Living Death

Sorcery

Each player exiles all creature cards from his or her graveyard, then sacrifices all creatures he or she controls, then puts all cards he or she exiled this way onto the battlefield.

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Living Death Discussion

Thousandoaks on Forbidden Justu - Dragon Reanimation!

4 days ago

themikeyt

First, thank you for taking the time to check out the deck.

To answer your question, I do worry about people countering my Commander. Ultimately, outside of Cavern of Souls, I really just have to play the table to determine when it is a good time to cast Scion of the Ur-Dragon.

In regard to Lightning Greaves and similar cards: I do not really need to play around protecting my dragons once they are on the field, because I have so many recursion effects. The only removal I need to be weary of is "Exile" effects. Just last Wednesday (June 13), I had a Dragon Tempest on the field, and the opponents kept controlling/removing my dragons. Around turn 11 or 12, I was able to recur 8 dragons with Living Death to kill 2 opponents from the damage from Dragon Tempest directly. Then, I swung and finished the last one.

The particular playstyle of this deck wants to win in explosive turns like this. Take your time, play your options, and know that as long as your graveyard isn't exiled, you have a good chance of seeing your fiery beasts again!

Sloanan on EDH Inalla Wizards

1 week ago

I see you're running Bloodline Necromancer. If you're looking for a good and easy way to win, I'd thoroughly recommend finding a place for a Ashnod's Altar. Aside from being a great sac outlet that can really ramp you ahead with all of the token copies you make, it goes infinite with the Bloodline Necromancer, making infinite copies of it with haste so you can swarm the board (or cast Inalla and use her ability if someone is using Ghostly Prison or whatever). It's also a very solid option when you've got a bunch of wizards with counters on them and a Marchesa out.

On the subject of counters, I'd also suggest finding a place for Sage of Fables and Metallic Mimic if you can, as those can give your wizards a little more kick for combat and all, which is generally one of their weaker aspects.

I don't have my decklist online yet, but I built mine primarily as a tribal reanimator deck that abuses creature sacs and ETBS, then reanimates them to do it again. One of my typical lines of play involves putting out a Direfleet Ravager, making a copy of him, saccing both, cast something like Animate Dead on it, creating another copy, and by that point the table is drained enough that even my smaller wizards can swing for lethal. I also run Living Death and Patriarch's Bidding, as those reeeeeally help the deck have some longevity. A lot of my deck also involves looting, for which I'd recommend Champion of Wits as well, as that'll move things along quicker for you.

Spellseeker has also done some work as of late. Vedalken AEthermage is the tutor wizard you mentioned and well worth the include. AEther Adept is also a good choice as well, making for some solid tempo swings. Anathemancer can sometimes be a great finisher if you can find ways to reanimate it. Sower of Temptation is also good, as you can steal a few creatures off of it (plus you can oftentimes sac them if you've got a sac outlet and they try to kill the sower).

Seeing that you also have a Dualcaster Mage, I'd encourage getting Ghostly Flicker for the deck. If you cast flicker on whaever, then flash in the dualcaster mage, you can go infinite and make enough wizards to kill the board. Same for Naru Meha, Master Wizard with a kicked Rite of Replication (the copies will die due to legendary, but you can make infinite copies of every creature on the board with all the ETBs).

zenozia on First EDH Deck

1 week ago

with 3.59 avg cmc it's too slow try to cut some of your big finisher to add more cycle and cheap minion. this deck really shine for its destructive snowboal kit if you are ahead with this deck it become REALLY disgusting

also you missed some really good zombie Lord of the Accursed, Gisa and Geralf, Zombie Master+Urborg, Tomb of Yawgmoth is really sad for your opponent Noxious Ghoul, Prized Amalgam, Unbreathing Horde

land : where is Urborg, Tomb of Yawgmoth and Cabal Coffers also I'm not a big fan of Ghost Quarter, Arcane Lighthouse also Nykthos, Shrine to Nyx and Cavern of Souls Ik it cost 100$ but it's soooo good Unholy Grotto could also be good

planeswalker: liliana, death's majesty is all you need

artifact: Lightning Greaves. Worn Powerstone is a meme Expedition Map is usefull to get urbog, crypt or coffer Skullclamp we all know why it's good... why play Konda's Banner when Vanquisher's Banner exist Ashnod's Altar give lots of mana and you can respond to removal by sacrificing. Door of Destinies oh boy

instant: Tragic Slip, Soul Manipulation, Dispel, Disallow (oppinion: I personaly belive that having conterspell in this deck is good to protec yourselve from board wipe or graveyard hate)

sorcery: Living Death for pure chaos Ghoulcaller's Chant, Call to the Grave

just try to lower the average cmc of the deck and it is really good but the problem of zombie in general is graveward hate so try to adapt if they have too much graveward hate try to play less with the graveyard

cdkime on Gorm & Virtus, Schild und Schwert

1 week ago

You currently have 10 cards to cut. Here's a few I would consider ditching:

  1. Paradox Engine is a fantastic card, but you don't need it. Unless it is used to go infinite, you generally have better things to do with 5 mana, even if it does help ramp on the next turn.

