Choose two target players. Each of them searches their library for a card, then shuffles their library and puts that card on top of it.
|Want (2)||SaltyCaptain , thimas|
Printings View all
|Core Set 2020 (M20)||Rare|
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|Commander / EDH||Legal|
Scheming Symmetry Discussion
1 day ago
An option to do with a mill deck in replacement of vampiric tutor as an option is Scheming Symmetry, mainly as giving your opponent a card on top of their deck isn't going to matter if you mill it. Also works with archive trap for a turn one 13 cards milled.
Also Nightveil Specter fits well.
6 days ago
Here's some change I do on my deck:
- Skullclamp -> Seal of the Guildpact : Seal of the Guildpact have too much high CMC for the value that I can gain with it, so I change with something that will make me draw a lot more cards (mostly because of Teysa's doubling trigger).
- Scheming Symmetry -> Tome of the Guildpact: Tome of the Guildpact has too much high CMC to draw a card sometimes and tap for one mana, so I prefer to use a tutor that can give me an opportunity to do some politic with someone.
- Leonin Relic-Warder -> Solemn Simulacrum: I have a lot of card that make me draw a card of make me more mana, do I decide to put an infinite combo piece in this deck.
- Animate Dead -> Ethereal Absolution: Ethereal Absolution has a high CMC only to buff a little bit my creature (and so to ruin skullclamp potential) nd to make a 1/1 spirit. I choose to put an infitie combo piece that will help me sometimes.
- Swords to Plowshares > Unmake : It's more effective!
- Generous Gift > Mortify : I can choose a permanent, so I'm not restrict to choose a creature or an enchantment.
- Idyllic Tutor > Altar's Reap : I highly prefer tutoring than drawing cards. Plus, Idyllic Tutor is not so expensive and I can choose an enchantment that will make me win easier!
- Living Death > Entreat the Dead: I will try Living Death (hey, that's my deck name!), seeing if this card will help me a lot. If it's not the case, I will change it with Entreat the Dead.
- Astral Cornucopia -> Orzhov Signet : I want to have an artifact that will make me a lot of mana, and Astral Cornucopia is something that I really want to try!
- Crypt Ghast -> Dutiful Attendant: Crypt Ghast will help me ramping my deck if I need some manas, but I keep in mind Dutiful Attendant in case I see a place for him.
A big thanks to multimedia for the tips!
1 week ago
I would drop a few creatures to focus more on other cards that have synergy with zombies and have some cards that have interaction.
Rooftop Storm is a good enchantment since it will make all you zombie creatures cost so you can focus more on dumping mana into Scarab god.
Whip of Erebos is a good card for your creature focused deck since it will keep your life total at a nice spot
Endless ranks of the damned is pretty much a card that will build you a massive army of zombie if it’s not dealt with quickly.
You can also use Altar of Dementia to sacrifice your board in response to a board wipe to fill your opponent’s graveyards to give Scarab god more targets.
1 week ago
Hey, Skullclamp has one of the best dying trigger interactions with Teysa and 1 toughness creatures/tokens and sac outlets. Budget ways to get Skullclamp: Open the Armory and Scheming Symmetry are worth adding just to tutor for Skullclamp, but they can tutor for other cards too. Skullcamp just reprinted in the Mystery Booster set, that version is $3.
To make your deck more competitive you could add a lower mana cost infinite combo. Leonin Relic-Warder + Animate Dead makes a dying loop of Warder. Animate just reprinted in Mystery Booster set, that version is $2. Enchant Warder in your graveyard with Animate to create the loop.
Before you make the loop if you have other cards already on the battlefield that care about creatures dying then you get infinite value from them. Blood Artist or any other aristocrat on the battlefield before you make the loop is a win condition with this combo. Open the Armory can tutor for Animate.
Cards to consider cutting:
- Tome of the Guildpact
- Seal of the Guildpact
- Ethereal Absolution
- Obzedat, Ghost Council
- Golden Guardian
There's a lot of high CMC cards here and these are least impactful for their mana costs.
Some budget upgrades to consider:
- Swords to Plowshares > Unmake
- Generous Gift > Mortify
- Idyllic Tutor > Altar's Reap
- Corpse Knight > Vindictive Vampire
- Living Death > Entreat the Dead: Living reprinted in Mystery Booster set, that version is $2.
- Sun Titan > Treasury Thrull
Good luck with your deck.
1 week ago
I’d just go with more of a Jund Dinos Tribal. That’s my favourite, though not played in Vintage.
With Etali in a Jund variant I’ve wanted to do something with Scheming Symmetry followed up with a swing from Etali. Completely negating that drawback and Tutoring + Casting for a single , yes please!
It think that line of play could be quite valid in addition to the other great strengths Dinosaurs bring.
1 week ago
Continuing my advice, streamlining high CMC cards becomes an important step when choosing what cards to cut. Streamlining means you cut unnecessary high CMC cards, four CMC or higher that are not vital for your deck. Some cards that are redundant, there's two or more cards that do the same thing and one/more of them are not as good as others. Tutors help to break high CMC card redundancy because you can use them to get the better high CMC card thus leaving out others. Streamlining starts at the top of the mana curve and then work your way down.
When streamlining, the cards that are not selected doesn't mean these cards are bad, they're less needed in your deck than others. For streamlining your deck I would look to decrease cards from the 4, 5 and 6 CMC spots.
