|Commander / EDH||Legal|
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|Dark Ascension||Mythic Rare|
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Mikaeus, the Unhallowed
Legendary Creature — Zombie Cleric
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Mikaeus, the Unhallowed Discussion
19 hours ago
2 days ago
Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.
Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.
I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.
As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.
Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.
A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.
For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.
As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.
Man, that was a wall of text xD tell me if you have any questions.
2 days ago
Welcome on T/O!
Hope you will experience lots of interesting decks, new ideas and some good feedback on what you have build.
I saw you just joined here, so knowing that each start somewhere can feel somewhat strange, let me help you by giving a some piece of advise :)
After reviewing your decklist, I came up with a several interesting cards. I a not sure what your budget is, but I think my suggestions might help you get this deck ongoing to eventually an improved list:
- Crumbling Necropolis
- Dragonskull Summit
- Blood Crypt
- Drowned Catacomb
- Shivan Reef
- Unspeakable Symbol
- Sidisi, Undead Vizier
- River Kelpie
- Mikaeus, the Unhallowed
- Drana, Liberator of Malakir
Your landcount is, like you mentioned yourself, dangerously low. I would suggest to up the amount of land to a minimum of 35 lands. Preferable even a little higher to avoid being mana screwed more than average.
Have fun deckbuilding. If you need help, you can always summon me me.
If you would like some inspiration other than Marchesa, click here . Any upvote/comment is always appreciated.
4 days ago
Mikaeus, the Unhallowed and Marchesa creates a ending cycle of vengeance of death with no defendants, non-humans die without a +1/+1 counter, he gives them undying. If they do, Marchesa brings them back without it, those two are perfect for each other.
4 days ago
Ooh I love obscure tribal decks. Saw your post on reddit but from some reason the website was saving my comment so I'll just leave comment here:
Rule #1 for janky tribes is that you cannot skimp on the power of the support cards. The core theme of your deck (skeletons) is already at an disadvantage (since skeletons are not that strong and there are not too many of them), you can't afford to pull too many punches on your other slots.
First, I think you have too many small draw effects like Succumb to Temptation and Infernal Scarring. If your meta is not too fast I would recommend only keeping the best 1-3 of these and adding some larger draw or tutor effects (e.g., Skeletal Scrying, Promise of Power, Moonlight Bargain, Necropotence, Plunge into Darkness, Diabolic Intent). Mid-sized draw is also worth considering, like Ancient Craving or Ambition's Cost.
You also have a lot of (weak) point removal which seems excessive unless your meta is really atypical of casual EDH metas. You run just keep a few (3-6) of your favorites (ones that are cheap, unconditional, and exiles are best), and replace the rest with in some removal that give you more card advantage and other utility. Mass removal that don't block regen, e.g., Crux of Fate, Day of Judgment, and Austere Command, could be useful for this deck because your skeletons can regenerate from them. You can also consider more Dictate of Erebos type effects like Grave Pact, Butcher of Malakir, or Martyr's Bond. You should at least replace Pacifism with something like Journey to Nowhere or even Faceless Butcher.
The next step is deciding on a specific game plan. Right now I see elements of aggro, control, and combo, but you'll want to specialize I think. Aggro is probably the weakest because skeletons don't have good aggressive stats, but if you want to go that route you'll want better pump effects like Obelisk of Urd, Coat of Arms, good equipment (Sword of Fire and Ice, Batterskull, Umezawa's Jitte), etc. If you want control then bombs like Profane Command, Wretched Confluence, etc.
If you want to combo win, which I think is actually the best plan for weaker tribes (because instant kill is instant kill no matter how bad your creatures are), then it's about picking which combo you want. I really like Mikaeus, the Unhallowed + Phyrexian Altar + Reassembling Skeleton/Tenacious Dead combined with something like Blood Artist or Falkenrath Noble, since most of the pieces fit naturally into what your deck was already doing anyways. Mikaeus + Triskelion is also super strong. Combo pieces like Enduring Renewal also go well with what you have already. If you go the combo route don't forget more tutors like Entomb, Increasing Ambition, Beseech the Queen, etc.
For sacrifice outlets some good ones are Phyrexian Altar, Viscera Seer, Phyrexian Plaguelord, Sadistic Hypnotist. And for artifacts, I would replace some of the less reliable ones like Gorgon's Head and Howling Mine with better equipment or Smuggler's Copter.
And for your mana, do you find 32 lands is enough? Skeletons are cheap but they have some pretty hefty activation costs. Most EDH decks are 35-40 lands, and maybe some more mana rocks (Sol Ring).
And finally, you can take a look here http://magiccards.info/query?q=t%3A%22skeleton%22&s=cname&v=card to see if there are other skeletons that might be better for your deck (e.g., Marang River Skeleton). Did you know that freaking Skithiryx, the Blight Dragon is a skeleton? Probably the best one in the game. Also don't forget things like Metallic Mimic, Adaptive Automaton, Brass Herald, or changelings like Skeletal Changeling, Cairn Wanderer, Mirror Entity.
Sorry about the huge wall of text, I just really like what you are going for with your deck! Hopefully some of those ideas useful even if not all those cards are going to fit into the deck. Let me know if anything doesn't make sense or if you want more budget suggestions. You can also check out an example of the janky tribe with powerful support staples in my black knight combo deck The Dark Knight Returns - Haakon combo knights if you want. Good luck with your deck, whichever direction you end up taking it!
4 days ago
Arcum Dagsson, Whir of Invention, Rings of Brighthearth, Power Artifact, Basalt Monolith, Grim Monolith, Mikaeus, the Unhallowed, Triskelavus, Walking Ballista, mana doublers + Palinchron, untap shenanigans like Aphetto Alchemist + Illusionist's Bracers, lol even the classic Metalworker + Voltaic Construct needs to be here. Also Myr Battlesphere + Myr Incubator can be lethal sometimes if you catch someone off guard.
5 days ago
I play Infect in Modern, and I have to say this is a very different idea than most Infect decks go by. I'm not saying it's unworkable but I will say that it loses to a lot, and I mean a LOT of decks in the format simply because you don't cast any spells until turn 3, and even then dropping 1 creature from 3 turns behind isn't enough to save the game. In order for this to work, you need to be able to interact with what your opponent is doing and survive long enough to get your combo out. I suggest:
-Hand disruption (4x Thoughtseize, 4x Inquisition of Kozilek mainboard)-Removal (Abrupt Decay, Maelstrom Pulse, Fatal Push, Dismember.) Stab Wound is too costly and doesn't even kill many creatures, also it doesn't put -1/-1 counters on the creature so you can't steal anything with it, Murder and Hero's Downfall are costly, and usually not very needed in the format. If you want to sideboard Hero's Downfall against planeswalker decks that might be a better option, but in that case I'd just use Vampire Hexmage instead.-Reduce your mana curve significantly, you want 1 and 2-drop creatures!-Take out Mikaeus, the Unhallowed and Kulrath Knight, just too costly and don't do much for your strategy.-Crumbling Ashes only kills off the creatures you want to steal! Better to use a removal spell to kill something that you can't steal, and leave the creatures with -1/-1 counters alive if possible.-Gift of Orzhova is kind of a dead card here I think, you have better 3-drops for gaining life that also put a body on the field, like Vampire Nighthawk who does a ton of work.-I'd also say to group your cards by type, not what they do... It makes it so much easier to see what needs tweaking if all the creatures, all the lands, etc. are where they're supposed to be.
6 days ago
I wonder if Mikaeus, the Unhallowed will ever reach above $20 on TCGLow by himself (making the deck goal explicitly impossible).