|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Creature — Zombie Cleric
Afflict 2 (Whenever this creature becomes blocked, defending player loses 2 life.)
2B, Discard a card: Merciless Eternal gets +2/+2 until end of turn.
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Merciless Eternal Discussion
3 months ago
I really love the idea behind this deck! It reminds me of something I would have come up with when I first started playing (I mean this in a very positive way!), as it is both plausible and creative!
- Cut 3 Khenra Eternal: They don't really fit into your game plan.
- Add 1 Wall of Forgotten Pharaohs: This card can be powerful in this type of deck.
- Cut 3 Painted Bluffs, 2 Survivors' Encampment, 2 Island, and 2 Swamp: This with the additions below will help smooth out your mana.
- Add 3 Ifnir Deadlands, 4 Fetid Pools, and 4 Drowned Catacomb: Since you are trying to ramp into something big, you probably want to hit as many land drops as you can. Plus you are running a lot of cycling lands, so that'll help mitigate flood.
- Cut 2 Faith of the Devoted, 2 Bontu's Monument, and 2 Kefnet's Monument: These cards don't have enough synergy with your deck, and you could use these slots to be more focused.
- Add 1 Trespasser's Curse, 2-3 Dowsing Dagger , and 3-4 Ammit Eternal: Dowsing Dagger can be really cute with Trespasser's Curse! And Ammit Eternal will ensure your damage gets through
- Cut 3 Scribe of the Mindful, 2 Merciless Eternal, and 1 Seeker of Insight: these cards are less good now that you've gotten rid of faith - Seeker and the Eternal still have potential though, which is why I left them.
- Add more removal! Once you get your Torment of Scarabs online, this deck will really be able to punish any opponent that can't get more than one creature out at a time.
- Removal to consider: Fatal Push, Vraska's Contempt, Underhanded Designs, Trial of Ambition, Ravenous Chupacabra, Tetzimoc, Primal Death, Doomfall, Hour of Glory, Hostage Taker, Essence Extraction, Yahenni's Expertise or Walk the Plank
- Along with your new removal, you may want to play a copy of Dead Man's Chest because that's just cute. And I'm sure this goes without saying, but this deck would also like 2 The Scarab God
- You can easily get the city's blessing with this deck with all of the enchantments that you have, so playing Kumena's Awakening and Vona's Hunger would likely be good. Along the same route, Twilight Prophet would be great too
At this point, I'm sure you're getting tired of reading, but before you go, I will suggest one more thing: either add green or cut blue for green. This allows you to ramp with cards like Spring and Thunderherd Migration, which will power out your big cards earlier!
Hopefully this was at least somewhat helpful. Feel free to reach out with your thoughts on my suggestions. Excited to see how you change it up. Please keep me updated on the results.
5 months ago
For sideboard (or even main deck?), add Hour of Glory for use against cards like The Scarab God, which is pretty ubiquitous in standard control, Grixis energy, etc. Merciless Eternal is cheap and can be pretty cancerous to play against. Great deck Jetstream13!
10 months ago
This is a good start! I dig the blend of Afflict and zombie shenanigans, and I think you should go all-in on that. For some cheap burn options to stick to your theme I'd recommend Wildfire Eternal, which offers a massive Afflict number and the potential to cast any burn spell for free and Inferno Jet, which deals 6 damage in the late game (or as a free cast off Wildfire Eternal) and can cycle to draw you a card in the early game. If you want to stick to the zombie subtheme, consider Merciless Eternal which comboes with madness and discard themes, Accursed Horde which backs up afflict zombies with indestructible or Lord of the Accursed for power and menace. If you want to dig into older cards, there's also Pyre Zombie that fits both themes of your deck, Bump in the Night for a cheap burn spell you can pitch to Merciless Eternal or Ravenous Bloodseeker to flash back later, and Blightning, which combines direct burn with discard for disrupting the opponent. Also, I'd recommend some Evolving Wilds and/or Cinder Barrens/Bloodfell Caves to add mana fixing; 4 or more of any of those or any combination will go a long way towards fueling your early game. I'd also recommend dropping the Vessels, I don't think ramping mana is what you want for this deck. Hope this helps!
10 months ago
Hello, I came to this deck through your forum post.
I am not the best commander player, and haven't played/faced Alesha, but I like deck building. One thing I noticed is a lack of board wipes, which I think all decks should have. There will always be a point where you won't be winning, and a board wipe can clear the path and give you the board priority. However, you don't need that many. Three should suffice, but more isn't bad either.
Boards wipes I have in mind:
Wrath of God. Cheap, reliable and classic.
Divine Reckoning. You choose Alesha, which can reanimate anything that died from the wrath.
Retribution of the Meek. Same as Dusk.
You want more mana rocks. You have Sol Ring and two others, but that won't cut it, especially in a 3-colored deck. I suggest around 10 mana rocks. Here is my list:
You can of course choose whatever you want, these are just some suggestions for you to take.
