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|Masters 25 (A25)||Rare|
|Conspiracy (CNS)||Mythic Rare|
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, Sacrifice Pernicious Deed: Destroy each artifact, creature, and enchantment with converted mana cost X or less.
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Pernicious Deed Discussion
2 weeks ago
griffin_15 - I feel like we play very different kinds of EDH, but I'll do my best to address all your points.
First up, off colour fetchlands. Theres no value to be lost here. Sometimes they turn into shocks, and sometimes they turn into basics, but either way, they are free to put into the bin, which acts as acceleration into Tasigur. Not to mention being able to turn lands in the graveyard into card advantage or ramp with things like Life from the Loam or Splendid Reclamation. Bounce lands are almost always bad, they are slow and clunky, and playing them is just asking to get Strip Mine'd or Wasteland'd. Evolving Wilds and Terramorphic Expanse are fine on a budget, but I feel like my collection has progressed to the point where they arent good enough anymore. Overall I just want as many of my lands to enter untapped so that I can continue to progress my own board state.
As long as you consider your curve, and play enough deck filtering, you really dont need the 37-39 lands that you claim. Early game your cantrips find you lands if you need them, and late game you can turn cantrips into gas rather than just topdecking more lands. With an average CMC of less than 3, the deck doesnt need as many lands.
While Sensei's Divining Top would probably be a decent inclusion, I personally dislike the impact that it has on the pace of play, so I dont play it. Similar to my feelings on Rhystic Study. Just overall bad patterns from my experience. Thassa, God of the Sea is pretty underwhelming as an upkeep scry effect, I wouldnt want to play it outside of a voltron style deck, where you're focused on connecting with one big threat.
Topdeck manipulation isnt super important for Tasigur decks, because usually youre able to delve away all the nonsense you dont want, and put yourself in a position where you're ok with getting back anything left in the bin. Alternatively, you can use politics to your advantage, requesting that one player give you back a specific card to help deal with a problem that another player has presented.
I honestly hadn't considered the loose synergy between Grave Titan and The Scarab God, theyre just both good threats that can take over a game if they go unchecked for too long. You dont need to have them in play together for them to be worth playing. Not to mention that I am likely to be leaving up mana for Tasigur activations anyways, so holding up mana for Scarab God activations is right on theme. My goal for the deck was to primarily be a midrange deck, winning through attrition and value, and cutting cards like these means that the deck would be forced to win the game through the combo almost every time. Ishkanah, Grafwidow is here for the same reason, a midrange threat that doesnt win the game on the spot.
Mox Diamond isn't in the deck for colour fixing. Its in the deck for acceleration. Its one of the best mana rocks in the format. Not sure what else to say about that.
Languish can definitely seem like a strange card to play in EDH, but consider it in relation to the threats that I am playing. The beaters that I really want to stick around all survive it, and being able to clear out various tribal decks and token decks while maintaining my own board can be game changing. I won't disagree that its the weakest wrath in the deck, but I have found it to have enough merit to be worth its inclusion.
Cutting Pernicious Deed is something I very much disagree with. Wraths are important, and wraths that hit everything are almost essential. You're going to be behind in 60-75% of the time in EDH, so sometimes you just need to reset the board. I dont quite understand the logic of not playing something because it "draws hate". You want to play cards that "draw hate", because that response means that you're having a real impact on the game. Having people play around deed, politic for advantage, and know how to rebuild post-deed leads to games that I find to be interesting and engaging.
I dont mean to shoot down your suggestions, I just think that we are evaluating cards differently, and I didnt really put enough effort into the description of the deck to properly describe my goals for it, so you didnt have enough information to go on.
