Seal of Doom
Sacrifice Seal of Doom: Destroy target nonblack creature. It can't be regenerated.
Price & Acquistion Set Price Alerts
Seal of Doom Discussion
4 weeks ago
A couple of things I've done in testing this same color scheme that I can recommend to you:
Eternal Witness is a great card. Sure, it's no replacement for Snapcaster Mage, but I'd run at least one. The added reach you get from returning the most relevant card in your graveyard to your hand really matters.
While a bit of a non-bo with Goyf, Tasigur, the Golden Fang auto-activates Stubborn Denial's Ferocious clause while also providing some card advantage. I'd consider it over Baloth in the mainboard if I were making this list.
If you're looking for a good enchantment to boost your Goyfs, I recommend swapping out your Unbridled Growths for Seal of Doom and maybe a Seal of Primordium out of the sideboard. There's just so much more utility out of the seals than there is out of Growth, especially in a format with such good mana-fixing.
1 month ago
One card I would immediately think of for any Enchantment-only based deck is Starfield of Nyx. The ability to recur works especially well with something like Lunar Force or Hesitation, which can lock your opponent out of the game pretty easily. I also really like it with any "Seal" effect, such as Seal of Doom, Seal of Cleansing, Seal of Removal, and similar: Font of Fortunes, Compulsion, Soul Snare, or kinda Grave Peril.
Also, Pernicious Deed is a good enchantment-based board wipe, which may come in handy at some points. There are some other good creature hate cards available like Pendrell Mists, AEther Barrier, Porphyry Nodes, and stuff like Choke or Contamination, which are awesome hosers you could sideboard in. Lastly, the Parallax partial cycle is kinda fun for slowing things down: Parallax Nexus, Parallax Tide, Parallax Wave. And I've always enjoyed Nettlevine Blight. If you can get the counter lock going with Lunar Force and Starfield of Nyx, Nettlevine Blight will slowly eat them away to nothing.
2 months ago
im not sold on Silent Sentinel unless you go harder into an enchantment subtheme. the gods being indestuctible wont die. they may get exiled but are less likely to end up in the graveyard. if you added in more stuff like Seal of Doom\Seal of Cleansing or Khalni Heart Expedition you could get use out of recurring them. plus more enchantments mean you could justify cards like Mesa Enchantress and Verduran Enchantress to supplement the eidolon.
more enchatments make Doomwake Giant insane. wipe your opponents board and draw a bunch of cards just for playing enchantment spells
2 months ago
Seal of Doom seems much better than the other two for this deck, maybe max those out by cutting 1 of each other.
3 months ago
vandizzlebus Wow! Thanks for all the ideas and clear explanations!
Seal of Doom I originally had and honestly never thought about it the way you explained it. I am putting it right back in instead of Grave Peril. Grave Peril has been an all star against a creatureless Mizzix of the Izmagnus but other than that it has been screwing me up some times and just being annoying. Seal of Doom is much more versatile and achieves the same.
Prison Term first time I hear of it! I really like its political side as you explained! Watch for it in coming updates of the deck.
Dauthi Embrace and Equipoise are my type of cards. Unheard of and unplayed but they work so well in Daxos! Dauthi Embrace I see myself using as a finisher with my 5 8/8 Spirits. Equipoise I will try out and come back to you as I can see it being really funny and annoying.
Argivian Find, there is not much enchantment removal for now in my meta so with Sun Titan, Replenish and Open the Vaults for now I am alright. I will keep in mind in the event where my enchantments become targets
3 months ago
k_larriv Very interesting list and I think it looks really good.
Ill admit Im a little jealous you found a Serra's Sanctum, which should be wonderful in a deck like this.
