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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.
1 week ago
You can consider adding in Yosei, the Morning Star for double lock down triggers. Consistent recursion are also great so cards you can think about adding are Animate Dead , Dance of the Dead , Necromancy , Reanimate , Corpse Dance just to name a few.
Hope that helps!
2 weeks ago
Thanks BlazinT! Much appreciated.
MattN7498 Thanks for your comment. The nice part of this deck is that there are numerous cards that can win you the game that wouldn't normally be considered wincons. Of course Gisela, Blade of Goldnight equipped with Sunforger gets the job done real quick so does Price of Progress , Rakdos Charm , Deflecting Palm , Bloodchief Ascension , and Master of Cruelties and many others.
I've played this deck countless times now and I've never worried about closing out games - the later the game goes the more confident that I have a lock on it.
2 weeks ago
Hey, just read your comment on my primer. I'd love to give some advice, though without knowing what direction you want to take with the deck, I'll just start with some general thoughts on the deck.
I really like some of the cheap interactive cards you're running. In particular, I like the idea of running a cheap deathtoucher in Gnarlwood Dryad to completely shut down creatures coming your way. I do think there may be better options for that slot, but I definitely like including something along those lines in the deck.
I think you probably want to find room for 3-4 more lands. Muldrotha is a very mana hungry commander, and you've got some expensive finishers in the deck to boot. I get it, lands aren't all that exciting, but if you miss a land drop playing Muldrotha, you're not going to have a very good time.
You've got a lot of great cheap and efficient cards in your noncreature slots, but you have a bunch of creatures that feel very expensive for what they do. Acid Web Spider and Noxious Dragon both fill important roles, but cost tons of mana, making it really hard to make use of them effectively. I would look for some cheaper creatures that fill similar roles. Manglehorn can not only take care of any artifact, it also can significantly weaken opposing mana rocks. Plaguecrafter is a great way to get rid of hexproof/shroud/indestructible creatures, and also lets you get creatures into your graveyard so you can replay them.
In a similar vein, I have really enjoyed reanimation enchantments in my Muldrotha. I'm not sure what your budget is, but Dance of the Dead , Animate Dead , and Necromancy have performed incredibly well for me. They let you get extra creature plays from your graveyard, help keep Muldrotha on the field, or cheat out giant creatures for cheap. I especially like them here because of Final Parting , which lets you tutor a reanimation spell and a reanimation target, letting you tutor and play any creature from your deck for 7 mana.
Finally, I really like all my self-mill pieces to do more than just fill my graveyard. While its all well and good to have a stocked graveyard, you can't neglect your hand, just in case you can't stick Muldrotha or your graveyard gets removed. For this reason, I really like things like Vessel of Nascency , Satyr Wayfinder , and Perpetual Timepiece . You've got a couple of the best options for this ( World Shaper , Sidisi, Brood Tyrant ), but you also have a bunch of cards that do nothing besides dump cards into the grave.
2 weeks ago
Could someone please explain why the angel of glory's rise combo is better than the Muldrotha combo. They both take the same amount of slots so all you are doing is switching out Muldrotha, the Gravetide , Phantasmal Image , and Necromancy for Angel of Glory's Rise , Eternal Witness , and Auriok Salvagers . In both combos there is only 1 not totally dead card in Phantasmal Image and Eternal Witness , so why is one combo preferable to the others?
2 weeks ago
Legion564 During the loop to create abundant G mana ( Riftsweeper + Necromancy + Elvish Visionary + Culling the Weak ) it's shown that you can create abundant reanimations of Riftsweeper . By casting Beast Within on your own Necromancy you can generate 3/3 beasts to your heart's content.
3 weeks ago
Necromancy is another solid reanimation card. Doomed Necromancer and Apprentice Necromancer are some decent reanimators-on-a-stick. Oversold Cemetery is another option worth considering, along with Hell's Caretaker .
I also think you need more land sources of black mana, and should change some of your two-color lands to ones that produce along with something else. Your next heavy color is , and is close, so really focus on building your mana base accordingly. It'll help with consistency.
I also think you need to reconsider the amount of copy-creature effects you are running. Most of your creatures here are legendary, and except for Helm of the Host , any time you copy a legendary creature, either the token or the card goes to the graveyard. Something to think about. Otherwise, I think you've got something good going here.
