|Commander / EDH||Legal|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Mythic Rare|
|Dark Ascension (DKA)||Mythic Rare|
Combos Browse all
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
5 days ago
Please link cards using double square brackets so it's easier to understand the question.
+1/+1 counters and -1/-1 counters cancel each other out.
121.3. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704.
So Skinrender would put three -1/-1 counters on the targeted undying creature. Then as soon as someone would receive priority, state-based actions are checked, and one of each counter type would be removed, leaving two -1/-1 counters. If the three -1/-1 counters reduced the creature's toughness to 0 or less, it would also be put into the graveyard at this point, as all state-based actions are performed simultaneously, so make sure to do this to a tough enough creature.
For an example of how to link cards in the future, it looks like this:
6 days ago
This deck has a good sinergy and T2-win combo.
Because it's a simple direct damage deck, I've put some defenses to be able to confront decks based on counters or exile cards.
2 weeks ago
Thank you for your comment Echonaut_. We used to have one of each basic land actually! They were replaced with five fetch-lands. We decided to replace the basic lands instead of the artifact-lands because the artifact-lands have synergy with many cards like Metalworker, Tezzeret the Seeker , Tezzeret, Agent of Bolas, and Goblin Welder. Also, with many of our spells requiring two or more hard colors like Clever Impersonator, Deadeye Navigator, Mikaeus, the Unhallowed, Living Death, Open the Vaults, and Scrap Mastery cards like Blood Moon and Back to Basics stop the deck regardless of having one of each basic land type. The rainbow-lands are strictly better in a five-color deck for mana-fixing. Replacing fetch-lands and/or shock-lands with basic lands feels wrong. High risk/high reward mentality I suppose.
2 weeks ago
Thank you for your comment Echonaut_. We use to have one of each Basic Land actually! They were replaced with five Fetch-Lands. We decided to replaced the Basic Lands instead of the Artifact Lands because the Artifact lands have synergy with many cards like Metalworker, Tezzeret the Seeker , Tezzeret, Agent of Bolas, and Goblin Welder. Also, with many of our spells requiring two or more hard Colors like Clever Impersonator, Deadeye Navigator, Mikaeus, the Unhallowed, Living Death, Open the Vaults, and Scrap Mastery cards like Blood Moon and Back to Basics stop the deck regardless of having one of each Basic Land type. The Rainbow Lands are strictly better in a five-color deck for Mana-fixing. Replacing Fetch-Lands and/or Shock-Lands with Basic Lands feels wrong. High risk/high reward mentality I suppose.
2 weeks ago
ultrareal Well the main Flash Hulk line is Body Double and Viscera Seer to start with. From there Body Double copies Protean Hulk and then we sacrifice our Body Double which is now Protean Hulk to Viscera Seer. For our second Tutor we're getting Mikaeus, the Unhallowed and Walking Ballista which works kinda similarly to the Mike Trike combo but we need a sacrifice outlet which is why we need the first tutor chain.
As for Razaketh, the Foulblooded he's more of a support engine then the main tutor engine that he's used for in other more focused Raza decks. However we do run a lot of cards that support Raza lines such as Life / Death, Eternal Witness, and Lion's Eye Diamond which all work fine with our deck and also contribute to some faster Raza wins. But generally he's just assembling our combos just like many decks that run him. He's just not the main focus.
And Dance of the Dead was in the deck at one point and got cut. I can't honestly remeber what it was cut for exactly but it has been in the deck before. So it wouldn't be crazy to run it. I just know I've personally cut it from the list.
