Prince of Thralls
Creature — Demon
Whenever a permanent an opponent controls is put into a graveyard, put that card into play under your control unless that opponent pays 3 life.
Printings View all
|Shards of Alara (ALA)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Prince of Thralls Discussion
5 months ago
8 months ago
Demonic Tutor Diabolic Tutor Muddle the Mixture Dimir House Guard Shred Memory Faithless Looting Final Parting Sulfuric Vortex Prince of Thralls Counterspell Countersquall Mana Leak Essence Scatter Mystic Retrieval Doom Blade Terminate Dreadbore Hero's Downfall Go for the Throat Chromatic Lantern Vapor Snag
10 months ago
Thanks, ! I like Noosegraf Mob & Ingot Chewer , I think I have some of those. Most else I cut because it was above 50 cents. I was going for hyper-budget and bought it for less than $30 (its my new favorite build-restriction tbh). This is the only deck I've found a place for Prince of Thralls , so I splurged xD.
10 months ago
Strangelove, Thanks for the compliment! I'll be sure to check your deck out too! I ran Flayer of the Hatebound when I was testing the deck out to see if I wanted to put any money into it. I like how it performs, but the mana cost is pretty steep. It also only counts if the creatures come from my graveyard, whereas Marchesa, the Black Rose usually takes creatures from my opponents' graveyards. Similar deal with Geralf's Mindcrusher . Really cool card, but the cost is a little too steep for the effect. Think I might need to add that one to my The Scarab God deck though, so thanks for the recommendation.
Brine Shaman is pretty cool, but I dislike the fact that I have to tap it to sac a creature. I try to keep my sac outlets repeatable, in case I need to evacuate my field for whatever reason.
Molten Primordial was alright when I first played the deck, but the cost wasn't worth the effect. More often than not, only one or two players have creatures worth stealing. Tried Mob Rule and wasn't a fan of the performance it gave. Maybe I was using it wrong.
Abyssal Gatekeeper , Fleshbag Marauder & Co. are great for keeping opponents' fields empty, but that isn't necessarily what I want. I steal my opponent's Sun Titan (or whatever) using Portent of Betrayal (or another stealing card), swing at the opponent with the highest life total to trigger Marchesa, the Black Rose 's Dethrone ability, sac Sun Titan to the Phyrexian Altar , Ashnod's Altar , etc., and then the Sun Titan is mine for keeps! I do make thorough use of the Abyssal Gatekeeper , Fleshbag Marauder , etc. in my Meren of Clan Nel Toth deck, and they're absolutely great in that one! Just not too sure if they fit the theme here.
Graft seems like a neat idea, but I'm not sure if it'd fit in with the rest of the deck too well. Cytoplast Manipulator would be the only Graft card I might consider. It seems pretty fragile, to be honest.
Thanks so much for all of the suggestions! I'll be sure to check out your deck and see if I can make any recommendations as well.
11 months ago
Despite their gross impracticality, I love "exodia" style cards. Half the time thy are never worth it though. lol What about Dark Supplicant and Scion of Darkness ? If this wasn't commander, i'd recommend Prince of Thralls . You can summon him in mono-black with Demon's Herald with hybrid mana cards.
11 months ago
Here's a version I made for under $30: Black Rose [Budget]
It's a got a huge pool in the maybeboard, check it out.
No one mentioned Flayer of the Hatebound . Auto-include, imo. With a sac engine, it does at least 9 damage at the end of each turn (36+ damage by your next upkeep)!
Geralf's Mindcrusher similarly mills 10-40.
Brine Shaman is cool.
Graft: I feel like Graft + Sac Engine + Marchesa is very strong. The only way your opponents can clear this combo is to waste a ton of removal (3+ to remove Marchesa), or wait for your Graft trigger (if you overextend your combo). Vigean Graftmage protects Marchesa immediately on turn 4. They're also good fodder, like anything with Undying, to feed things like Altar of Dementia once each turn.
1 year ago
Mass bounce isn't really something I'm interested in.
I feel Grave Betrayal is on about the same level as Prince of Thralls. While they can get it back it comes at a cost, one that they can't pay forever. Although, Grave Betrayal isn't as weak to removal. Thrilling Encore is good, it's in another of the decks I've built. Totally forgot about it when it came to this deck though.
You underestimate Dragon Tempest, I don't need more dragons/fliers. The way the wording works makes it so Nicol Bolas does the ETB damage, making someone discard their hand. Bolas then also has the benefits of haste.
Thanks for the suggestions.
1 year ago
Regoober Thanks! I really appreciate that!
The thing about grixis is that it has a lot of avenues to victory. You've got Nekusar, the Mindrazer - a deck that takes group hug to a point that is detrimental to your opponents, Mairsil, the Pretender - a combo deck that can work with artifacts and flicker, Marchesa, the Black Rose - A very creature-heavy deck that has some really nice value and of course the obvious Thraximundar-style decks... There's just a lot of things to do with the colour combo. The main reason why I personally don't own any other grixis decks is for a couple reasons: a) I like to have decks in different colours, and b) people tend to associate grixis with a lot of fairly unfun playstyles, so I like to change things up so that people don't pin me as the "grixis player".
As for the tempt cycle (and tempt cards in general) you really have to be careful with how you use them, which is why I tend to use them sparingly. I'll go through each of them to explain their benefits and caveats:
Tempt with Discovery: Probably the best tempt card, since it doesn't pose an immediate threat and you can let the people who have had bad draws get some value. I've never had somebody at the table attack a player with nothing but lands over a player with other threatening permanents because "they have so many lands", and I think there are some ways to use that to your advantage. At worst you can fetch for your Arcane Lighthouse to hose a Narset
Tempt with Glory: Nice in a token deck, but there will be a lot of times in which your opponents have more creatures than you do, and they can hold the buff over you. It's also 6 mana to give your creatures a +1/+1 counter if you would benefit from more
Tempt with Immortality: Reanimate is great... REALLY great in some cases, but make sure that none of your opponents is either sitting on an Avacyn, Angel of Hope, because if they are you're going to feel really dumb for wanting that Prince of Thralls back.
Tempt with Reflections: This card is just... fun. There are so many interactions that can make this card stupid good or just plain funny, a good example being when an opponent cast it on my Duskmantle Seer to end a full-board stalemate.
Tempt with Vengeance: I like the idea, and it can be great if the table decides to let you kill one player, but a lot of the time it's just going to draw unneeded attention from players with fliers, and the majority of your tokens are just going to get blocked. Can be interesting with mass pump spells or Purphoros, God of the Forge though
Anyways, as for the Offerings (Infernal Offering, Volcanic Offering and such), while they can work as a peace treaty, they're more likely to cause the table to look at you more than you'd like. Usually instead of a peace treaty, it just looks like you've signed a blood bond with this player, so the other players don't feel bad focusing you a decent amount. However, there are some times in which it works out fine; Volcanic Offering specifically is great at dealing with a single player. If my playgroup didn't find land destruction as taboo it'd be a great include, but... well... it's pretty easy to use the card to screw over a player's mana base, so I found it unfun. Infernal Offering is great if used right though, it's a very nice give-and-take kind of card