2 weeks ago
To start, Wooded Foothills, Windswept Heath, Scalding Tarn, Marsh Flats, Flooded Strand, and Bloodstained Mire are all fetch for lands that you can't run in this deck, you're losing value there. I would instead run the bounce lands in those colors, Dimir Aqueduct, Simic Growth Chamber, and Golgari Rot Farm. If you're really looking for that mana fixing, obviously the go to Evolving Wilds and Terramorphic Expanse. From looking at your decks, you seem to build a lot of 4-5 color EDH, from someone who plays quite a few 3 colored decks, colors aren't that big of an issue. 37-39 is really the range of lands to stay in, whereas you have 34. I know you'll have to cut more in other areas to hit that, but it will help with mana issues if you have them. I would look into adding the Scry lands; Temple of Deceit, Temple of Mystery, and Temple of Malady. Tasigur is all about top deck manipulation, so free scry is nice. Again, I'm not helping with the cutting, but Thassa, God of the Sea and a Sensei's Divining Top would be great additions for top deck manipulation. As for cuts, Grave Titan and The Scarab God.I see the synergy of zombie creation, leading to scry-ability, but I just don't see that paying off in the way you want. The likelihood of having both of them out, creating zombies, and the table allowing that to continue is low. There just isn't a whole lot of Zombie synergy in the deck, and you're losing value there. I went on quite a bit above talking about mana fixing, with that in mind, Mox Diamond just seems excessive. You have a Command Tower, you have a lot of dual lands, while a high-value card, maybe not as necessary here. The next one I would go with is Languish. You have a ton of answers, and this one is the weakest. I would put it in the sideboard, that way if you're playing against a token deck or other low-powered creature deck, it has great value as a wrath, but otherwise, it might just be a dead card. Another card would be Impulse while top deck manipulation is very valuable in this deck, a one-off Impulse, when you could have other repeatable top deck manipulation, isn't as valuable and it can probably be taken out. In a similar vein to Languish, I would cut Pernicious Deed. People don't like being held hostage, and on deck board wipes like Pernicious Deed or Oblivion Stone or Nevinyrral's Disk etc, all draw a lot of hate. People are going to come at you and try to force you to crack it. Unless you're going to play it, and immediately wrath, it's going to draw hate your way, and people are going to try to force your hand, I'd cut that. Also, similar to Grave Titan and The Scarab God, Ishkanah, Grafwidow can be cut. He'd be great in a spider's tribal deck, but paying 6 and a black for draining someone 4 life is fairly low value, unless you want your primary win-con to be the Deadeye Navigator+Peregrine Drake+Ishkanah, Grafwidow. Like, that's a cool combo, but Deadeye Navigator is so widely known to be an infinite mana machine, people will be throwing whatever they can at him to get him out of the game.
2 weeks ago
Both are super powerful, and approach the same graveyard theme in two different ways. Either one is a great commander, so it’s more what style of graveyard deck you want.
The Mimeoplasm is more of a reanimator deck that relies a lot on the commander to close games out. This deck will feature a lot more creatures, usually ones like Lord of Extinction and Consuming Aberration coupled with Death's Shadow and Phyrexian Dreadnought to make your commander a one-shot kill.
Muldrotha, the Gravetide is a more value-driven deck. Instead of packing a bunch of huge creatures (although Consuming Aberration is still an amazing card for the archetype in general), it continually reuses many of its most important spells over and over again, as many of them sacrifice themselves. This is most prominent in 2-card non-infinite combos with Muldrotha herself. Being able to repeatedly wipe the board with Pernicious Deed and Nev’s Disk (not spelling that name), or destroying all your opponents’ lands with Strip Mine can easily get out of hand. The commander itself isn’t necessarily required for the deck to function, at least in the way The Mimeoplasm needs to be out, but it’s definitely better if she is. Muldrotha definitely is a better option for a “goodstuff” style deck that doesn’t have any direct theme.
Regardless of which you choose, a self-mill theme is a must, with Grisly Salvage and Satyr Wayfinder being good examples. There are also some cards that let you tutor any card into the graveyard, like Entomb or Buried Alive. Villainous Wealth is a super fun card that I suggest anyone playing sultai should run.
Hopefully this helps!
2 weeks ago
Thank you jessetaverne. Seal of Removal may be worth a try. I was thinking about testing the black seal for longer now, should really test that. Dreamborn Muse is one of those cards that seem perfect but totally underperform. I tested that card and it’s not worth a slot for this deck. Since Lion's Eye Diamond is so powerful, it’s the first card I tutor up with Trinket Mage or Tolaria West. In the majority of games I got the diamond, so I basically discard my hand every turn. With the diamond, Dreamborn Muse ends up doing almost nothing for me but milling my opponents. Not always a bad thing but it can backfire against another deck that uses his graveyard. Might be better in a deck without diamond.