3 weeks ago
Kalemne is always going to be a priority 1 target, so I rarely ever cast her without being able to equip something else to her in the same turn that can protect her, like Swiftfoot Boots or Darksteel Plate or a Sword
I really don't care for Sunforger because it's too slow. I prefer equipment that are more immediately useful and aren't as easy to interrupt
At the moment I don't see any reason to add any more evasion equipment because I'm running plenty already. I'm running 5 equipment that give evasion, 5 cards that can tutor for those equipment, and 4 cards that can recur those equipment from the graveyard. I'm also running Rogue's Passage and Expedition Map for overkill. For years that has always been enough. If, for some reason, I ever wanted another piece of evasion, I'd probably add Trailblazer's Boots first
As you can see, Stonecloaker is occupying my flex spot, meaning that you can take it out for other things if you want to test something different or if you want to metagame. It's in the deck because it's repeatable surprise graveyard hate, and it can sometimes save an important creature from removal. I'm planning on replacing it with Teferi's Protection once I get one
Squee, the Immortal is there for exactly that reason! Always having access to a creature is important for this deck! It doesn't matter how big the creature is when it's equipped to something like Umezawa's Jitte or one of the Swords. More importantly, he's there to protect against sacrifice effects. If an opponent is looping Fleshbag Marauder every turn (not an uncommon occurrence due to decks like Meren of Clan Nel Toth, Mikaeus, the Unhallowed, Chainer, Dementia Master, Muldrotha, the Gravetide, Sheoldred, Whispering One, Karador, Ghost Chieftain, or any black deck worth its salt, really), having a creature that comes back every turn will be invaluable, as you won't have to sacrifice Kalemne or any of your important utility creatures
3 weeks ago
We love Meren decks! Her power is so disgustingly strong if you can have her hang around the battlefield for a few turns :) Here are some cards we've been having loads of fun with:
- Hermit Druid/Life from the Loam: we feel these are some of the best self-mill options out there for a Meren deck. And on top of that, they allow us to ramp too :)
- Blood Artist/Zulaport Cutthroat: cheap way to hurt the opposition and improve your own life-force with every creature that dies/you sac.
- Mikaeus, the Unhallowed; expensive, we know. But omfg he would be strong in this deck.
- Fauna Shaman; awesome tutor in this deck since Meren allows you to get back whatever you used as a sac for the tutoring.
Should you be interested in any more ideas, please feel free to check out (and comment on :)) our Meren list. Have fun with this deck and MTG overall!
With kind regards,
Mrs. and Mr. NV_1980
3 weeks ago
I've been playing The Scarab God Zombie EDH deck for a long while now. He's a great combo commander because his passive ability is aggressive and helps you hit combos while his active ability perfectly plays along with the zombie theme.
That being said, you've made some weird card choices, especially among your creatures.
Here's some Zombie's that I'd suggest to replace the many non-Zombie creatures you're running:
Balthor the Defiled, Cryptbreaker, Ghoulcaller Gisa, Grave Titan, Graveborn Muse, Gravecrawler (this is the most important combo piece in the deck), Gray Merchant of Asphodel, Havengul Lich, Lazav, the Multifarious (as a shapeshifter, he is a Zombie), Lich Lord of Unx, Lord of the Accursed, Lord of the Undead, Mikaeus, the Unhallowed, Noxious Ghoul, Razaketh, the Foulblooded (can pull all combo pieces in 1 turn, and play all 4 for 6 mana), Relentless Dead, Risen Executioner, Sidisi, Undead Vizier, Taigam, Sidisi's Hand (not a zombie, but fills your graveyard with them and has built in removal). These guys would go a long way to improving the consistency and power level of your deck.
Here's a few non-zombie cards that synergize with them very well:
Attrition (repeatable removal and sac engine), Dictate of Erebos+Grave Pact (combos well with Gravecrawler+sac outlet), Secrets of the Dead (works with all the ways we can play zombies from our graveyard and combos with Gravecrawler), Herald's Horn (draw + ramp), Urza's Incubator (ramp), Vanquisher's Banner (pump + draw), Whip of Erebos (lifelink zombies + graveyard play), Buried Alive (use this to put Gravecrawler, Wonder, and Risen Executioner into your graveyard for a great little combo that instantly gives you access to 3 cards), Search like Diabolic Tutor, Demonic Tutor, and Diabolic Intent helps to get out combo pieces.
The main combo I keep talking about is Rooftop Storm + Gravecrawler + a sac outlet, usually Grimgrin, Corpse-Born, and something to abuse like Grave Pact/Dictate of Erebos, Diregraf Captain/Plague Belcher/Noxious Ghoul/Bontu's Monument. These are all pieces that are individually good, but when put together will instantly win you the game in one way or another. Razaketh, the Foulblooded can be used to grab all 4 combo pieces, then you only need to play Rooftop Storms and you can play the rest of the combo for free! It's a really great card in black combo decks like this.
Anyways, feel free to take a look at my deck if you want any ideas. Zombies are my favorite tribal and are always a blast to play. I love that they can be so combo heavy, yet still be an unstoppable horde if you can't combo out thanks to all the +1/+1 anthems that Zombies get. Good luck with your deck!