As far as the maybe lands you have, Id forego all but Cabal Coffers. I agree that Scrubland and Marsh Flats are pricey for the fixing they provide like its a near insignificant improvement in the land base for the price of all the lands already in the deck all put together (unless, of course, your meta is super cut-throat competitive, which doesnt sound like much fun to me)!I highly recommend Cabal Coffers, although it would work best if you increased your swamp count or indeed picked up Urborg, Tomb of Yawgmoth. In fact, if you add Urborg, Tomb of Yawgmoth and a couple more swamps, that should take pretty good care of your mana fixing right there without considering the (other) expensive duals and fetches since Urborg will make all your lands tap for black mana. Paired with Cabal Coffers and you can see where your mana can accumulate rather quickly without duals and fetches. I might go as far to say that the Urborg, Tomb of Yawgmoth - Cabal Coffers combo is more effective and consistent at generating mana in a deck like this than Serras Sanctum would be because they rely on your lands, which are less prone to removal than your enchantments throughout the game (unless your meta is running mass land removal). Of course, this only applies if you actually manage to get these lands into play, and for that I suggest the incredible Expedition Map. Expedition Map is a great artifact in that for 3 generic mana you may search for a land . . . any land! This includes Cabal Coffers, Urborg, Tomb of Yawgmoth, Serra's Sanctum, or even Nykthos, Shrine to Nyx. This effect can easily replace a mana rock, as essentially fetching for any land can be much more powerful than almost any mana rock. For example, you have Commander's Sphere, which is the same cmc as Expedition Maps total effect (1 cmc plus 2 to sac it), but the sphere can eventually be removed easier because it has to hang around for a couple turns before you get even with the amount of mana you used to cast it. Yes, it cantrips on the fly if targeted for removal, but the draw can be anything from another card that produces only a single mana to a high cmc card that you cant even play for a while (because, ironically, youre getting mana screwed) or a great card that you didnt want to draw at that time. Expedition Map, however, cantrips itself into any land you feel will help you out the most at that time. Have a bunch of enchantments out, but only a couple swamps? Use it to get Serra's Sanctum! Just got wiped of your enchantments and have a handful of swamps out? Get Cabal Coffers! Already have Cabal Coffers out? Get Urborg, Tomb of Yawgmoth! You notice your devotion to white is currently greater than your number of enchantments out? Grab out Nykthos, Shrine to Nyx with Expedition Map! With so many high utility lands, especially if you add Urborg, Tomb of Yawgmoth and Cabal Coffers, the Map is a great tutor for them, and can replace a mana rock.
Regarding Eiganjo Castle: its great to keep Daxos alive . . . if he were only taking 2 damage at a time since you have to tap the land for the ability, but if he were taking 4+ damage, then not so good. At least in my meta, Im more likely being swung at, and would like to block or prevent damage, of power 5+ (this is EDH afterall). The 2s and 3s swinging at me I would usually let in if I have no other blocker other than Daxos since I obviously dont want to trade my commander, and with enough life-gain effects from lifelink abilities and extort, this may end up being okay (et al your Campaign of Vengeance, Death Grasp, Fumigate, Underworld Coinsmith, etc., and Authority of the Consuls and Blind Obedience from your maybeboard). A better effect would be to prevent the higher damage amounts, which, if Daxos is not already enchanted for indestructibility, can be done via other enchantments! Righteous Aura (already on your maybeboard) is a cheap (cmc and $) aura enchantment that allows you to repeatedly pay one white mana and 2 life to prevent all damage a targeted source would deal to you this turn. Not great when 1/1s and 2/2s are swinging at you (again, see the life-gain balance above), but great for a small handful of 4/4s+ - even if those creatures attacking you have trample and lifelink the Righteous Aura will protect you for a mere investment of a white mana an 2 life. Better to pay 6 life and 3 mana than lose 10-12 life from a couple 6/6 tramplers (or worse still, 5-6+ commander damage!). Possibly even better for Daxos specifically is Gossamer Chains. A nifty 2 white mana enchantment with the ability to return it to your hand to prevent all combat damage from any single unblocked creature. Someone attacking you with his or her green fatty? Assign no blockers and just before the damage step, return Gossamer Chains to your hand and prevent it all which you can then recast from your hand on your turn for another experience counter from Daxos! Of course, its a single use until you can recast it, whereas Righteous Aura can be used multiple times while its out, but for late game when its down to you and one other player, or a three player game where one player isnt casting much fatty creatures, it could really shine and rack up your exp counters. Like any similar prevent damage effect, it can also outright prevent an opponent from attacking you if he or she knows the damage wont get through anyway, and it would even net you another exp counter for which the attacker does not want to be responsible for, so he or she may end up attacking your opponents instead until the Chains can be removed. I notice you have Pariah on your maybeboard, which would have a similar effect for you if you enchanted your own indestructible creature or creature with protection from combat damage (et al your Heliod, God of the Sun and Teysa, Envoy of Ghosts), but then Pariah is highly susceptible to being 2-for-1d if the creature it enchants is still removed somehow, plus Pariah is usually used on an opponents creature to play that opponent into using removal on it instead of on your other enchatments.
