Living Death

Living Death

Sorcery

Each player exiles all creature cards from their graveyard, then sacrifices all creatures they controls, then puts all cards they exiled this way onto the battlefield.

Browse Alters View at Gatherer

Trade

Have (5) Forkbeard , metalmagic , CompleteWaste , Azdranax , DoctorScarf
Want (3) xLithium , Av93 , Instinctive

Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Commander Anthology 2018 (CM2) Rare
Masters 25 (A25) Rare
Tempest Remastered (TPR) Mythic Rare
From the Vault: Annihilation (V14) Rare
Vintage Masters (VMA) Rare
MTG: Commander (CMD) Rare
Duel Decks: Phyrexia vs. The Coalition (DDE) Rare
Battle Royale Box Set (BRB) Rare
Tempest (TMP) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Living Death Discussion

Azeworai on Lurid Revival

2 weeks ago

To Profet93,

Thank you very much for your suggestions! I tried to sway away from Living Death, for it is a finisher in one of my other decks. I have some trouble with lands, but it isn't as bad as you'd expect. I tend to flood as much as I get screwed, yet neither occur that oft due to the rummaging.

Upon the matter of dragons, I went through each one that exists in Magic, adding only the ones I preferred, but I find that games without dragons are just me drawing through the deck and passing. I have matches like that and they do not go too well, thence I believe that I want as many as possible.

I don't particularly enjoy that cycle of cards, being Deflecting Swat. They are definitely powerful, but I find them too designed for Commander for me to like them.

Command Beacon is fine, though I don't particularly understand the point of it in this deck. It needs all of its mana and the difference between seven and nine isn't too much.

Have a lovely day.

Profet93 on Lurid Revival

2 weeks ago

Land count is too low for an AVG cmc that high. I understand that you do a lot of discard into reanimation which helps mitigate this weakness. Nevertheless, I imagine you have a hard time casting much unless you draw into your ramp and draw pieces.

Deflecting Swat

Command Beacon

Living Death / patriarch's bidding are useful

Cut some of the less impactful and more expensive cards for the above and some lands and you should be fine. The list looks decent enough on it's own The rest are dragon preferences. There are probably some dragon tribal cards (and changelings) you should consider as well

carpecanum on Welcome to the Dungeon

2 weeks ago

Master of Cruelties, Raving Dead, Virtus the Veiled

Azor's Gateway  Flip could allow you to put out 10 or 12 creatures on your opponents end step for an swarm attack.

Maybe Feldon's Cane or Living Death if your graveyard gets too full.

crazywhitemask on Give Yourself to the Cause

1 month ago

I like alot of what you have going on here, I used to run her as a commander for quite some time. Im not sure what your budget or playgroup is like, but I have have had a ton of success using Avenger of Zendikar, Grave Titan, and Izoni, Thousand-Eyed to create mass tokens to sacrifice to deal decent damage. I do think you should consider adding at least 5 more creatures. I also noticed that you don't seem to have much in the mana ramp category. Theres quite a few all-star cards that would be great additions to this deck as well. I would recommend adding the following:

Avenger of Zendikar-Mass Tokens

Grave Titan-Big Beater that makes consistent tokens

Izoni, Thousand-Eyed-Great late game for mass tokens, and functions as a small draw package

Birds of Paradise-Best mana dork arguably

Elves of Deep Shadow-Mana dork that can mana fix

Arbor Elf-Mostly helps tap for green but can "tap" for black with Overgrown Tomb

Birthing Pod-An all star sac outlet that tutors creatures into play from the library

Fecundity-Great cheap draw power that also draws off of non token creatures dying, downside is it works for all players, however you'll definitely benefit more

Living Death-Psuedo board wipe, that's main purpose is to flood your board with your entire graveyard of creatures

Wood Elves-Tutors for a forest or Overgrown Tomb and puts it into play. Repeatable ramp if you have 3+ experience counters

Farhaven Elf-Almost the same thing as Wood Elves

Eternal Witness-Meant to grab anything you cant get back with the commander from the graveyard

Plaguecrafter-Repeatable removal with your commander, whats not to love

Reclamation Sage-Artifact/Enchantment removal on a creature

Phyrexian Altar-Probably one of the best Sacrifice outlets available in the game, although it is expensive

Last but not least Craterhoof Behemoth-Gives you another way to win the game with combat damage if you have mass tokens on board. I have won so many games by sacrificing Avenger of Zendikar to Birthing Pod to cheat it into play from the library.

I know its a ton of suggestions, do with them what you will.

Spell_Slam on Rathreos, God of the Colony

1 month ago

Living Death seems really good for your deck. It's both a board wipe and a reanimation spell for you. It gets even better with cards like Bojuka Bog, which you should definitely replace a swamp for.

In the same vein, Patriarch's Bidding will most likely get you a lot more targets than anyone else.