Bear Umbra has become one of my favorite cards over time. It allows to play some really cool turns. In addition it is a really nice wrath protection. Makes it super easy for you to recover from wrath-effects, even better than Command Beacon. With a Pernicious Deed you can kill the board with your commander surviving and recovering much faster from it than other players.
2 weeks ago
Why not take advantage of Muldrotha's graveyard casting ability with cards like Seal of Doom, or Glen Elendra Archmage, or any of the spellbombs, or Pernicious Deed, or Mulldrifter, or Sakura-Tribe Elder, or Caustic Caterpillar, or Siren Stormtamer, or Wasteland/Ghost Quarter or even Mindslaver, the list goes on. All of those cards are permanenets that you can use and recast with muldrotha, which makes them all significantly better since you can use them multiple times.
Right now it seems like a Sultai spellslinger deck with a lot of recursion which seems good, but doesn't take advantage of Muldrotha very much at all. You want permanents to be in your graveyard to recast with Muldrotha which in turn means you don't want/need so many recursive spells. The list of cards I gave you wasn't comprehensive but it was the first couple of cards that come to mind that are fine but become far more valuable when you have Muldrotha out. Muldrotha effectively turns your graveyard into an extension of your hand (only for permanents) so self mill like Grisly Salvage and Hermit Druid become essentially card draw since you can still play the cards you milled into the graveyard. Overall your deck looks nice but I feel like you're underutilizing your commander
2 weeks ago
You might want more ramp for the early game like Kodama's Reach, Skyshroud Claim, Khalni Heart Expedition. Nature's Lore, Farseek, and Rampant Growth would also be better than Farhaven Elf. Pir's Whim and Hour of Promise are also helpful to find specific lands.
In terms of your sorceries and enchantments, you could cut down on the more expensive ones, and add in removal and boardwipes to help you get to the late game. You can try Blasphemous Act, Chain Reaction, Damnation, Toxic Deluge, Boompile, Nevinyrral's Disk, Pernicious Deed, Terminate, Dreadbore, Attrition, and Hull Breach.
1 month ago
If you're running Vaevictis as a commander, I would recommend cutting down on the instants and sorceries so that you get more out of Vaevictis's trigger. There are some pretty good permanents that can provide the removal anyway, like Terastodon, Bane of Progress, Pernicious Deed, Duplicant, Noxious Gearhulk, Butcher of Malakir, Gruul Ragebeast, Demon of Dark Schemes, Massacre Wurm. Aid from the Cowl is also very helpful to put more permanents into play. Protean Hulk and Razaketh, the Foulblooded can help you find missing pieces. Aggravated Assault can give infinite attacks if you have enough mana, especially if you have Savage Ventmaw, Bear Umbra, or Neheb, the Eternal, or if your lands are animated by Nature's Revolt or Liege of the Tangle.
For the lands aspect of the deck, you could add Ramunap Excavator for more recursion, Ulvenwald Hydra to find lands, and Storm Cauldron for more land plays and to disrupt opponents. Stone-Seeder Hierophant could be good to untap your lands as well.
1 month ago
I feel I should point out that Mega's combo also produces infinite mana of any color. If you net +1 U each cycle, after you produce an arbitrary amount of blue you no longer need it to cast Phantasmal Image and can replace each time you would tap LED for blue with whatever other color you want/need.
Also while I'm here...
Cards you might want to consider:
Entomb = Arguably one of the best tutors for Muldrotha.
Command Beacon = Never pay for command tax ever again.
Any extra turn spells = with your Eternal Witness and either Deadeye Navigator or a sac outlet gives you infinite turns. My list runs Walk the Aeons and Crucible of Worlds as well to let me just buyback each cast to the same effect.
Lotus Petal = insanely good early game
Mindslicer = more of a pet card of mine than anything else really. With your yard being a second hand, putting everyone to topdeck mode doesn't really hurt you but it can absolutely cripple opponents and make it difficult for them to come up with answers.
Just some food for thought.