|Commander / EDH||Legal|
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|Champions of Kamigawa (CHK)||Common|
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Instant — Arcane
Destroy target non-Spirit creature.
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Rend Flesh Discussion
1 week ago
Cuts: Costly Plunder, Cower in Fear, Disenchant, Lapse of Certainty, Angelic Purge, Chainer's Edict, Choking Sands, Duress, Dust to Dust, Hymn to Tourach, Nausea, Rancid Earth, Shrivel, Soul Reap, Unearth, Armillary Sphere, Commander's Sphere, Darksteel Ingot, Orzhov Cluestone, Wayfarer's Bauble, Alloy Myr, Pilgrim's Eye, Ash Barrens, 3x Swamp.
Adds: Forsake the Worldly, Palace Sentinels, Eyeblight's Ending, Merciless Resolve, Murder, Pestilence, Rend Flesh, Sign in Blood, Drifting Meadow, Forsaken Sanctuary, Orzhov Guildgate, Path of Ancestry, Polluted Mire, Evolving Wilds, Gold Myr, Guardian Idol, Prismatic Lens, Ethereal Armor, Auramancer, Monk Idealist, Eland Umbra.
If you'd like to ask questions please hop on over to the PDH Homebase Discord server. Invite link: https://discord.gg/bePqVJ8
2 weeks ago
For the sake of saving words I'm just going to list my cuts and my adds. Then feel free to ask any questions.
Cuts: Esper Panorama, Haunted Fengraf, Rupture Spire, Transguild Promenade, Doom Blade, Invoke the Divine, Renewed Faith, Revitalize, Snuff Out, Undying Evil, Angelic Edict, Solemn Offering, Syphon Mind, Urborg Uprising, Soul Link, Guardian of the Guildpact, Kor Cartographer, Commander's Sphere, Orzhov Cluestone, Seer's Lantern, Vampire Envoy, Unhallowed Pact, Painful Lesson, Live Fast, Wayfarer's Bauble, Gray Merchant of Asphodel
Adds: Forsaken Sanctuary, Polluted Mire, Drifting Meadow, Whispersilk Cloak, Thorn of the Black Rose, Palace Sentinels, Chill to the Bone, Eyeblight's Ending, Rend Flesh, Merciless Resolve, Disturbed Burial, Grim Harvest, Afterlife, Forsake the Worldly, Journey to Nowhere, Fountain of Youth, Luxa River Shrine, Marble Chalice, Pious Kitsune, Stone Haven Medic, Tanglebloom, Fellwar Stone, Prismatic Lens, Gold Myr, Leaden Myr, Guardian Idol
3 months ago
Have you considered Snuff Out, Sudden Death or Rend Flesh? The majority of your removal is 2 CMC or less and often has a caveat of some sort. Rend Flesh and Sudden Death are 3 CMC, but I'd consider them pretty reliable removal since (a) the caveat of Rend Flesh is pretty uncommon, I think, and (b) the split second on Sudden Death will ensure the kill. As for Snuff Out, this card functions like another Pact. I assume you'll most often be casting it by paying life rather than hard-casting, and the deck already has plenty of life-costed spells so I don't imagine one more will hurt the balance.
Lastly, why no Sol Ring? I assume its because most your kill spells are only 2 CMC and/or have double black. Did you ever try running it? How did it play out?
4 months ago
5 months ago
Chill to the Bone, Deny Reality, Flesh to Dust, Heartstabber Mosquito all cost too much for removal. IMO you should only play removal at 1,2 or 3 cmc. Things like Last Gasp or Grasp of Darkness are good in this format also Rend Flesh and Eyeblight's Ending
5 months ago
Responces to fools who believe attacking you can result in anything other than you're own death:
Methods of killing more fit for one of the Scarab God's boundless intellect:
7 months ago
I definitely like that people want to make some changes, but I definitely would like to comment on your changes.
Starting with spot removal, I feel this is just my preference because there are often creatures in which I just want out of the way for my big creatures to get through. To be honest, if we're going late game, there is a creature or two that is definitely going to come up that's trouble. Example; Elves with a single large creature, or Affinity/Tron with their big green that gains life for graveyarded artifacts, or Ulamog's Crusher, which might cmoe up during a reanimation of mine or theirs. I just want to note that a long while back I replaced Eyeblight's for Rend Flesh. It's a lot better in the format.
If you were to switch out any card in the sideboard, you do need to remember that it needs to be 3 cmc or more. Anything less than that will obstruct the deck idea/efficiency. We don't want our cascade cards hitting them. So the listed cards; Duress, Feed the Clan, Ancient Grudge, Natural State, and Electrickery would not be supported by the deck. Choking sands is just mainly against Tron, but I definitely will consider Stone Rain as it's a bit easier to cast. I'd been on the fence about it for a while, but it might be time to test Stone Rain.
When going against burn we do use Pulse of Murasa. If we can hit this card, we're usually able to win in the long run. Aggressive mulliganing/cycling through the game is what wins us against burn. As for control, you are right. We do have a couple hiccoughs there.
I do want to note that I have often contemplated adding in Tranquility to fight against Bogles, but in most other situations it's been useful to have Appetite at Instant speed. With this deck you usually keep mana up on the opponent's turn, and it's more efficient to use your mana on their turn, most times. Being able to remove an artifact/enchantment on their turn can be huge. Plus the life gain is some nice padding on top of that. It's also useful against burn decks who run enchantments, just as a couple nice side bonuses. I am still on the fence for Tranquility, though.
8 months ago
Take out Teferi's Protection Counterspell Meishin, the Mind Cage Imprisoned in the Moon Steel of the Godhead Go for the Throat Thassa, God of the Sea Sphere of Safety Do or Die Aegis of the Gods Arcane Adaptation Drake Haven Spell Swindle Chill to the Bone Shielded by Faith Bruna, Light of Alabaster Faith of the Devoted Vanishing Ghostly Prison The Scarab God Rend Flesh AEther Barrier Eyeblight's Ending,
put in Mystic Remora Preordain Blind Obedience Arcane Laboratory Rest in Peace Planar Void Oblivion Ring Sol Ring Mana Vault Consulate Crackdown Energy Flux Tunnel Vision (combo with open the vaults) Serum Visions Thought Scour Negate Lightning Greaves
I don't know what kind of theme or way of winning you are trying to go for. you don't really have a way to win with this deck. You need to get some kind of combo. Zur is very powerful because he can tutor an enchantment out of your deck so use that to your advantage and try to put in cards that are 3 or less so that your commander can have a greater effect. Try to go find an infinite combo or you can also build stax. You won't win consistently if you don't have an infinite combo. You might find other versions of zur on this site that are good (probably not). CEDH Reddit can probably help you out... though some of the things might be expensive. The things I suggested are just a couple relatively cheap cards that make a big impact. Try to have a theme in your deck whether it is control/combo or voltron or pillowfort.