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You may cast Necromancy as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When Necromancy enters the battlefield, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach Necromancy to it. When Necromancy leaves the battlefield, that creature's controller sacrifices it.
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1 day ago
Something to note, you can also produce 'infinite' green at instant speed (though ONLY instant speed/end step) with Lotus Cobra, Necromancy, Dryad Arbor, and Culling the Weak and 'infinite' black mana. Discard Cobra, then Necromancy Cobra. Go to cleanup and sac the Necromancy. With the Necromancy sac trigger on the stack, proceed to reanimate and sac Arbor for one green mana.
5 days ago
hoardofnotions well Defiant Bloodlord is definitely not worth his cmc but he is easily cheated in using Reanimate, Animate Dead or Necromancy and is one of 3 wincons. The bloodlord or Avacyn, Angel of Hope are typically the target for Entomb depending on the table and your hand.
1 week ago
Also for what it is worth, Felidar Guardianalso combos with Animate Dead, Necromancy and Dance of the Dead. I think that with Entomb and Buried Alive we now have two good creatures to generate infinite ETBs and win from there.
1 week ago
Well... That is helpful.
So the total # of same-turn wincons for Bomberman is 6:
Note, however, that NONE of these wincons also require Flickering Ward, since you can simply extort LED on re-cast. That could be cut if it's not being useful, as accumulating EXP counters isn't really viable or necessary in cEDH.
(Also, here's a neat trick for the Leonin Relic-Warder combo. If you have Necropotence out, and you really need to try to win that turn, you can pay all but 1 of your life and hope to get LRW and Necromancy. If you do, you can move to the cleanup step, discarding LRW, and flashing in Necromancy in response to Necropotence's exile trigger. You need you wincon in play, of course. If you don't get the cards you need you can always commit seppuku by paying the rest of your life.)
1 week ago
Beseech the Queen Increasing Ambition Enlightened Tutor Diabolic IntentResolute Archangel Subjugator Angel Sublime Archangel Angel of Finality Archangel Avacyn Flip Crypt Angel Exquisite Archangel Blinding AngelAvaricious Dragon Dragon Mage Dragonmaster Outcast Dragonlord KolaghanHoard-Smelter Dragon Knollspine Dragon Mana-Charged Dragon Siege DragonIndulgent Tormentor Overseer of the Damned Razaketh, the FoulbloodedSire Of Insanity Reya Dawnbringer Gamble Mortify Legion's InitiativeBuried Alive Animate Dead Twilight Shepherd Disciple of BolasPath to Exile Razia's Purification Fellwar Stone Coldsteel HeartTalisman of Indulgence Sunforger Sphere of the Suns CataclysmDesolation Angel Chrome Mox Clifftop Retreat Exotic OrchardHall of the Bandit Lord Nomad Outpost City of Brass Mana ConfluenceSpinerock Knoll Tainted Field Tainted Peak Rocky Tar PitPhyrexian Reclamation Entomb Dance of the Dead Necromancy Mimic VatReforge the Soul Magus of the Wheel Winds of Change Sensei's Divining Top Flamekin Village Toxic Deluge Damnation Crux of FateReflecting Pool Forbidden Orchard
1 week ago
I saw your post and your budget do I do apologize for breaking it, but I think these cards will fit your theme. Kasual karador likes to abuse etb effects for cheap and get fatties out through the graveyard. This means you need a decent reanimation package. I hope this helps and let me know if you have any questions
2 weeks ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
2 weeks ago
I haven't seen this grixis commander yet but I kind of like it. May make one myself. I have a couple of suggestions you may like
With sedris's cheap reanimation, you seem pretty quick to throw in high cost creatures. I think the issue isn't necessarily too many creatures (like you mentioned in your article) but it's that you can't pay for them. Also, despite your commander's ability, I think you could focus more on a spell-based reanimation package. I have a couple of suggestions you might like
Entomb and Buried Alive are great ways to get your beaters into the graveyard early. To get them back, you have a number of options. Reanimate is a classic and so it Animate Dead. Necromancy, Dread Return, Diabolic Servitude, and even Sheoldred, Whispering One are more options for you. Having these cards will allow you to keep the creatures you get back.
I'm not going to type out all the mana rocks you could have, but rocks are important in a grixis deck with such a high average CMC (converted mana cost). Here's a link to a discussion about mana rocks that you can gather ideas from. Most are pretty budget. Moxen and their ilk are very expensive and not worth it unless you're getting competitive. Anyway, the link: http://www.mtgsalvation.com/forums/the-game/commander-edh/197500-best-mana-rocks-for-edh There's also Dark Ritual and Cabal Ritual you could use.
I'm sure there's more but I'm working from NY head at the moment. Good luck and I hope you like these suggestions!