I think you could swap out Eldrazi Monument for Coat of Arms for insta-kills.

Marrow-Gnawer should be finding its way to the maindeck somewhere. Mirror Entity as well.

In terms of cuts, Bad Moon is not great, since just having another rat pumps the same amount of power. Same with Shared Triumph. If you care about toughness, great. If not, these are easy cuts. Lurrus seems a bit grindy for you and could be better served as more card draw or something.

Bazzul on One card combo Demonlord Belzenlok

1 month ago

CyborgAeon you are indeed correct about the "go off in response" mechanic provided you have enough non-land non-creature cards in your hand (which is always true for the first go-off in response). However, there is small window where removal could be used if Skirge Familiar and Bone Miser enter the battlefield at different times (this happens in the first attempt). At this stage you must kill your own Skirge Familiar with Soul Spike (if the interruption exiles). In response, you can get enough mana to cast graveyard recursion: Ever After, Living Death

I do think Dread is still needed. Mainly because you are very often interrupted mid combo (by countermagic for example). You need a way to attempt to survive and combo off in the following turns. To do this you must have Skirge Familiar and Bone Miser in the graveyard/battlefield and have a card on top of your library. The eldrazi only help with the latter.

I would swap the following cards for your combo:

OUT (7 cards):

1x Cinderhaze Wretch 1x Endling 1x Lotus Guardian 1x Makeshift Mannequin 1x Necrotic Ooze 1x Skithiryx, the Blight Dragon 1x Syr Konrad, the Grim

IN (5 cards):

1x Bone Miser 1x Nightmare Void 1x Extra Shuffler 1x Ever After (extra attempt) 1x Living Death (extra attempt)

I really like your combo and definitely choosing it over the ooze combo is a matter of preference. I have to say that in my meta having a creature based win (second attempt) is very valuable because of the decks I'm used to play against. Also the instant speed win through Makeshift Mannequin has been handy at times.

Anyways I'm for sure gonna buy the extra cards and give it a try in my play group. I do think your combo deserves a mention in the description (or even another decklist). I'm a bit busy these days so it might take a while for me to add it. However, if you have time to make a playlist I could also mention it and link it in the description!

Thanks for the innovative approach!

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

sub780lime I haven't had many problems with Reflecting Pool or Exotic Orchard's consistency, so I prefer them over the forced life loss from City of Brass and Mana Confluence. In some testing I've done with these painlands, there were instances where the life loss mattered, especially when it came to low-life razaketh/necropotence usage. Ultimately, it doesn't matter much, and I would understand swapping them based on preference. In playgroups that rarely play white and/or black, orchard is bad, and reflecting pool gets worse the less lands we have. For me, they've performed better than the painlands on average.

In terms of Austere Command, everything's a bit hard to trim from. For the sac outlets, unfortunately 5 of them are inconsistent (High Market, Victimize, etc.), and one of them is 8 mana. Additionally, the inconsistent ones are in the deck for reasons other than being sac outlets. The cards I'm considering the most are Victimize, Phyrexian Reclamation, and Living Death, but I'm still not sure I'd want austere command instead of any one of these cards.

Thanks for the input!

chriscross25 on The one and only Black Rose, Marchesa

1 month ago

Lokotor

My theft type of cards are there for a "controlly" way. Since those effects are on creatures i have the abilitiy to threaten the board of my opponents with them.

To River Kelpie: In my games i played this deck this card was one of the best cards. It is hard to remove even on its own because of it's ability. Also the cards you can draw with it is too much to value to cut it. Another reason i think it is quiet good is because it triggers on every player. Midnight Reaper and Nikara, Lair Scavenger are in my mind but i do not love their abilities since they are not a may trigger. What i experienced is that for me it works better when i can control my life. At the moment i think i have enough ways to control it to trigger dethrone everytime i need to. But still those two cards are good cards for this deck. Maybe in the future i reconsider them.

To Dack's Duplicate and the fork effects: I put them in because of the meta i play in. Also i really think those fork effects are a bit underrated in EDH because you often do not see them coming and are good for diffrent situations. I like them more than counterspells because they are more restrictive. For example you will not counter a ramp spell but to copy it when you need the ramp is great. But i fully understand why you will not consider them in your build but for me they worked very well. If you have not already maybe try one or two out if it works for you.

Twilight's Call: I think you are right there. It costs to much and you can lose too much. I think i was to blended by Living Death because that won me the game already. :D That is why i swaped it with more interaction (Swan Song).

Dictate of Erebos and Grave Pact: I considered them at the beginning of the deck but i do not need them really. When i want to clear the board i have other ways and also that is one reason why i put those theft effects in. I look more to Butcher of Malakir because i could protect it more and better than both entchantments. But for seven mana i think it is to high. Maybe as another win con i would put it in.

Load more