You've recent update is good, other cards to consider cutting:
Temple of the False God: will not tap for mana until you have four other lands. That's not good enough when you want to be casting low CMC cards and extort.
Armillary Sphere: isn't ramp since it puts the basic lands into your hand not onto the battlefield. Playing a mana rock that is ramp instead of this will help.
Life's Finale: has great artwork, but is lackluster for a creature board wipe especially at 6 CMC. Tutoring for and putting creatures into your opponents graveyard will most of the time backfire in Commander since reanimation and recursion are popular.
Hedron Archive: can get repeatable draw from other sources and four drop colorless ramp is not what you want with Karlov.
Mire in Misery: sorcery speed makes this a lackluster removal spell.
Burnished Hart: is too slow as ramp since the basic lands you search for ETB tapped. For six total mana you get two basic lands that ETB tapped and don't even get a body because you have to sac Hart to get the lands. Just about any mana rock that ETB untapped is more helpful than Hart.
Fountain of Renewal: effect is limited, only happening once at your upkeep and that's all it does. There's more impactful repeatable life gain in your deck.
Beacon of Unrest: there's too many five drops here and Beacon is the worst of them. The potential repeatable reanimation is not really worth five mana. It is nice that this spell can reanimate any opponents creature or artifact, but even so for five mana that's not really helping your strategy with Karlov. For five mana you would be better off casting Exquisite or Bond or a tutor to get one of them.
Solemn Simulacrum: can be great for midrange strategies, creature dying/reanimation strategies, but it doesn't fit here since it's too high CMC for ramp.
Sangromancer: is the least good source of repeatable life gain. It's too situational for a four drop, only triggering when opponent does one or two specific effects.
Underworld Connections: requires tapping the enchanted land to draw which means you can't use mana from that land on your turn. There's better repeatable draw sources here.
Kaya's Wrath: has too difficult to make colored casting cost.
Some upgrades to consider:
- Rogue's Passage > Temple of the False God
- Scheming Symmetry > Armillary Sphere
- Open the Armory > Life's Finale
- Mask of Memory > Hedron Archive
- Serra Ascendant > Ray of Distortion
- Walking Ballista > Solemn Simulacrum
- Suture Priest > Mire in Misery
- Ruin Raider > Burnished Hart
- Blood Artist > Sangromancer
- Mother of Runes > Fountain of Renewal
- Ayli, Eternal Pilgrim > Beacon of Unrest
- Arcane Signet > Orzhov Cluestone
- Divine Reckoning > Kaya's Wrath
- Dark Tutelage > Underworld Connections
Scheming Symmetry and Open the Armory are excellent cards to add for streamlining, they can do a lot here for their budget prices and low CMC. Scheming can tutor for any card and has great interaction with Bolas's Citadel since it puts the card you tutor for on top of your library. Yes, you choose an opponent and they also get to tutor for a card, but that is a cost you pay for having to use an alternative budget one drop unconditional tutor. Armory gets one of the best cards with Karlov, Shadowspear. Seriously, this card does everything you want to make Karlov a threat.
Mask of Memory is an underrated source of budget repeatable draw. It goes well with the voltron strategy of attacking with Karlov and equip 1 to draw two cards is nice. Equipment is good with Karlov and by adding Mask of Memory then Open the Armory can tutor for one of four different effects that can be repeatable with equipped Karlov: Shadowspear/Basilisk Collar for lifelink, Mask of Memory for draw, Sword of the Animist for ramp, Lightning Greaves/Swiftfoot Boots for protection.
If adding Serra Ascendant and Walking Ballista then I wouldn't cut Ranger of Eos since it can tutor for both of them and that's a powerful play for a four drop. If not adding Ascendant or Ballista then Ranger could be cut. Divine Reckoning can be a powerful board wipe with Karlov because it doesn't kill him and it can clear the battlefield of an opponent with many blockers. Yes, each opponent gets to keep their best creature, but most likely Karlov will be bigger than all the other creatures on the battlefield.
2 weeks ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
2 weeks ago
Wishclaw Talisman > Scheming Symmetry you should never be helping someone in cedh with a tutor like Scheming. but wishclaw at least lest you pop off on your turn without someone tutoring a counterspell to stop you.
unless you add more discard synergy, i would cut Sire Of Insanity and Protean Hulk you don't have a consistent way to dump them in the gy to cheat their cost. i would even consider cutting Mikaeus too, as it is one of the more expensive ways to activate your persist combo.
and since you're going for the persist combo it looks like: Putrid Goblin is a decent plan B if murderous redcap is off the table. Grumgully, the Generous is probably the better replacement to mikaeus. and with that said, Goblin Recruiter becomes a great line to get your persist combo if Korvold is out. top to bottom: Dockside Extortionist, Vexing Shusher (if you need the protection), grumgully, Skirk Prospector, and putrid goblin or the redcap.
i highly recommend Pyroblast and Red Elemental Blast just for some interactions. it's a good way to shoot rhystic study at the least, but you can protect your fairly fragile persist combo as well. unless you're magically playing in a meta without any blue, which for cEDH standards is absurd.
also some other cheap ways to draw cards is also something i noticed this deck missing, all you really have is library, dark confidant, and Korvold himself. decent add-ons are: Oakhame Adversary, Mindblade Render, Azra Oddsmaker, or Runic Armasaur
if you end up cutting all the top end (cmc 5+) cards out, you can also add in ad nauseum for a very strong draw power.