Master of Cruelties
Creature — Demon
First strike, deathtouch
Master of Cruelties can only attack alone.
Whenever Master of Cruelties attacks a player and isn't blocked, that player's life total becomes 1. Master of Cruelties assigns no combat damage this combat.
|Want (2)||ElBizarro , QuantumKami|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Mythic Rare|
|Dragon's Maze (DGM)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Master of Cruelties Discussion
1 month ago
A couple of spicy adds and away to establish some win cons is Armageddon and Master of Cruelties these two establish power in a table of 4. Reconnaissance can pull Kaalia of the Vast out of combat and protect her from blockers and still get the trigger. Strionic Resonator can copy Kaalia of the Vast ability trigger Spicy includes:
Some lands to include:
1 month ago
I ran Woe Strider just for the sac outlet it gave me to go off with Underworld Breach and a 3+ art/enchant on board Dockside Extortionist but Altar of Dementia does the job waaay better so i'd see it being cut alongside Nightmare Shepherd. It's true I don't want to exile my good creatures and oh yes Master of Cruelties is awesome in this deck, I'll have to get one!
1 month ago
Looking at some party cards, the problem I'm coming across is lack of synergy but I'll recommend some anyway. You really want your commander out early with as many ETBs as you have and being how aggressive he is.
Grenzo, Dungeon Warden: Rogue. Gives you a decent body with repeatable card advantage.
Grenzo, Havoc Raiser: Rogue. Either card advantage or point the biggest (or weakest utility) creature at another player.
Rankle, Master of Pranks: Another rogue. Less synergistic but he has three modes and haste. Plus, you can choose as many modes as you like.
Neheb, Dreadhorde Champion: Warrior. Red ramp and card fixing.
Priest of Forgotten Gods: Cleric. Potential card advantage and removal plus ramp.
Kazuul, Tyrant of the Cliffs: Warrior. Provides plenty of deathtouch chump blockers with your commander.
Mikaeus, the Unhallowed: Cleric. Allows all of your creatures to die once and come back. Plus, kills any human that gets through.
Gonti, Lord of Luxury: Rouge. Neat. Not the greatest in a vacuum but replaces himself, normally with something good.
Anarchist: Wizard. If you get more spells then maybe.
Cinder Seer: Wizard. Not the best pinger but a pinger nonetheless.
Coffin Queen: Wizard. Playable effect.
Dismissive Pyromancer: Wizard. Decent rummage affect and can take one guy out.
Embermage Goblin: Wizard. Not the best pinger but possibly playable. Hits any target.
Fervent Paincaster: Wizard. Hits creatures.
Fireslinger: Wizard. Best pinger so far at 2 cmc. Hits any target.
Nezumi Graverobber: Rogue/Wizard. Starts off as a graveyard hating rogue and turns into a grave stealing wizard.
Going through cards and the party subtheme seems a bit sad. Some of the above are decent but there isn't a ton to go on in my opinion.
On the first strke though, there are a million cheap red spells that grant first strike temporarily as an instant or as an enchantment. I would recommend running 1 or 2 of the instants to keep opponents on their toes when they think about blocking you.
As for creatures,
Soul of Shandalar: Mana wise, not the best. But can ping and has built in first strike.
Sparring Collar: Cheap first strike and can be attached instant speed to either dissuade blocks/attacks or murder something.
Sword of Vengeance: I don't think its as good as above due to not being able to move at instant speed, but it grants vigilance as well. It is nice to keep a first strike flying blocker up after it attacks.
Akki Coalflinger: Way to help out the team.
Legion Loyalist: Way to help out the team. (My favorite of the team helping bunch).
Bloodmark Mentor: Way to help out half of the team.
Akroma's Memorial. Expensive but a classic.
I think a couple or few first strike options would work out. As for cards that I think you could do better than,
Endbringer: Potentially a great card but I wouldn't count on using his other effects with as little colorless mana sources that you have.
Master of Cruelties: Can be good but typically best if saved for kalia combos. He shuts down attacking with everyone else which limits you to dealing with one opponent at a time.
Rakdos Firewheeler: Not bad but repeatable effects may be better.