-I notice youre running Grave Peril over Seal of Doom. Grave Peril is 1 cmc less, but at 3 cmc for Seal of Doom (1 generic mana at that, but Sun Titan can still recur either), it shouldnt be terribly difficult to cast, plus you can trigger Seal of Doom whenever you would like instead of relying on Grave Peril mandatorily (not optional according to Oracle) sacing itself when any other non-black creature ETBs. You must sac Grave Peril to destroy any other non-black creature, which I understand may prevent opponents from casting certain creatures while it is out, but only temporarily until they find a way to remove it or cast a martyr creature that he or she is willing to be destroyed (or worse yet, just trip it with a 1/1 token) to then cast other non-black creatures. In fact, Grave Peril auto-triggers on any of your own 7 white creatures in your deck, so you wouldnt be able to cast those either white it is out unless you remove Grave Peril or allow your creature to be destroyed. Seal of Doom on the other hand, like Seal of Cleansing that you have, allows you to cast and choose when to sac it to destroy any targeted non-black creature.
-I notice youre running Pacifism over Prison Term. Pacifism, like Grave Peril, is 1 cmc less than the alternative Prison Term (1 white mana, but Sun Titan can still recur either one), but for the one extra white mana investment, the enchanted creature also cannot activate its abilities (Breya and Atraxa, anyone?). Better still, whenever another creature ETBs, you may move Prison Term to that creature, so you can move the Prison Term around the board as new creature threats emerge from multiple players. It can even be used as a political bargaining chip in the political atmosphere of EDH. You can play it on PlayerAs creature for example, but then PlayerB casts a big fatty that PlayerA knows is going to attack him or her. PlayerA can bargain with you to move your Prison Term to PlayerBs creature in exchange for not attacking you or targeting you with PlayerAs creature. Now youve effectively Pacified 2 creatures from attacking you! I thought there was a Pacifism-type enchantment that could also be returned to a players hand (to recast for Daxos exp counters), but I cant think of the name off the top of my head ATM.
-I notice youre running Succumb to Temptation over Read the Bones. I admit, Succumb to Temptation is rather . . . tempting (couldnt help it), but for the same 3 cmc (without the double-black mana even) you can effectively dig 4 cards deep with Read the Bones. For example, Temptation draws you 2 cards. Thats it. You draw whatever 2 cards were sitting on the top of your library at that moment. However, with Bones, you get to scry 2 first before you draw 2. You dont like the 2 cards you just scryd? No problem, slip them to the bottom of your library instead and take your chances on the next 2 cards, which means youve now effectively dug 4 cards deep into your library looking for that answer. Granted, Temptation is at instant speed whereas Bones is sorcery, but I think the scry ability essentially letting you look at the top 2 cards before choosing to draw them is more powerful than drawing at instant speed when you have other draw engines in the deck (et al your Underworld Connections and Erebos, God of the Dead if you choose to add him too from your maybe board). Plus, Bones is on flavor point for being from Theros block where Daxos originally hails.
A couple other cool cards I can suggest include:
-Dauthi Embrace: a 3cmc enchantment (Sun Titan range!) that can give a target creature shadow until end of turn for 2 black mana. With shadow, your creatures (most likely your Daxos enchantment tokens) can only be blocked (and can only block) other creatures with shadow. Tell me the last time you saw a shadow creature stomping around in EDH? So, this effectively makes your tokens unblockable given enough black mana, which shouldnt be terribly difficult mid- to late-game if youve used Expedition Map to pull up your Cabal Coffers and Urborg, Tomb of Yawgmoth!
