Relic of Progenitus

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Uncommon
Modern Event Deck (MD1) Uncommon
Modern Masters (MMA) Uncommon
Planechase (HOP) Common
Shards of Alara (ALA) Common

Combos Browse all

Relic of Progenitus

Artifact

: Target player removes a card in his or her graveyard from the game.

, Remove Relic of Progenitus from the game: Remove all graveyards from the game. Draw a card.

Price & Acquistion Set Price Alerts

EMA

MD1

MMA

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Relic of Progenitus Discussion

mahdik on Raking Minds

1 day ago

I was playtesting my own version of the deck like I said I would ;), and I may have a suggestion. Raven's Crime might be a good idea as a 1 of in the main against control match-ups or heavy draw match-up; having too many lands in hand happens a lot and you could utilize that. Or you could play less lands and more action, but we both know where this is going; ''I don't understand, there's plenty of lands in my deck, like idk, 14?''.

I would also run more Castigate in the main. It's a really good card, maybe a bit costly, but more often than not in my playtesting I draw it really late game and sometimes my opponent has legit no cards in hand, the deck being so discard heavy in a format as attrition based as pauper. Even in modern, decks running full playset of toughtseize and inquisitions have that problem, too many is as bad as not enough. I know I suggested to play Raven's Crime, and it can sound contradictory, but I'm confidant saying a third one wouldn't be so bad.

Actually, in all honesty, I would REALLY like the deck to be 10-20 cards bigger XD. There's so much good cards in those colors that would deserve a spot x( A Crypt Rats for bad situations, or even some Unearth for low drops shenanigans. I guess that's what a sideboard's for XD

And lastly, just a question, is graveyard that common in your meta? You sure load your side of grave hate for a deck that runs 2 Relic of Progenitus in the main xD

Decrepit_Angel on [Primer] Colored Mana is for the Weak

1 week ago

Vukodlak: I am glad that you enjoyed it.

I ran Memory Jar for quite a while but and it is a decent option but never seemed to line up quite right. Most of the time I cast it, I had to wait a turn to use it or else I would just be ditching cards that I did not want to discard (this deck has a lot of high CMC cards) and if I had to wait the extra turn, people would keep up mana to stop what I was doing when I used it or would just destroy it before I got to do anything with it. It was almost always a better option to just cast more ramp and play Kozilek. Or if Kozilek was already in play, sacrifice and recast him. I may try it again one day, but for now I am not that big of a fan.

Dreamstone Hedron is one of the best mana rock in the deck as it gives a ton of mana on Paradox Engine turns and can be sacrificed for 3 cards if you have mana and nothing to do with it. Getting to 10 mana is very important for the deck and that gap right before you get to 10 is one of the only times that the deck is actually vulnerable so I doubt that I will ever cut this card.

The same issue that originally kept me from using Scroll Rack still persists: I don't have a lot of ways to shuffle my library. If I could ditch 6 cards, crack a fetch land and not have to redraw them, I would absolutely run it but it was not relevant enough often enough for me to want it so I cut it.

I actually just explained a few comments ago why I think that Haunted Cloak still deserves it's inclusion but that can be an easy meta call if you don't end up wanting to run it.

Inspiring Statuary is a card that I would still run even in a meta with no Stony Silence/Null Rod effects. Not only is it the best card in the deck if someone is running the aforementioned cards, but it is very useful to be able to turn a lot of the random artifacts that just sit around into mana rocks. And if the deck plays anything for you like it has for me, you can expect to see a lot more artifact hate in your meta in the near future. Cast an Eldrazi titan on turn 3 a couple of times and people will start to notice and adapt.

As for Junk Diver/Scrap Trawler, it is a bit of a meta call. This list is supposed to be the highest possible power level that the deck can reasonably achieve, hence the ridiculous price tag. The extra recursion is fine but not often relevant in cEDH unless you were planning on using them for combo purposes and this deck runs a lot of graveyard hate so I try to avoid combo pieces that don't do much if you aren't using them to combo as it is fully possible that they will get exiled by Relic of Progenitus or Scavenger Grounds rendering them useless. Kozilek's shuffle effect can make a lot of random cards in the deck into a win condition when looped so it is very rarely necessary for the extra recursion anyway.

I hope this was helpful. Sorry for the late response, I have been busy with finals.

cmsrDPM on PolyStriker

1 week ago

I like it.

I run a similar deck What's a Battalion?.

Have you considered running Indomitable Creativity? I know it is not consistent since it can hit creatures and artifacts, but with a 1 mana commander it will likely upgrade. If you cast it with the deck as is now the worst hits would be Relic of Progenitus or Fire Diamond: even then, not bad.

Ragamander on Blue/Black

1 week ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

Gracco on Triple A [Modern Version]

2 weeks ago

Vault of the Archangel should be in the mana base somewhere as at least a 1-of. Other than that just in general Orzhov is not the most aggressive color combination. If you want to be aggressive consider going Mardu for Reckless Bushwhacker and Akoum Battlesinger. Cutting something like the Zulaport Cutthroat that is mostly a do nothing card in the list and the Gideons would make sense. Also I noticed the side board comment above. Good stuff there but I would like to mention that in an aggressive creature deck that is playing Black Nihil Spellbomb or Relic of Progenitus is the optimal grave hate since it lets you draw a card. Aether Vial should be at 4 without question.

hkhssweiss on Tenebu's Gravedigging Tendencies (Primer)

2 weeks ago

The graveyard hate I run mostly into is mostly the one time drop, which is the reason why the deck is refined to the current point where it is and why I'm not heavily invested into my graveyard before combo-ing out. The most annoying one I tend to have to deal with is Faerie Macabre, the Jhoira deck our meta faces with is the competitive storm build so expect at least 2-3 graveyard hate pieces such as Relic of Progenitus, Tormod's Crypt, Grafdigger's Cage. There are other decks that do tech into Rest in Piece and Leyline of the Void, most of the time they will avoid my graveyard because there are other players playing Inalla, Hulk Thrasios/Tymna, LED Breya, and Competitive Muldrotha that also use their grave.

It's funny because I'm the premiere reason why they tech in all those stuff :P

SynergyBuild on Tenebu's Gravedigging Tendencies (Primer)

2 weeks ago

The Grip and Grace could be dropped. I feel that I need to know what graveyard hate you are running into, Grafdigger's Cage/Ground Seal or the hardcore Rest in Peace/Leyline of the Void stuff, maybe one-time Bojuka Bog/Relic of Progenitus stuff?

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