1 month ago
I'd cut Woe Strider, I don't find that card cool.. Actually I thought again about Sire Of Insanity but oh dear Master of Cruelties is so much more... cruel :). I'd cut Nightmare Shepherd too though it is strong but doesn't fit that well no? you don't want your stuff exiled. Love Reanimate great change !! I tried to make a Chainer of my own, copying you. Combustible Gearhulk, Kokusho, the Evening Star, Necropotence, Necromancy are some nice options.
1 month ago
1 month ago
Roryesquire: At the end of the day, if you like it then that's fine. But if you're looking at streamlining the list (since you posted here asking for help), then these are things that will hold the deck back.
Brago, King Eternal may be able to flicker planeswalkers, but the walkers you are running don't really have big impact negative abilities. Ashiok is probably the best there and if you're running Brago primary to flicker her then it seems like a waste. And sure, you can flicker Dockside Extortionist but again, if that's the best thing the deck does, it feels like a wasted slot. Not to mention the fact that most of your card advantage requires you to cast legendary spells, not just ETB them. Also, Brago and Master of Cruelties is a nonbo - you can't attack with both at once. I also fail to see how Brago helps Sisay in a voltron capacity.
I get that the OG duals work well with the fetches (which is why basically every competitive deck runs them together), however my point was that running Nature's Lore, Three Visits, etc. takes even more advantage of them. You're basically saying "I guess I've gotten enough synergy out of these lands so I will stop there" when you could get even more value. In additon to that, if you're running Blackblade Reforged then that's even more of a reason to be running land ramp rather than artifact ramp - you get a bigger buff faster.
Thran Temporal Gateway should not be the justification for you running Progenitus. Sure, if you have gateway in play and then draw into Progenitus then it's not bad, but outside of that it's a big, clunky setup for a 4 turn clock on a player. Ulamog, the Ceaseless Hunger or Ulamog, the Infinite Gyre are both 4 turn clocks and do so much more (not to mention are much easier to cast).
As I said, it's your deck and you have to be happy with it, but I think that it is rather disjointed in its current state.
1 month ago
enpc I appreciate the feed back, but there's a few things I'd like to say in rebuttal
Brago, King Eternal is here to abuse planeswalkers by flickering them, also works with Dockside Extortionist (huge mana)Thassa, God of the Sea helps him do this, also helps me get to Voltron with Sisay, love taps with Master of Cruelties
By nature I think Sissay is going to be a bit clunky, legendary tribal will do that to a deck, but for my task at hand and in my meta it works nice.
The lands work well with sack lands, say I sack Scalding Tarn have the choice of Tropical Island Plateau Underground Sea there's a ton of mana ramp and fix purely so I can draw into combo control, hexproof indestructible, with cards like Xenagos, god of reveals /hadclimb, Blackblade Reforged , Heroes' Podium Sisay gets big quick, unblockable it's just fun.
The whole point of this deck is to slow down my groups Arch enemies 3 decks and well, it does that, fast and it's fun to pilot.
For my first EDH deck I'm quite happy with it,
The counterpells need work for sure but I'm looking at it,
1 month ago
Looking at the list, it seems to fall prey to the same thing that a lot of Sisay lists do, which is big, stompy good stuff legendaries.
You've got cards like Brago, King Eternal with little to no ETB effects to capitalise on, Yisan who doesn't really have much of a line here, cards like Master of Cruelties who you can't abuse and even cards like Progenitus who are hella expensive and don't really add much to the deck.
You're also in green with a bunch of ABUR lands (i.e. OG duals) yet are running not much in the way of green lands and aren't leveraging cards like Nature's Lore, Farseek, Three Visits and Skyshroud Claim.
You have a very defensive number of counterspells and most of them are "free but with a cost" which you typically see people running to protect their combo, rahter than being used for early game control. If you're looking for control rather than just porection, you should be looking at more like 8-10 counterspells, potentially even higher depending on you playgroup.
But my main comment would be, you should try to find a more cohesive strategy for the deck. "Control into beats" is an ok summary, but you need to be more specific than that. And currently with counterspells and big stompy, you're pulling the deck in two different directions. I would recommend looking into running lower curve and more proactive hate, rather than trying to split the deck between ramp, counters and stomp.