Card draw. My favorite thing to do in EDH is draw cards. While white and red struggle with drawing cards, black has no problem.
Random Cards that come to mind:
Darksteel Plate. It allows your commander to attack even if your opponent has big blockers.
Bojuka Bog. Graveyard Hate with small opportunity cost.
Raving Dead. Can dish out a lot of damage, and when it dies, you bring it back.
Graveblade Marauder. Hits hard, especially because you stock your yard.
Return to Dust. You need artifact/enchantment hate in commander. There are too many broken things that a board full of creatures cannot solve. Luckily, there is also great removal for those things.
Increasing Ambition. This tutor is good because it essentially tutors 3 times in one card.
Crypt Ghast. Staple in any black deck. It ramps you, and even has extort. (and 2 power)
Panharmonicon. My favorite card in standard right now. Actually, don't add this one, because you cannot effectively capitalize on it's ability to warrant using a card slot. However, if your add more ETB effects, the power of this card increases exponentially!
Ashnod's Altar or some other sac outlet. This allows you to sac the creature for utility, and then bring it back. Have a Priest of the Blood Rite sitting around? Sac it, reanimate it, and then sac it again! Useful for ETB creatures and also locked down creatures (Arrest, etc.).
With every added card, you have to cut a card. Cards I suggest cutting are low-impact cards. Commander is often a game of value, and Alesha assists you greatly in doing so. However, Brazen Wolves is likely not going to do anything impactful. You would much rather have something like Taurean Mauler, which is just better. Remember: Everyone has 40 life, so games tend to go long. The best cards are cards that scale as the game goes on. I will list cards that I don't think are impactful enough, but that is just my opinion. If your like using a card, or don't have better cards, you can keep it.
Grey Merchant of Asphodel. Not enough black mana symbols. If your deck changes to add more, you can add this back in. It is pretty good, but only with support.
Some equipment. You don't need that many equipments without equipment support. (However, you could add equipment support, like Sram, Senior Edificer)
Azorius Justiciar. Just use removal instead. Use Alesha to get back something else.
Scrapper Champion. A 3/3 double striker may sound good, but in commander, it doesn't do as much as you expect.
Ukud Cobra. Not terrible, but doesn't do anything either. It just sits waiting to block, then dies to a board wipe.
That's it for my comment! I hope I helped you improve your deck, and remember: commander is about creating a custom deck. Make it how you and you playgroup enjoy playing.
11 months ago
Alright, ive given a good look at this deck and ive decided on some changes.
11 months ago
Hello fellow deckling (TappedOut's word for new deck builders)! You can plenty of zombie support in other sets like Shadows over Innistrad and Eldritch Moon, but sticking with Amonkhet and HOD is perfectly fine since it won't rotate out a while. Try replacing the Dread Wanderers with some eternals like Khenra Eternal, Merciless Eternal, or possibly Ammit Eternal. The Afflict mechanic makes it hurt if your opponents block, it gives them incentive to leave these creatures alone during combat. Ammit Eternal can be potentially devastating in this manner since it will remove the -1/-1 counters it can gain. Look in to adding the enchantment Liliana's Mastery as it will make your zombies bigger. There is also a fun standard playable card called Unconventional Tactics that can function like a recurring version of Leap of Faith. Hope this helps!
dommi on Deck tuning
11 months ago
I changed it up a bit, you can look at it's current status here:6 million, choose one. I was wondering though, should I get rid of the two Bontu's Monument's? and if so, should I put them in creatures i.e. 2 more Merciless Eternals or 2 additional Wasteland Scorpions? Or should I put 1 more card each for Abrade and Magma Spray?
1 year ago
Your play works, and prevents your opponent from taking control over your creature.
What you're doing involves a lot of rules, so I'm not going to quote them all. Instead, I'll give you a rundown of what's happening:
- your opponent casts Lay Claim, choosing your Scribe as a target. After the pay the costs, the Lay Claim enters the stack as a spell. Now each player, starting with the player who just cast a spell, may act "in response"
- you choose to activate your Scribe's activated ability in response. This is legal because activating activated abilities is instant-speed, meaning you can activate them even though there's a spell on the stack, or when it's not your turn
- as part of activating the ability, you have to choose a legal target for it, meaning an instant or sorcery in your graveyard. If you don't have one, you're not allowed to activate the ability
- as part of the costs of activating the ability, the Scribe is sacrificed. The ability is eventually put on the stack.
- if noone else does anything, your ability - being the topmost object of the stack - will resolve, and return the chosen card to your hand
- then, Lay Claim will try to resolve. However, because it's only target is illegal by the time it would have resolved, it's countered by the game rules, and put into its owner's graveyard instead of on the battlefield.
The rule for the last one is probably the most important one, so I'll quote that one:
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's no longer in the zone it was in when it was targeted is illegal. (...) The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. (...)
In case that the missing word "target" is the cause for any confusion - auras always require a target as part of casting them, which has to obey the "Enchant [...]" requirement.