|Commander / EDH||Legal|
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|Duel Decks: Phyrexia vs. The Coalition (DDE)||Uncommon|
|Time Spiral (TSP)||Uncommon|
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: Add to your mana pool.
: Phyrexian Totem becomes a 5/5 black Horror artifact creature with trample until end of turn.
Whenever Phyrexian Totem is dealt damage, if it's a creature, sacrifice that many permanents.
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Phyrexian Totem Discussion
3 months ago
I'm trying to make a deck that's based around Phyrexian Totem, since it can transform into a 5/5 trampler for three mana. The downside is sort of mitigated by the token sub-theme, but it needs a lot of help
Also, I'm trying not to use super expensive cards, I'm trying to stay as budget as posible
7 months ago
I feel like you're trying to be budget here, but I'm still going to suggest four Wasteland, it'll help you keep control of the field.
Cabal Coffers would be good in this deck since you're running almost exclusively swamps.
Four black fetchland would be good, but they aren't required.
8 months ago
I want to say the problem is that you don't have Liliana of the Veil, which really does all the things this deck wants to do, but I'm not sure if not including that card is a budget consideration. I have played 8-Rack for some time, so maybe my personal observations: 1. I'm not sure if this deck needs Sign in Blood, much less 4 copies. What has been your experience with that card? 2. You have 7 cards that triggers only when the opponent discards a card - Liliana's Caress, Waste Not and Quest for the Nihil Stone. This number may be too high, especially since the only 'repeatable' discard you have is Raven's Crime. If you play LOTV, I would say some number of those cards are still playable. As it is, I only see people play Waste Not in 8-Rack, and only as a sideboard card. 3. Most people would say that 22 lands is a bit low if you want to play 4 Smallpox, and if you have any Mutavaults and Urborg, Tomb of Yawgmoth you could always pop them in.
Is there any reason why you are not playing a more stock 8-rack list? I'm guessing it's the cost? In any case, some budget replacements I have been trying include things like Blinkmoth Nexus, Tomb of Urami, Phyrexian Totem, Delirium Skeins, Blackmail, Bontu's Last Reckoning, Flaying Tendrils etc.
8 months ago
Life's Finale, Phyrexian Rebirth, and Black Sun's Zenith are all good board wipes, the first one especially if you intend to run reanimation effects (like Reanimate or Phyrexian Delver, two other flavor cards). Engineered Plague is good if tribal is big in your meta, and Reprocess isn't bad either. Less played options that can be okay are Phyrexian Infiltrator and Phyrexian Etchings. Phyrexian Metamorph is an all-around good card. Phyrexian Totem is, frankly, a bad mana rock, but hey, it's Phyrexian. Torpor Orb is also Phyrexian, but I would not add it if it hoses you. Soul of New Phyrexia is pretty good in EDH.
9 months ago
Yes I agree, if you really want to play this deck, then save up for the Mutavaults and Urborgs. You need Mutavaults just because you need more win-cons. I'm personally trying 1 each of Tomb of Urami (although this might not work as well without Mutavault and Urborg, which both mitigate its drawback) and Phyrexian Totem as additional win-cons. Other creatures that various iterations of 8rack have tried before include Bloodghast, Pack Rat and Delve creatures such as Tombstalker and Gurmag Angler in low numbers. If you have any black fetchlands at all, you can throw 1 or 2 in in case you want Fatal Push to hit something bigger. You can also try Delirium Skeins in your sideboard against control or decks that sandbag cards - should be quite good. Lastly, the deck's curve is pretty low, but if you are playing Smallpox, you'd probably need more than 21 lands. Most people go with 24, and like you said, it's not that bad because you can pitch it to Raven's Crime.
11 months ago
Also Vedalken Engineer for specialized ramp. Not sure if you'd count the Monuments from Amonkhet?
1 year ago
Hey again, I really like Kambal and I love the idea of doing an enchantress deck with him. As a Zur player, I'm pretty familiar with what's available in a black and white enchantments deck.
Return to Dust is amazing at getting rid of annoying permanents, going two-for-one on a 4-drop is nuts.
Last I checked, Mind Twist hasn't been banned in either 1v1 Commander format. It just kinda ends games by itself, it's hard to overstate just how difficult it is to recover from getting hit by this.
Thoughtrender Lamia will put serious pressure on your opponent's hand, especially if it comes out turn 6.
Phyrexian Totem is a really strong finisher once you've dominated an opponent's field or wiped the board.
Nykthos, Shrine to Nyx is underrated in multicolor decks. With all the enchantments you'll be getting out, huge devotion is all but guaranteed.
Sunblast Angel can leave you at a huge advantage. It's not uncommon to remove someone's whole field with this.
BONUS: After wiping the board, all your pin-down auras will go away with the creatueres, Replenish get's them all back, along with any other enchantments your opponents have removed.
1 year ago
@youhoo2645: Thanks for the upvote. I've played with a lot of ramp for this deck to test out what works best, BoP was definitely shortlisted as one of the best. A breakdown of the stuff I've tested:
Land Searching (Search for Tomorrow). This worked really nicely on T1 however it's overcosted when not suspended. Having more lands than our opponent though is very important so this is still worth considering
Artifact Ramp. This has one big benefit - they are ignored by Death Cloud. I've tested two directions, one as a mana fixer (Golgari Signet). Second as a creature to provide additional win conditions after the cloud (Guardian Idol, Phyrexian Totem). I liked both of these approaches, however always found them clunky as it left the deck with an absence of T1 ramp which I found to be a hinderance.
Creature Ramp. With creature ramp I found the choice of colour important and so Birds of Paradise was the best fit. It certainly worked well allowing T1 Ramp plays, and also could block if things were going badly. The biggest drawback however is that it's impossible to keep alive through a cloud. This hinders us massively when trying to close out a game after a cloud as I need the Thragtusk/Kitchen Finks in play first.
Land enchantments. This was one I didn't like on paper, it opens up the possibility that we 3-0 ourselves by death clouding an enchanted land. After several tests however I've found that it's very easy to leave yourself just an enchanted land and rebuild a board very quickly. Especially true if we have Garruk Wildspeaker out.