-Equipoise: Although I havent used this enchantment myself, it seems fairly spicy! Again, that sweet 3cmc Sun Titan range. It basically makes it so that a target player doesnt have more resources than you during your turn by phasing out any amount of each permanent type that the player controls greater than the amount of perms you control. Phasing out basically removes the permanents (and any attached auras or artifacts) from the game like they were never there important to note that the permanents are not exiled, so ETB triggers do not trigger upon their return and all attached auras/equips also return just the same. Best part is that you get to choose which perms phase out for your turn, so you can choose the untapped creatures, untapped lands, etc, to prevent combat clocks or counters/other instants being played from that player on your turn. If you play this card, let me know how it goes because Im interested in its effects.
-Argivian Find is worth a note if you manage to lose Sun Titan and really need to get back that Seal of Cleansing or Seal of Doom, etc. A 1 white mana instant-speed recursion of any enchantment or artifact is always good utility. Bonus points if you return Expedition Map to fetch up Cabal Coffers after youve just used the Map to get Urborg, Tomb of Yawgmoth!!
3 months ago
I second Nazrak's comment about your land count. I normally aim for 37-40 lands.
If you want to run a deck focused on gaining life, Karlov of the Ghost Council is fairly strong.
Cards that don't do much in your list:- Aegis of the Gods: It's possible that there are enough player-targeting effects in the format to warrant playing this card, but I'm fairly skeptical that this is the case. Even then, a 3/1 dies to way too many effects to be reliable.- Banisher Priest: I generally find that Fiend Hunter is a better choice, especially if you're running Ayli. Sacrificing the Fiend Hunter in response to the ETB trigger will mean that the targeted creature will never come back.-Corpse Hauler: 5 mana for a raise dead is 4 more mana than I'm willing to spend, even if I get a 2/1 body for a while. Victimize is a better single-use reanimation spell, and Phyrexian Reclamation is another option. Unburial Rites is also an upgrade here.Guardian Automaton: this card does nothing. Kheru Bloodsucker: you have about 6 creatures that trigger this card, and the effect is still pretty weak. Zulaport Cutthroat, Blood Artist, and Falkenrath Noble are better choices.Master of the Feast: This card is terrible. The only time you want your opponents to draw extra cards is when your deck is designed to punish them for it (or you're playing Group Hug).Pharika's Chosen: There are an absurd number of good removal spells in the Orzhov color identity. This card is not one of them. ex. Seal of Doom.Servant of Tymaret: Palace Siege does it better, and that's the worst ability on Palace Siege.Typhoid Rats: See Pharika's Chosen. ex. Go for the Throat.Bile Blight: See Pharika's Chosen. ex. Orzhov Charm.Celestial Flare: Wing Shards only works on defense, but you don't have much for trampling creatures, so it's not like Celestial Flare is going to punch much damage through.Congregate: I have no idea if this card is good or not. It could gain you an absurd amount of life, but if you don't have a way to affect the board, you're just going to lose anyway. Could be fun with Aetherflux Reservoir, though. If you do want to keep playing Congregate, you should also play Blighted Steppe.Last Breath: See Pharika's Chosen. ex. Vendetta.Pharika's Cure: See Pharika's Chosen. ex. Unmake.Ray of Dissolution: Worse than Cursebreak and Serene Offering. Unholy Hunger: See Pharika's Chosen. ex. Oblation.Chaplain's Blessing: this card does nothing.From Under the Floorboards: This card seems kinda random to me.Healing Hands: Survival Cache will usually accomplish the same goal, and Survival Cache has upside. Healing Hands might be fine, though.Macabre Waltz: See Corpse Hauler.Tyrant's Choice: this card reads "each opponent loses 4 life", which means it basically does nothing.Aspect of Gorgon: See Pharika's Chosen. ex. Attrition.Mark of the Vampire: worse than Loxodon Warhammer. Basilisk Collar also gets you lifelink if that's what you want.Marked by Honor: this card is bad enough that I don't even want to come up with a card that is a functional upgrade.Near-Death Experience: You don't have Worship, so this card does nothing.Stab Wound: See Pharika's Chosen. ex. Darksteel Mutation.Suppression Bonds: This card is okay as removal goes. I'd still suggest running Faith's Fetters instead.
4 months ago
Nyx Weaver seems really slow and clunky. Are you including it to have an enchantment to put into the graveyard? If so, wouldn't a Seal of Doom or Sinister Concoction or even a Seal of Primordium be more likely to also be useful in their own right and be easier to get into the graveyard?