Phyrexian Etchings

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Coldsnap (CSP) Rare

Combos Browse all

Phyrexian Etchings

Enchantment

Cumulative upkeep (Black) (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)

At the end of your turn, draw a card for each age counter on Phyrexian Etchings.

When Phyrexian Etchings is put into a graveyard from play, you lose 2 life for each age counter on it.

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Phyrexian Etchings Discussion

Xica on Jund Mid

1 month ago

Stuff like Phyrexian Etchings & Demonic Pact doesn't move, means business, and the deck has nothing against em....

Jokes aside its a nice list.
Do you plan including a 4th Dark Confidant? (If not, why?)

Xica on Vampire's stay midrange

1 month ago

Phyrexian Etchings + Vampire Hexmage works by playing etching and holding onto hexmage, and only playing it when you want etchings gone. (or you play etching and hope to draw hexmage)
If they want to distrupt this they have to counter the activated ability (since if they attempt to kill it as it enters the batlefield you can sac it in respons) (and since sacrificing is part of the cost of the ability, they have nothing to target with a second removal higher on the stack to prevent you from sacrificing hexmage)
The main drawback is frankly that you need to draw it - but that is the same with all unique power cards, stuff like Dark Confidant

Asylum Visitor + Blood Scrivener have a go big or go home type interaction (like all other madness strategies). You have to dedicate the deck to it with spell that allow you to keep empty handed on way or another.
Due to the absence of instant win combos, and the extreme value drawing 4 cards each turn provides i think this is a workable strategy (and if you need instant removal you can always play Sinister Concoction). Of course this goes in face of the general wisdom that originates from the control mentality - bu looking the situation form tempo side its extremely powerful.
Bear in mind that having over 3 such creatures on the field simultaneously is dangerous due the life loss, and slim chances of having mana to spend all cards in hand. (And getting in that situation is not that hard since these creatures easily snowball by the first one helping you draw into its multiples.)

Ratchet Bomb vs. Engineered Explosives is a question of taste and local meta.
However Engineered Explosives can be activated in response to etb, thus negating countermeasures like Ancient Grudge. Not having to sit on the field for 4 turns to hit cmc=3 is also a benefit imho (since in that time you can easily die)

Xica on Vampire's stay midrange

1 month ago

What the guy said...
You need some way to fight decks that can run you over, Stromkirk Captain is a prime tool for that (First strike chump blockers are a nightmare, not to mention first strike + deathtouch)
Playing more cards every turn with the 8 bobs (in the person of 4x Asylum Visitor + 2-4x Blood Scrivener) also does the trick.

Vampires have Cavern of Souls over other midrange builds. They can have Lord of Lineage  Flip over other midrange decks - if that card flips it runs away with the game right there (i have yet to see midrange decks in the format that can deal with a constant stream of 4/4 flyers - hell legacy miracles uses/used such things as win condition via Entreat the Angels.
I would like to add here that Vampire Nocturnus is a finisher for aggro, and Bloodline Keeper  Flip is a win con (sadly its only 4 mana, if it would cost 1 more it would be a lot stronger)

Vampire Hexmage + Phyrexian Etchings are pretty nice too - i would like to see which other tribe has such thing!


I see vampire aggro as weak because the tribe lack quality 1 and 2 cmc creatures, so lets make a list:
Shadow Alley Denizen (Best!)
Vampire Cutthroat (its okay, perfect in some matchups, and help to drag out against other aggro decks)
Stromkirk Noble (its either terrible, or ridiclously overpowered)
And then the rest....
Guul Draz Vampire - its a vanilla 1/1 when it would matter. The tribe completely lack ways to shoot face (specially in mono black)
Vampire Lacerator - a Goblin Guide that comes down a turn later, and makes you lose life each turn (abysmal) - Goblin Guide is a waeker Monastery Swiftspear...
Pulse Tracker - how will this thing swing more than once? (Its Geistflame - that is hwy it doesn't see play)
Lets take a look at 2 cmc!
Gifted Aetherborn - great, but its not particularly aggressive
Gatekeeper of Malakir - !that is 3 mana for all intents and purposes!
Ruthless Cullblade - wait what? i am outta here...

How does an aggro deck win that is slower than others, lacks evasion, and its creatures are actively worse (when the opponent is above 10) always, since they can't get in as the enemy just plays bigger ones?



I would suggest to not use narrow hate cards that are really strong against only 1 deck (like damping matrix - which is also very slow). Using stuff that is weaker but that hates on multiple archetypes is way better, because the overlaps you will have more hate for any archetype. And drawing a slightly weaker hate cards is a lot better than not drawing the 1-2 of "game over" hate card.

Add some secondary color, it would allow you to play stuff like Engineered Explosives, Painful Truths - if you go black/red it gives Kolaghan's Command which is good against everything, and Stromkirk Captain - which solves the "they will run ya over with their bigger creatures!" problem.
And splashing a second color can easily be done on budget, you need only 1 red mana on the 3rd turn, instead having all of your mana source being dual colored.

Xica on The Plague

2 months ago

If you plan to go creature heavy, add more Bontu's Monument, and take advantage of the best color to draw cards, which prevent you from being ground out, by removal, the opponent having bigger creatures, or discard engines.
(Sign in Blood; Night's Whisper; Phyrexian Arena or more extreme stuff like Vampire Hexmage + Phyrexian Etchings, or go big/go home Null Profusion - which is suicidal if the opponent has discard, and is also too slow for modern)

Some good hate against the graveyards like Leyline of the Void/Nihil Spellbomb/Ravenous Trap.
Same is true about having ways do attack combo with stuff like Duress.

dryadson on Descent Into Madness (Modern)

3 months ago

Phyrexian Etchings cumulative upkeep mana cost counts towards devotion, yes? If so, this is a genius deck.

Futuremonk on Silumgar, Drifting Dragon Tribal (Budget EDH)

3 months ago

Thanks, Sqmach. Good idea, esp. Call to the Kindred. I could put that on a changeling and play any creature for free. Now I sort of want to make a whole deck around that idea....

I also think the deck needs more cheap card draw. Maybe a few more enchantments or artifacts for reusability, like Phyrexian Etchings.

EpicDermis on Enchanting the Enchanter

4 months ago

This is Bean.

Budget Suggestions:

More expensive options, or later upgrades to the deck:

EternalBrewmaster on Esper Zombies *Retired*

7 months ago

Also, needs more Nykthos, Shrine to Nyx. Also also, cut that Blue Sun's Zenith bs. That card is garbage and I'll fight anyone who disagrees. You have so many better options in black: Grim Haruspex, Dark Prophecy, Infernal Tribute for god's sake, Necropotence if you're a wanker, ffs Mentor of the Meek does work in a deck shitting out 2/2 zombies. Also, get rid of Rhystic Study for essentially the same reason. Don't play staples just because they're staples. Find ways to get those effects that synergize with your decks' strategies. It'll make your decks feel and play more uniquely which is doubly rewarding in that it is satisfying to have created something special, and it's less predictable and interruptible because you keep your opponents' off balance. Everyone is expecting Rhystic Study, nobody is expecting Phyrexian Etchings, or to have it Donated to them after you used it for 10 turns...

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