3 weeks ago
No problem Byuante, in regards to your question on some of the cards that you can consider, I'll give my input. As you said you want to build this as competitively as possible, Vish Kal is quite big cost and for consistency as well as efficiency you can cut down on all the token producers as they don't "win" you the game outright, whereas an infinite combo does. Having a sub-token theme would be good as you can use it as a back up plan for when your main line doesn't fall through.
That being said, I am also unsure of the meta you play in as well, all my suggestions come from the current play group I have witnessed and played with decks myself. I play with around twenty players so there is a lot of variable match ups however, they are 80% completely optimized/degenerate/cEDH decks. The thing about competitive matches your curve is generally pretty low, your curve is 3.19 Avg. CMC which is good, but we can lower it down to be more efficient.
With the card choices:
- Entomb / Buried Alive - These two are the few cards that are efficiently costed and can put stuff into your grave, upping the reanimation count can lead to wins or selective lock down, or value grabbing. It's essentially a tutor for you as you make use of your grave as well. While Entomb is instant speed, for Buried Alive you don't have to use it right away you can wait for the timing and use it as a set up before using a cheap reanimation spell, this can lead to a win on the spot with the Karmic Guide/Reveillark combo.
- Necromancy - Good against mirror match up, good for against control players, and also value targeting as well. The fact that it can be used at instant speed is amazing.
- Leonin Relic-Warder - This actually depends on the timing you use LRW, while yes it deals with your opponents artifact/enchantment, but saccing it is also good if you decide to add in more reanimation enchantment spells, plus if you have a sac outlet on the field you can permanently exile them but sacrificing it while the trigger is on the stack. It doubles as a win-con and a perma-exile effect.
- Fiend Hunter - Sorry I didn't clarify with Fiend Hunter (FH), it's in conjunction with Karmic Guide (KG) and Reveillark (RV) as well as you can break the P/T 2 limit with the addition of Fiend Hunter. Having a sac outlet on the field and KG, RV, as well as FH can lead to infinite loops of Yosei/Kokousho. Starting with them on the field you can sac KG, FH, and Yosei. Yosei triggers, sac RV to bring back KG and FH. FH trigger on the stack and KG trigger on the stack. KG targets Yosei, FH exiles KG. Sac FH to bring back RV. Than you can start all over again by saccing Yosei and KG.
Hope that helps explain the card choices as well as answers your question!
3 weeks ago
Thanks for your comment hkhssweiss, I appreciate you taking the time!
I personally dislike the use of Contamination : I'm not mono-black, so it could screw me over, and it seems as though it'd be overly dependent on Bitterblossom to work, or it'd be a waste of reanimation as it might require me to sacrifice something too valuable to lose (I'm not fond of having to sacrifice a Crypt Ghast, for example)
Entomb - I could see myself running, 1 mana for an expensive play with a reanimation card. It'll take some time to figure out what would be worth cutting to make room for it.
Buried Alive - I don't run mass reanimation, and having to put several good cards into the yard with only a way to reanimate one per turn seems like a guarantee that my yard would be targetted
Dance of the Dead - I could probably make use of another reanimation spell, but I don't have a good card in mind to cut for it, do you?
Necromancy - Flash reanimation is yet to be needed, though if the situation changes, I'll find room for necromancy, but for the time being, maybeboard
Land Tax - Card advantage, sure, but it's very limited in scope in this deck, with only 15 targets, that's 5 triggers at most, and discarding lands isn't something I want to be doing. Plus it only triggers if I have fewer lands than others, which, even though I'm in white/black, is actually kind of an uncommon site. And overall, it's only truly good if gotten early on, as having a land tax turn 10 isn't that good for anything other than extorting or devotion.
Smothering Tithe - Good ramp, especially in white with such a high curve. I personally don't see a good card to remove over it and would appreciate your input
Scroll Rack - Also a good card, especially for getting rid of a stale hand.
Leave No Trace - Since I lack mass enchantment removal, definitely worthwhile to make room for it.
Leonin Relic-Warder - Aside from the fact it goes infinite with a drain card, it seems like a waste of a slot in this deck. If I don't have the required card and I play it and exile someone's thing, saccing it becomes a no-no, so it's dead in play and doesn't do much to help us win.
And I don't see how Fiend Hunter can lead to a lockdown effect with the Dragon Spirits, as, for their ability to trigger, they must die. Mind expanding on that?
I look forward to hearing back from you!
Necromancy occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
BUG (Sultai): 0.58%