you can untap it just ruins it because you have to commit resources before you see what you're going to draw. With Monolith at least you can do it at the end of an opponent's turn and be back up 3 mana for another round.
(-)Dismember, (+)Tragic Slip/Some other removal
Dismember isn't mighty enough to bring down major problems in EDH, and morbid is silly-easy to trigger. Though this may be meta-specific, looking at the combos you often face.
I hope some of this was useful!
2 months ago
If I were you I would go full on Zombie tribal. Keep Gisa as the commander. I would add or keep Endless Ranks of the Dead, Risen Executioner,Cemetery Reaper,Undead Warchief,Army of the Damned,Gravecrawler,Liliana's Reaver,Lord of the Undead,Death Baron,Grave Pact,Dictate of Erebos,Overseer of the Damned,Unbreathing Horde,Geralf's Messenger,Erebos, God of the Dead,Raving Dead,Geth, Lord of the Vault,Shepherd of Rot,Bad Moon,Obelisk of Urd,Coat of Arms
|Power / Toughness||4/3|
|Commander / EDH||Legal|
Printings View all