|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Mythic Rare|
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Mogis, God of Slaughter
Legendary Enchantment Creature — God
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless he or she sacrifices a creature.
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Mogis, God of Slaughter Discussion
1 week ago
1 month ago
I'd like to ask a few questions about Pharika, God of Affliction when the Theros block was in Standard.
See, I wasn't playing MTG back then. I came in during the release of Magic: Origins. Though I did play from time to time throughout my highschool years (2004 - 2007) and later in college (2009 - 2012), but I didn't actually start buying and building decks until M:O. Simply put, it was a passive interest and I'd just borrow a friend's deck for the day.
No, my questions are these:
- When Pharika, God of Affliction was in Standard, was there an over-abundance of creature removal? Because her ability seems to specifically target creatures which have already been killed / discarded / milled?
- Was there a lot of graveyard tricks around the Theros block, and thus the potency of exiling creatures was of great benefit?
- What was the mechanical purpose of giving your opponent a 1/1 token? I understand that paying for a permanent removal from the game is really cheap, so the cost is offset in some way, but why give them a 1/1 DEATHTOUCH chump blocker?
She's always struck me as the odd-ball of the Gods. They are all so darn straight-forward.
Iroas, God of Victory gives your guys Menace. That's awesome!
Mogis, God of Slaughter is an Indestructible sac-engine. Oooh, boy and I use him very often in my Rakdos decks.
Erebos, God of the Dead stomps out life totals and is a seriously under-rated draw engine. I mean, SERIOUSLY YOU DON'T EVEN TAP HIM WHAT IS THIS NONSENSE?!
Kruphix, God of Horizons - Dude, just stop. I've run decks where I pool over 100 mana and people end up forgetting about it until I drop bombs like I'm ((insert outdated reference of your choice, here.))
Karametra, God of Harvests Oh. My. God. "Hey, I see you tapped your lands this turn to play a creature. Let me help you out with that <3"
I mean they are all soooo good.
Then there's Pharika.
"Hey, I heard you like combat tricks, hand manipulation, sac, burn, draw engines, land drops... so how about I create some 1/1 Deathtouch tokens for your opponent?"
Seriously. I can't logically wrap my head around her. Either you exile your own graveyard for some chump blockers which I guess is okay, or you give your opponent said chump blockers and, well let's hope you've got yourself Nylea, God of the Hunt and they don't have Archetype of Courage.
I just... I don't see it.
Were you supposed to combo Nylea, God of the Hunt + Erebos, God of the Dead + Pharika, God of Affliction and hope you get all three out so you can swing for damage that can't be recovered from? Because honestly, that seems really difficult to do.
So what's going on here? What am I missing? What was Standard like back then that warranted a card like this to be made?
(Wait, was Dredge a thing around this time? Then I could understand it. Discarding / milling yourself and turning them into protection seems like a logical method, but I don't know if that was a thing or not in Standard. Hence the thread.)
1 month ago
Dangit! you're making me want to throw Bloodchief Ascension in my deck. I really enjoy the change of pace for the incremental bleeding deck. This really shines, as I said earlier, if opponents spend alot of time controlling all the big bombs throughout the game. I really destroyed someone with Mogis, God of Slaughter recently doing that exact thing. Also, I found Enchanter's Bane was really fun, although I pinged myself for 8 dmg total... of course my opponents like to cheat either omniscience or overwhelming splendor, and I am more interested in the pain aspect than the actual removal.
1 month ago
Hi, so I see what you are trying to do here but I think you went to all in on destroying lands. What I mean by this is there are too many Stone Rain effects, not enough ways for your deck to operate. For a deck like this to win you need to be able to draw a lot of cards and sustain your own game. A lot of the times a deck like this will draw a lot of aggression on a table, so you need to be able to protect your self and make the most out of a low land count and a lot of enemy's. Dingus Egg can help you actually kill players instead of just annoying them,Jokulhaups will neuter the table, but keep your "do stuff" enchantment and planeswalkers alive. These cards are a little protection for you Polluted Bonds,Ankh of Mishra,Crawlspace,Price of Glory,No Mercy,Burning Sands,Smoke, Tainted AEther, Rain of Gore, War's Toll. You also need more card draw so Necropotence, Underworld Connections, Greed, Phyrexian Arena,Erebos, God of the Dead, Solemn Simulacrum,Yavimaya Elder,and Memory Jar are good inclusions. Some other just good cards for you are Thaumatic Compass Flip,Borborygmos Enraged, Multani, Yavimaya's Avatar,Creeping Renaissance, Praetor's Counsel,Burgeoning,Tilling Treefolk,Krosan Tusker,World Shaper,Constant Mists,Tempt with Discovery,Horn of Greed,Vaevictis Asmadi, the Dire. There are a lot more cards that would make this deck much more explosive and be more punishing. I would go on EDHREC.com and look at the commonly used cards of Vaevictis Asmadi, the Dire,The Gitrog Monster,Mogis, God of Slaughter and Borborygmos Enraged to focus your list.
