Night of Souls' Betrayal
All creatures get -1/-1.
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Night of Souls' Betrayal Discussion
6 days ago
Reclaim is quite a bad card, and you certainly don't want 4 of this kind of effect. I would play Renegade Rallier instead, the card is way better and also helps with recursion (not Doran, but everthing else). Unfortunately, it doesn't work well without fetchlands. Also, Noxious Revival is strictly better than Reclaim, but still not a card that i would want in my deck.
Further, 17 creatures seems like a low number. Sure, Lingering Souls and Commune with the Gods kind of count, but with cards like Tower Defense you really want multiple creatures on the board at all times. I would absolutely play 2-3 more Yoked Ox / Tasseled Dromedary, and probably 1-2 Ayli, Eternal Pilgrim. If your budget allows it, Spellskite would be another great addition, since it's 0/4 without defender, protects your important synergy cards, and disrupts several decks like Bogles and Infect. My preferred creature count would be 20-25.
Your current list is extremely light on disruption, and the only effect you have, Languish, hurts yourself quite a bit (only 6 of your creatures survive without help). It would be much better to have an effect that leaves your 4 toughness creatures alive (Drown in Sorrow?), or just play spot removal like Fatal Push, Path to Exile or Abrupt Decay. A flexible card like Collective Brutality would also be great, and escalate gives you a nice way to make use of redundant copies of Doran and Assault Formation.
For your sideboard i recommend Eidolon of Rhetoric, Duress, Lost Legacy, Fragmentize, Night of Souls' Betrayal and Rest in Peace (or some other graveyard hate).
1 week ago
Suggestions probably don't matter and won't be expanded upon due to the nature of the challenge, but I figured why not.
Amazing challenge for yourself by the way.
1 month ago
all jund decks are more or less the same, but for creatures id consider Huntmaster of the Fells Flip , its important to play around with numbers for you hand disruptions, also dont forget about Collective Brutality and Duress,
Chandra, Torch of Defiance is a option aswell
oh yeah and money...
1 month ago
Wurmlover I have actualy never faced Illness or the more common Night of Souls' Betrayal so this is mostly theory-crafting on my part. Niether card is perticualry common, jund might run one Betrayal in the side and I have yet to see a compedetive modern sideboard that include Illness. Token simply are not common enugh for people to sideboard against it. If ether hit the field we have 5 anthems to cancel it out, 3-5 pieces of removal for it in the side and 7 discard cards to remove it before they cast it.
Tldr handisruption, enchantment removal and anthems.
1 month ago
Love the Oloro deck. Personally I like to run Zur's Weirding + Bloodchief Ascension to lock out opponents draw. You already have Necropotence to save you from them stopping your draw. Also, if you like Night of Souls' Betrayal + Humility for permanent board clear.
1 month ago
Night of Souls' Betrayal wrecks the shit out of affinity and tokens, not just tokens.
1 month ago
The 2nd Platinum Emperion is there in case someone does something to the first one or in case you're unfortunate enough to draw one. Not really sure why I decided to go with Night of Souls' Betrayal, I was jumping around top8 looking for sideboard ideas and I guess that's what I settled on.
2 months ago
@AtomicEmpire Yo, welcome to Esper! I can certainly talk about those points:
Playing 3 Verdict is totally fine, but I prefer 4 because it hedges way better against Lingering Souls decks (like Abzan midrange/Death's Shadow, Esper Shadow/mirror), Eldrazi, Merfolk, and GW Creature decks. Against all of the creature/synergy decks, you need some kind of boardwipe to stabilize (and oftentimes multiple, hence why I'm playing the set), and against Edlrazi you can typically afford to tap out for Verdict since they're likely on a one-threat-at-a-time type of gameplan (or they're on Bant and commit multiple Heirarchs, Skyspawners, Reshapers, Drowner+tokens etc.). It's also worth noting that Verdict is the only uncounterable removal spell in the decks against the opponents with blue, and thus dodges Negate and more fringy-but-relevant options like Unified Will/Stubborn Denial.
Again, playing 2x Secure the Wastes over Zenith is also totally servicable (it's actually still being debated over on the MTGS forum literally right now), but Zenith has a few advantages over Secure that break the argument for me:
- Zenith isn't at all graveyard reliant. Part of the utility of Secure is playing it early and Snapping it back later, but it's a much weaker wincon if your opponent plays Rest in Peace or Grafdigger's Cage -- cards which Esper with Zenith can literally just ignore. I've won so many games without my graveyard I can't keep count.
- Zenith takes up 1 less mainboard slot than playing 2x Secure would, and Esper doesn't actually have a lot of free slots. By the way, if you play Secure I highly recommend you play 2.
- Zenith shuffles back in, meaning you literally have infinite shots at winning with it, within reasonable time. (For the same reason, you also can't deck, by the way. I've won multiple games against Abzan CoCo opponents at infinite life by simply casting Zenith every turn to make a physical roadblock while decking them.)
- Zenith is more resilient to hate such as Night of Souls' Betrayal and Jace, Architect of Thought, cards that do crop up from time to time.
- Zenith produces more power in the late game than Secure does, so a topdecked Zenith is usually far better.
The first 3 are my main reasons for playing Zenith, mainly the recasting part and dodging grave-hate part.
As for Path-v-Push split, I am solidly in favor of 4x Path/2x Push because Push can't effectively answer Kitchen Finks, Wurmcoil Engine, Ulamog, the Ceaseless Hunger, World Breaker, Voice of Resurgence, Tasigur, the Golden Fang, Gurmag Angler, Bloodghast, Prized Amalgam, Reality Smasher, Matter Reshaper etc. These types of cards pop up so often that there's no doubt in my mind that 4x Path is correct. Also, Kolaghan's Command is much less of a problem when you're exiling their creatures.
As for why I play Blessed Alliance instead of the 3rd Push, it's mainly for diversity -- BA can answer a few of the above-listed cards that Push can't (mainly the Eldrazi and delve threats), but it also serves as lifegain/creature removal against Burn to mitigate drawing the "wrong side" of the deck. If I could make room for a 2nd, I would. (In fact, I actually usually play 2x Snapcasters and 2x Blessed Alliance.)