|Commander / EDH||Legal|
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Creature — Spirit
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever another creature is put into your graveyard from play, you may pay . If you do, return Nether Traitor from your graveyard to play.
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Nether Traitor Discussion
3 days ago
and while you're at it some sac outlets like Viscera Seer
1 week ago
Hey friend. Love what you've got going here. If I were you, I'd be on the lookout for late September, when Prized Amalgam rotates out of Standard and therefore drops in price.
I've got a similar deck @ Sin Dredger for less than $50 if you want to check it out. I would recommend putting in Faithless Looting and Cathartic Reunion at the very least, since it will a) filter your mana, and b) put key critters in your grave as early as T1. Paired with a Dredger like Stinkweed Imp, you can get 10 cards in your grave by turn 3. Wreath of Geists is almost the same thing as Nighthowler, too.
Then, I have three much more subjective recommendations: cut most of your Black. It's already a negligible part of the deck, only giving you Disentomb and Jarad, who is mana-greedy in an aggro deck. And I would also recommend adding blue for cards like Stitchwing Skaab, as those blue zombies are the closest we budget players will get to Nether Traitor and Bloodghast. Finally, google "dredgevine" decks -- it's a variant of Dredge that's more midrangy and high-curve, and it's less competitive, so it's cheaper.
I hope that helps! Mention me if I can do anything else for you! Cheers
1 week ago
Well, I do have some advice I can offer regarding Shattergang, mostly because my friend tried playing him for a little while. The deck can be slow- there's nothing wrong with being a little slow. You just have to make sure your opponents are also going slow, too.
Contamination is one of the most dangerous cards you can run. Mana rocks and Cryptolith Rite would help you still get your red and green, and it's easily upkept by your token generators. I happen to like Reassembling Skeleton, Bloodghast, Nether Traitor, etc., in Shattergang (reusable Edicts are nice), and they work wonderfully with Contamination. I'd definitely recommend at least one or two of those to go alongside Contamination, as your opponents will assuredly hate it when you and, like, Chainer, Dementia Master are the only ones who can still cast your spells.
Nihil Spellbomb should really be in here. It and Salvaging Station would form a cute little draw engine, and it doubles as graveyard exile to prevent people from keeping their stuff by using Reveillark, Karmic Guide, etc.. I'd suggest cutting Profane Memento for it. Yes, Memento gains you life, but cards help you win the game, so I strongly feel that'd be a better use of that slot.
Ophiomancer is a decent option as it helps upkeep Shattergang's first ability quite nicely.
Awakening Zone seems quite good here. A token every turn that can be sacrificed to Shattergang, or turned into mana ramp, plus the enchantment can be used to get rid of pesky enchantments your opponents have. I don't see a negative to using it, at least.
Creakwood Liege is strong in here as well. Makes solid 3/3 tokens for you.
Solemn Simulacrum seems like he would be decent here, as well. 4 to ramp, then 2B to make each other player sacrifice a creature and you draw a card doesn't seem terrible at all.
Mycosynth Wellspring is reasonable for an inclusion. 4R to draw 2 cards, each player sacs and artifact isn't bad at all, and Glissa can turn it into an engine.
Phyrexian Arena would be a decent draw engine. You can draw extra cards off of it and then sacrifice it if you get low on life.
I really like Hangarback Walker in Shattergang decks, and it would be especially great in yours due to Glissa. See, getting a few tokens out of it is wonderful, repeating it just makes it absurd (as it's a good card on its own).
Garruk Wildspeaker or some creature that ramps might be a better call than Life and Limb: I don't like the idea that your Forests can be board wiped by a Toxic Deluge or Wrath of God or something, even if your opponents Forests can be sacrificed to your Edicts, even if it does make your saproling tokens generate mana (which, only one card of yours makes Saprolings right now, and it's Sporemound. If you had a heavier saproling theme before, LaL makes sense, but you don't seem to have that any longer).
Birthing Pod is another card of which I'm a huge fan- it'll chain you straight up through to your Avenger of Zendikar and Sheoldred.
Nullmage Shepherd is phenomenal with token decks. Your opponents have multiple enchantments/artifacts and you don't have enough mana to force them to sacrifice the one you specifically hate? No worries, just tap four dudes and destroy that one anyway! I strongly recommend this card if you're able to get 4+ creature out regularly.
Kiki-Jiki, Mirror Breaker is a high recommendation because he makes tokens you can swing with and then sac to keep other creatures off the field. Very advantageous. If you want to go infinite with it, Zealous Conscripts makes infinite tokens for you to attack with, and Conscripts is especially good here since your Commander is a sac outlet (this could easily replace your Necroskitter + Glistening Oil combo, IMO).
I have apparently recommended too many cards, and I can't also recommend Nullmage Shepherd, the mana dorks, or Kiki and Conscripts. Just know that they exist and might be of great benefit to you, lol.
Recommendations for cuts:
Profane Memento removed for Nihil Spellbomb, as mentioned above.
Unwinding Clock is another card in a very weird place. The only card it works with well is Myr Turbine (which is a combination I loved back when I played lockdown Arcum), and you don't run Possessed Portal to make it a tried and true lock (which, the Possessed Portal lock is only really good in Arcum, anyway, so it's probably best you don't run it). I don't see much reason to run one card that is only good with Myr Turbine, and has slight use with Salvaging Station (meh, requires a lot of mana for Shattergang + that over other people's turns), Bow of Nylea (meh), Whip of Erebos (super meh), Sol Ring (meh, you run few instants and most don't want double colorless), and pseudo vigilance for Wurmcoil. That doesn't seem worth the four mana slot to me, especially over something like Reassembling Skeleton which could be used to make Shattergang always viable to activate.
