Mortal Combat

Mortal Combat

Enchantment

At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

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Set Rarity
Tenth Edition (10E) Rare
Torment (TOR) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Mortal Combat Discussion

glorf on Spirit of Xmas Past

1 month ago

Updates:

Grave Betrayal -> Mortal Combat : Better alternate wincon since I'm not running a ton of removal and combos well with Syr Konrad and the large amount of creatures I'm running.

Thorn of the Black Rose -> Balthor the Defiled : Mass graveyard recursion > Monarch.

Noosegraf Mob -> Syr Konrad, the Grim : This decision was between Noosegraf Mob and Marionette Master. Noosegraf seemed the better choice to cut since Marionette makes 3 tokens on ETB as opposed to waiting for players to cast spells. Syr Konrad is a good alternate commander for this deck and pairs well with the theme to dish out some damage.

Champion of Stray Souls -> Living Death : Tough decision since this feels like a good home for Champion of Stray Souls, but it costs so much to get out and use it's ability. I'll still try to get him in the deck, but unless I cheat him out with Hell's Caretaker or something similar his cost is hard to justify. Living Death is an all-star recursion piece and works well with Grave Pact-like abilities.

KEWEFI on Jarad vod Savo

1 month ago

Mortal Combat for surprise win-con, also can be lucky with Mosswort Bridge

BreakthroughArtist on k'rrik lichdom

3 months ago

Diamond Mare Copper Gnomes?

I imagine we can cut a bunch of cards for stuff like Treacherous Blessing, maybe even Liliana's contract?

I'm not really comfortable with so few tutors for Lich's Mastery - is there any way where resolving Behold the Beyond just wins us the game?

Mausoleum Secrets into Mortal Combat ^_^

Sidisi, Undead Vizier

Demonic Consultation

is it worth it to us to run Liliana Vess?

dirty doomsday pile: Infernal Contract into Sacrifice or whatever ritual, then Mikaeus, the Unhallowed + Viscera Seer + Walking Ballista

DrukenReaps on Philosophy Represented

3 months ago

Mairsil, the Pretender- I love this card because it enables combos that normally are not and his effect is just narrow enough without being too restrictive to allow creative deck building. Even makes bad cards like Shauku, Endbringer into pretty awesome cards.

Stuffy Doll- Who doesn't like voodoo dolls? Weird interactions and punishments are my jam. I was tempted to put Manabarbs as another of my 3 but there might be Repercussions if I did that. These cards are all up side :) They also hurt my opponents without actually stopping them from doing their thing.

Vraska the Unseen- Could have put Liliana's Contract, Felidar Sovereign, Mortal Combat or any of those other similar cards. I'm sure you can see what these have in common. For me these serve a few purposes. First closing out the game needs to happen eventually. I enjoy long games where everyone gets to do something but someone has to win too. Second I've shut some people up after they complain about me winning with combo "all the time". These don't require any combo, they just synergize with the deck they are in.

I am very much a combo player but I enjoy weird things that shouldn't happen or happen rarely more than the typical combos that happen all the time. I also enjoy when something isn't a combo but has the same game ending capabilities. I love seeing what someone's deck will do too but don't expect to do it without some form of punishing effect going on.

ShreddedByCrows on Surrakar tribal challenge

3 months ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Belleroosevelt on

3 months ago

It goes off alot of the time pmansmoney. I have played the deck at least 10 times so far and have only lost 3 of those times but that's mostly due to graveyard hate which is obviously the deck's major weakness as there is not much we can do in order to interact. There has only been one time where I didn't win through mass reanimation, but I go to win with Mortal Combat. The deck is alot of fun and has become one of my favorite EDH decks

Beeeeboy on Alternate Win-Cons Kenrith

4 months ago

okay. I also run a Kenrith Win con deck with a caveat of no interaction with other players making the deck a true solitaire deck . Here are some notable cards I recommend and also strategies.