  2. Catacomb Sifter - you have lots of ramp, you don't need this.

  3. Woodfall Primus - way too much mana for its effect, even with persist. Does not fit in well with your primary gameplan, and cannot be used to clear potential blockers.

  4. Puppeteer Clique - cool card, doesn't do much for your deck.

  5. Meren of Clan Nel Toth - you don't have enough good ways to really abuse this, and her use as a non-commander is pretty limited.

  6. Dictate of Erebos - another strong card that doesn't need to be in this deck.

  7. Living Death - you don't need this, and you have enough removal that you'll be just as likely to return the large threat you previously killed.

Tawnos's Wand might be worth adding.

You should also switch Mask of Avacyn for Lightning Greaves--the ability to protect your commander the turn it is played is well worth the reduction in power/toughness.

DrkNinja on Muldrotha Combo Queen

3 weeks ago

Also Living Death is a champ in this deck as well

Saharez on Living Death [[Jund Token Madness EDH]]

3 weeks ago

The 5 CMC creature I was refering to is Tendershoot Dryad.

Balthor the Defiled might be an interesting option aswell, giving a more onesided Living Death.

DespairFaction on The Ur-Dragon

3 weeks ago

Hey I saw your question about how to better combat agro decks. I have a few suggestions worth checking out.

First up, I am counting 3 board wipes and currently, (not counting rift) I think you should increase your board wipe count to 5 or 6. But if we are smart about which board wipes we choose, we wont have the clunkiness of playing 6 board wipes. I do like Sweltering Suns as a choice because of the cycling. I would add only 1 small board wipe since elves and vampires tend to grow in size over time. Any of the 4 mana wraths are great Day of Judgment, Damnation, Wrath of God. But you can get better utility out of things like Austere Command, Living Death, and Faultline. Faultline works great in my angel decks, there stuff is dead and yours isn't. Living Death is also great, its either a board wipe or mass reanimation depending on what you need. So pick the board wipes that work best for you.

Next up, Ghostly Prison and Propaganda are an easy way to deter attacks, while leaving your opponent with creatures to attack other opponents.

Finally, since you already have some creatures that are good at board control lets look at some ways to make sure we get them into play more often via tutors Sarkhan's Triumph is very reasonable and assuming its not to slow Dragonstorm with at least 1 additional trigger is very good. Oh also, theres nothing wrong with Diabolic Tutor, if enough creatures on board you tutor and blasphemous act for 5 mana. At that point you can search for balefire, silumgar, steel hellkite, or scourge of kher ridge as needed with either of those. And if you really wanted to you could add Oros, the Avenger but without testing it, my guess is that its underwhelming.

Also I think the ramp count is just a bit low for a deck like this so I would add Cultivate and Kodama's Reach.

Next looking at what to cut. Since we are adding a lot of board wipes, we can cut from the single target removal spells. I would probably cut Disallow, Path to Exile, possibly Mystic Confluence. Are you able to achieve the triple blue on Cryptic Command regularly? If not, I would cut. For me its not a counterspell style deck so unless there is a meta call where you really need them, I think having 2 good counters should be plenty. I would probably also cut the 2 worst dragons, possibly Numot, the Devastator and Skyline Despot, and cut whatever the worst card draw spell in your deck is.

Anyway if it were my deck, I think I would add something like this: Austere Command, Living Death, Diabolic Tutor, Sarkhan's Triumph, Ghostly Prison, Cultivate, Kodama's Reach. That would give you 5 board wipes, 2 additional tutors, some pillow fort, and a bit more ramp. I feel like that should tighten up your game against agro. Anyway let me know how it goes.

NV_1980 on Meren EDH

4 weeks ago

Hi,

First off; nice Meren deck! My wife plays a very nice version of it too (you can find it here: Meren's Returning Army).

Second: you're still missing a card; you're allowed 100 instead of 99.

Third, suggestions:

  • I would really recommend adding some cards that allow you to dredge. With Meren out, you can then quickly get to the creatures you need. Cards like Hermit Druid and Life from the Loam are exceptionally powerful at this.
  • Living Death; with a well-populated graveyard, this card can basically end games in your favor.
  • Attrition; combined with Meren, makes it easy for you to zap stuff without really losing anything.
  • Deathreap Ritual; for your deck, this means almost guaranteed extra card-draw at every one of your end steps + in all likely hood more draw at the end of every opponent's turn.
  • Fauna Shaman; discard a creature, look for a creature in your library, then use Meren at the end of your turn to return the discarded creature to your hand or even to the battlefiend; win-win.
  • Mazirek, Kraul Death Priest; pumps up everything you have with every sacrifice (including those made by opponents).

Hope this helps you. I wish you good luck at brewing and playing this deck.

With regards,

NV_1980

p.s.: I would appreciate your feedback on my deck(s) as well, should you have the time and inclination to give some.

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