1 month ago
COL_Cashmoney I would say the list as currently built is not competitive at all. The deck is great for slower metas because it's dealing like 2-6 damage a turn pretty consistently so it puts a "clock" on the game. If the games only last 4-5 turns then it's not really doing much of anything. I guess it depends on what you mean by "competitive". If you're talking true cEDH like Prosh + Food Chain or Blood Pod; this deck won't ever really hold a candle up to those. If you mean more in lines of highly tuned 75% decks, I could see a chance of this deck being pretty decent.
Not sure how competitive this type of deck can be, but here are some suggestions if you wanted to make it more highly tuned:
Mana Crypt, Mana Vault, Grim Monolith, and Basalt Monolith - Fast mana is great at speeding up any deck. Basalt Monolith is definitely the weakest of the four, but I included it so that you can pair it with...
Rings of Brighthearth - Paired with Grim Monolith and Basalt Monolith lets you generate infinite colorless mana which you can use for Xantcha's activated ability. You can only take out one person this way before she comes back under your control and you have to sacrifice her, so cards like Ashnod's Altar, Phyrexian Altar, Phyrexian Tower, and Viscera Seer would be helpful inclusions if you want to go this route.
More draw & tutors to make the deck more consistent like Vampiric Tutor & Imperial Seal. I've never played with Ad Nauseam so I'm not sure how much I can recommend it; but after taking out all of the high CMC cards out of the deck I imagine it would be pretty great.
Also since this deck is pretty much an "aggro" deck, you can throw in cards like Phyresis or Tainted Strike to reduce the amount of damage you need to deal to take someone out. You could always try for one of those cards or a Grafted Exoskeleton onto Heartless Hidetsugu with a Glacial Chasm in play, but that's probably too slow.
Finally, cards that focus on resource denial like mass land destruction and discard can slow down the game so you have enough time to close it out like Blood Moon, Impending Disaster, Ruination, Stranglehold, Planar Void, Mindslicer, etc.
I think the best way to make this deck competitive is to throw in a bunch of stax elements that will disrupt your opponents' combos and slow the pace of the game down. This deck's current strategy wants to get some damaging permanents on the board and have them stick around for as long as possible. Kind of similar to a Brago lock, it doesn't matter how much damage you're doing a turn if your opponents can't respond to it. The difficult part of that though is finding enough stax cards to put in the deck (and drawing them consistently) and the sad fact that Xantcha's ability literally works to refill their hands. While Xantcha might be an interesting concept, you might have more luck making a more tuned version of Mogis, God of Slaughter since he helps with the resource denial plan too. I guess it just depends on whether you want an infinite mana sink or a card that actively helps keep your opponents' boards clear.
Let me know if this helps!
2 months ago
I have two gigantic, hate-fueled suggestions: Curses and Zo-Zu the Punisher.
Which curses, in particular? I'm glad you asked! Curse of Bloodletting in particular would be monstrous in this deck, Curse of Chaos is a good incentive to throw that one extra creature at the opponent, Curse of Misfortunes speaks for itself, Curse of Opulence makes the opponent a huge target early-on, Curse of the Nightly Hunt can very easily leave the opponent with no creatures left, Curse of Thirst is super jank, which means it would feel beautiful to kill an opponent with it, Curse of Vengeance is a fantastic second wind for you, unless you're playing 1v1, Torment of Scarabs builds slowly but it can also force the opponent to make some really tough choices, and Trespasser's Curse is legendary vs. tokens, tribal, anything creature-based. Also worth noting: Accursed Witch Flip, though not a curse, turns into a pretty decent one.
Other cards that force opponents to make awful decisions include Torment of Hailfire, Indulgent Tormentor, and Killing Wave. Blightning, Mogis, God of Slaughter, and Rakdos's Return also force life loss and/or loss of resources.
Thank you for your time, and for brewing this deliciously diabolical deck.
2 months ago
Update #1 Made the following changes:
Torment of Hailfire -> Kolaghan's Command (There's some merit in keeping Torment as a unique finisher or for card advantage, but it's just not synergistic enough with Xantcha to keep. It too gives the opponent a way to sac Xantcha.)