I don't like Praetor's Council. I never have. It's too much mana for what it does, and you could shortcut the middle man, with a sac outlet, and use Living Death or something to just dump all your stuff back into play (Nihil Spellbomb helps with this a ton, too, remember).
Explorer's Scope isn't very good, in my opinion. I would think that slot better utilized by Golgari Signet or something from the above list.
Infiltration Lens just seems worse than some of the other draw engines mentioned before- I wouldn't even run it over Phyrexian Arena.
Shield of the Avatar seems unnecessary.
I'm assuming Glistening Oil is in here for Necroskitter or Kresh (nothing else seems to be able to get big enough to OHKO an opponent with infect), but I'm not sure that's actually worth it. A Rogue's Passage in the mana base would probably get the same job done, because if Kresh isn't being answered then he's always going to get stupidly big. As for Necroskitter, I don't think that combo is really worthwhile as it takes an entire round of turns, then you have to kill the creature its attached to.
Deathrender seems cute but unnecessary. Eldritch Evolution could basically do its same job for way less mana investment (lol it can turn Vorapede into Sheoldred or Avenger).
Bow of Nylea doesn't really seem worth the slot.
Necroskitter. You have Glistening Oil but it's really your only way of putting -1/-1 counters on things. It's a cute combo, but Black Sun's Zenith would probably be a better choice. Either way, I don't think that combo is viable enough to warrant both of their inclusions, as Necroskitter is worthless without Oil, and Oil is worthless without Kresh or 'skitter, because putting it on opponent's creatures without them just turns it into a BB: Kill a mana dork on your next upkeep, which isn't super valuable.
Those are all of the suggestions I have for your deck. This should, ideally, lower your curve and reduce the number of cards that are dependent upon other cards in your 99 without being strong themselves. As far as speed goes, Shattergang isn't a particularly quick deck unless you build a combo variant (like Kiki Jiki and Conscripts) with a bunch of tutors, and while you do have an infinite squirrel token combo, both of those are good on their own.
2 weeks ago
I was resolved not to comment on this deck, because I play Teysa IRL, and I'm certain I have enormous biases about how Teysa can and should be played (The fact that you're not running the Teysa + Nether Traitor + Phyrexian Altar infinite mana combo hurts me.), but I think I need to drop by just to give you this recommendation:
Until Raz gets banned, he's basically a must-include in this deck. Here's why.
First tutor: Darkest Hour. Play Darkest Hour. Tutor for every card you desire. Win.
The fact that he's a tutor and a sac outlet is just beautiful.
That said, I fully expect him to get banned in six months, so don't get attached. But so long as he's available and you're the face of Teysa combo, you should have him in here.
Also, just general advice. I don't think think the 0-drop creatures help you very much. When you had Attrition and Mind Slash in here there was an okay chance of them being helpful, but now the only value you get off of them is if you happen to have Phyrexian or Ashnod's to turn them into mana. There's enough here already that you're likely to always have a creature to go off with Teysa.
I'd cut all four for Raz, Bloodghast, Nether Traitor, and Skullclamp. (Skullclamp is the super important one here, since it's draw, which you need; it combos with any infinite mana sac loop to draw your deck, thereby acting as extra wincon; and it turns Doomsday actually viable as opposed just a really risky tutor for Darkest Hour.
You also have enough instants and sorceries that Dark Petition is probably better than Diabolic Tutor.
3 weeks ago
I would highly recommend against running Aether Vial in the sideboard. You just don't have the right creatures for it. For Aether Vial to be strong, you'd need a much much tighter mana curve on your creatures (90% 1-3 CMC, maybe a couple of 4 CMC creatures MAX). I'd rather run a couple of Collective Brutality to vastly improve your chances against Burn and some more Leyline of the Void.
As for your maindeck, I'd swap Underworld Dreams out for Phyrexian Arena. Dreams is only strong in a very narrow range of matchups and you have Howling Mine effects or similar to take advantage of it. I'm also not sold on Nether Traitor, apart from the Devotion he can't block for you and 1 chip damage is just pretty much nothing without pump spells. Rather run the full set of Gifted Aetherborn and a couple of Victim of Night over them. Victim is pretty strong in Modern as there are few commonly played creatures that resist it, most of them are found in Dredge where removal is pretty terrible anyways. Other than that, I'd swap the Despise for Inquisition of Kozilek. Inquisition is more flexible in most matchups and you have tons of ways to deal with creatures anyways. With Artifacts, Enchantments, Instants and Sorceries? Not so much.
I also think your Liliana is versatile enough to run in the Maindeck.
Love me some monoblack, nice job
1 month ago
It looks like you took the more 'fun' route with this and not straight combo ;) not hating.
Teysa was my first combo deck. Wish I still had the decklist. It was OP.Turn 4 win most games. If i got stalled, then easily turn 8 win.
1 month ago
Strongarm Tactics is a personal favorite for me in decks like this. Coupled with Dread Return and some cheap fodder, you can get some amazingly powerful creatures out early and cheap, while hurting your opponents.
1 month ago
For each creature dying Lifeline triggers, as well as Nether Traitor. You can put all these triggers on the stack in any order, but only ones that resolve after Nether Traitor returns will come back. The creatures themselves come back at the end step, and the order they come back is chosen at that time rather than relating to the order chosen when the board wipe happened. It's worth noting that Nether Traitor will trigger many times, but once you choose to pay the mana all other triggers will be irrelevant. You could choose to have it's triggers go between each Lifeline trigger just so you have the option to return it sooner or latter based on opponent's responses, but it's unlikely to matter. Most importantly is just having your creature on one side of it's trigger(s) and your opponents' on the other side. Not sure if this was any less confusing.