The rule of thumb while tinkering with my Kenrith deck is 1:1 ratio (2:1 for some strats). For example, 3 cards are responsible for winning the game using life gain. Celestial Convergence Felidar Sovereign and Test of Endurance . This means that your deck should consist of 3 ways (not including kenrith) to assist with the life gain strategy. There are gem cards that assist with two different type of alternative wins that are honestly life saving cards. BY this rule, it can help you limit to what is needed. Having 3 supportive cards central to 1 wincon card is a waste of space and those supportive cards become dead in your hands without a tutor or that actual win con card.

Here are some recommended cards to help with alternative wins

Wall of Blood - Now this card is real awesome. It assists with Near-Death Experience . Drop this card and near death experience together. In response to the upkeep trigger, use wall of blood to get your life total to 1 while having Angel's Grace as a response to pingers or burn. Wall of blood also assist in Mayael's Aria if you have the life count for it. 2 birds with 1 stone.

Scapeshift - this is for maze's end, however can also get some really great utility lands such as Kor Haven Maze of Ith Karn's Bastion or simply to mana fix. Work's well with Field of dead

Pir, Imaginative Rascal - Better proliferate, halves the time. He can reduce your work of Helix Pinnacle to half by activating the ability 1 at a time to get each of pir's trigger.

Hermit Druid - Just don't run basics and you get a cheaper, consistent Morality Shift without a need of an empty graveyard. 2 birds with 1 stone if you have 20 creatures and Mortal Combat . Get him back with kenrith if he get's shot down, give him haste... you already know

Demonic Consultation - With the lab man wincon. Just name a card not in your deck. and win on your upkeep. Basically better than Morality Shift or Leveler

Vedalken Orrery Leyline of Anticipation Alchemist's Refuge - what feels better than just winning without your opponent's reacting sorcery speed

Artifact lands and Dryad Arbor - Helps with Happily Ever After condition

Alhammarret's Archive - This is a feel good card. You draw more, you gain life faster. Good with those life gain win cons. Imagine putting a Mechanized Production on this bad boy. Glorious honestly.

some of these cards are way out of your budget if you have one. But honestly, this is more a joke thematic deck so why not proxy if your group allows. I always proxy my lands..

Azeworai on Karador, ghosty boy

6 months ago

Ah, yes. Graveyard strategies always have an enthralling nature to them. Excellent choice in commander, as well.

I do have some recommendations for the deck.

One deck-building scheme I adhere to is fewer lands in place of cantrips. For your deck, you could cut some of the land base for Satyr Wayfinder and Grisly Salvage . They possess more value later in the game whilst filling up your yard for Karador. Ransack the Lab fulfills the same role. Taping the mana base towards early game cantrips also makes it more consistent to conduct your early game.

Altar of Dementia can earn you value even if a creature would die, permitting more options later.

You speak of win conditions in your description, thus I note Mortal Combat . That's a tricky build-around, so good luck there. Mindslicer is in my discard deck and often locks down the match, though people may not enjoy that.

As for removal, Anguished Unmaking , Despark , and Vindicate are universal and efficient, and Swords to Plowshares is quite possibly the best kill spell in the format. Ghastly Demise is also fun. If you wish to sacrifice creatures for gain, Angelic Purge is of use and Necrotic Sliver may be brought back later. Leonin Relic-Warder and Ravenous Chupacabra serve a similar purpose.

For further reanimation, Phyrexian Reclamation , Unburial Rites , and Dread Return are all quite potent at retrieving things later.

With such a high mana curve, more acceleration in ramp could be of aid. Outside of Temple of the False God and Phyrexian Altar which need some set-up before they do anything, there are only seven cards for ramp. I would add Birds of Paradise or Paradise Druid , some mana dork in that essence; Kodama's Reach , Rampant Growth , or Explosive Vegetation ; and perhaps Songs of the Damned as a one-shot influx of resource.

As defense, Nihil Spellbomb or Remorseful Cleric could negate opposing graveyard decks, Ghostly Prison may dissuade attacks, and Jarad's Orders can be substantial utility.

That is all from me, my apparitional liege. Fare thee well, and rejoice in haunting.

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