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Plunge into Darkness
Choose one - Sacrifice any number of creatures, then you gain 3 life for each sacrificed creature; or pay X life, then look at the top X cards of your library, put one of those cards into your hand, and remove the rest from the game.
Entwine (Black) (Choose both if you pay the entwine cost.)
Price & Acquistion Set Price Alerts
Plunge into Darkness Discussion
1 day ago
You can't pay more life than you have with Plunge into Darkness so your combo can deal a maximum of 13 dmg with DS.
With Spoils of the Vault you can go to negative life, naming a card which is not in your deck, and otk your opponent with an infinite/infinite DS sac with Rite of Consumption or you can try your luck naming Rite of Consumption and hope that you go under -7 Life for the win.
3 days ago
I love alt wins
I will help you out
3 days ago
We have 5 slots unassigned so far, let's go to instants
Get rid of terminate.
Remove 2-3 lands
If you remove Choke and Price of Glory - add
Fit Summoner's Pact somewhere
1 week ago
Overall, I think the deck is pretty strong, but definitely needs to see a little bit more work before it's going to be at all ready for any competitive play.
First off, the idea of the deck is to kill a player using Death's Shadow (obviously). It uses hand control and a few counterspells, along with a bit of removal to get the job done, but also uses some graveyard play with Snapcaster Mage.
Angel's Grace has double intent in which it acts like a timewalk, but as well is a valuable combo piece.
I didn't like how the deck ran with delve pieces such as Gurmag Angler and Tasigur, but it's seemingly more consistent. I'm feeling that I've just taken up too many spaces with needless cards, specifically Plunge into Darkness.
I'm thinking it might be a good idea to take out Plunge into Darkness and Rite of Consumption completely because they don't really do much for the deck, and add in three Lingering Souls and add two Orzhov Charm? This will still leave in the combo pieces, add a little bit more for creates that can be hard for certain match ups to deal with, and as well the Orzhov Charm is really good creature interaction, both on mine and the opponents. Thoughts? I'm really trying to make this Esper Death's Shadow combo a thing.
Sorry! Link for the lazy! Plunge into Death! Esper Death's Shadow Turn 2 Win
3 weeks ago
3 weeks ago
One of our local players had a lot of success playing Esper Delver with Death's Shadow, calling it Suicide Delver. I like the combo a lot and think it's hilarious, but some decks (namely Burn) are going to give you a headache.
You may not even need Plunge into Darkness and could probably cut down on copies of Angel's Grace. You still get "Oops? I win!" occasionally that will put your opponent on tilt. Once they see the interaction, they can't afford to tap out turn 2 or later to Death's Shadow.
And while we're at it, all of this stuff being dumped into the graveyard allows you to play Tasigur, the Golden Fang.
For reference (I'm not sure on his exact list), my buddy's deck was something like:
3 weeks ago
Alright here is a ton of cards that seems to fit the theme. Some are definitely better then others I'm just giving a list of cards. Some of these cards are not budget
Hope you find something useful within all these!
4 weeks ago
Orzhov Charm is quite nice. I can definitely consider that for the deck. The one thing that I like about combo pieces is that they offer a lot of counterplay apart from the finishing the combo. And I can give some examples.
Angel's Grace makes it so you can't lose the game on your turn, and any damage that you take is put down to one. It's essentially a timewalk that can stop a combo and make you potentially win next turn. Put that with Snapcaster Mage, you can get multiple timewalks.
Plunge into Darkness is really interesting because it adds a weird counterplay to the table. It's instant lifeloss. So let's say you attack with Death's Shadow and no blockers are declared. If you have three mana up, you can potentially attack for more than enough by casting Angel's Grace, and Plunge into Darkness to get Death's Shadow massive to one shot, potentially netting a TURN 3 kill in a really, really unexpected way, especially if an opponent sees that you're not running red, so they'll expect to be safe from Temur Battle Rage.
I'm not saying that this version of Death's Shadow is better, however it brings some unexpected interactions to the table that can potentially sway a game in your favor, and I