Secrets of the Dead

Legality

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

Printings View all

Set Rarity
Dark Ascension (DKA) Uncommon

Combos Browse all

Secrets of the Dead

Enchantment

Whenever you cast a spell from your graveyard, draw a card.

Secrets of the Dead Discussion

pidyon on Muldrotha EDH

2 weeks ago

I play Muldrotha too and I noticed you said you lacked a specific win con. I'm currently building my Muldrotha deck and I'm not aware of any commander based win-cons but I have a few in my deck. The idea is this:

1) Have Heroes' Bane , Corpsejack Menace , and Kalonian Hydra on the field 2) Pay and make Heroes' Bane a 12/12 because Corpsejack doubles the amount of +1/+1 you would put on him 3) Do that again, making him a 46/46 for the same reasons as before 4) Swing with Kalonian Hydra, Bane is now a 138/138 because Kalonian doubles Bane's counters and Corpsejack doubles the amount you would put on him 5) During your second main-phase, sac him to Jarad, each opponent loses life equal to the sacrificed creature's toughness.

The whole deal only costs 11 mana if you already have the creatures on the field. If you play heavy ramp you can pull it off turn 9 or 10, even earlier if you're lucky. None of the cards are super expensive, Kalonian Hydra is $6 and the rest are under .60 so everything should be more than affordable if you're low on spending money.

There's also a couple other cards you could add that just make sense in Muldrotha. Secrets of the Dead and Deadbridge Chant are necessary additions for Muldrotha. That also leaves room for another win con because of the color scheme; Exquisite Blood and Sanguine Blood. It's a bit pricier but it's a solid garuntee for a victory if you can manage to put them both on the field with something like Zulaport Cutthroat .

hkhssweiss on Muldrotha, the Gravetide

1 month ago

Yo WarriorMagic, based on the list you sent me it seems like you want to go with the value route. Is there a particular budget that you have in mind? Muldrotha has access to a plethora of colors, I can help you get like a defined list of core cards and packages that would be great and than you can add in your particular flair that you like to make it more personalized for your meta or style.

Right away from what I can see these are already a list of cards you can cut due to inefficiency.

Cut these cards away first so we can see the deck in a 100 cards first than we can work from there~

vishnarg on My Muldrotha

1 month ago

This is going to be a long comment, bear with me, but I still see too much of your old mimeo deck remnants in here that just don't belong. First and foremost, Muldrotha works primarily well with permanents - so you want to ideally be playing low cost planeswalekrs, creatures, enchantments and artifacts that you can replay from your graveyard. Having a little bit of mill is nice but you have a bit of unneeded stuff here - for example, you don't need extraneous spells such as traumatize, stitch together, dread summons, life/death, etc. With that you certainly don't need some of the higher end creatures such as Ulamog, the Ceaseless Hunger , Platinum Angel , Artisan of Kozilek , Deadeye Navigator and even Skithiryx, the Blight Dragon . Additionally you have some artifacts which make no sense, for example you don't need 3 haste enablers so cut Fleetfeather Sandals , Chromatic Lantern is kinda unnecessary and there are better 3 drop options, I think Mesmeric Orb just makes you more of a target than anything and you don't need to mill opponents, and Trailblazer's Boots adds nothing to the deck because you don't need evasion to win. Also, cut Windfall because all it does is fill your opponents graveyards and hand which is very counter to what you want. Windfall is really bad in this deck imo.

Cards to consider for addition -

Plaguecrafter

Ashnod's Altar

Sakura-Tribe Elder

Mulldrifter

Snapcaster Mage

Spellseeker

Birthing Pod

Viscera Seer

Protean Hulk

Secrets of the Dead

Pernicious Deed

Altar of Dementia

Solemn Simulacrum

Stitcher's Supplier

Baleful Strix

Glen Elendra Archmage

Nihil Spellbomb

Wayfarer's Bauble

Mishra's Bauble

Seal of Doom

Caustic Caterpillar

Khalni Heart Expedition

Nevinyrral's Disk

Expedition Map

Hope this helps

RoarMaster on The Core Principles of Burn ...

1 month ago

How fast should an EDH burn deck be? As fast as it can.

You are inherently playing on "Hard Mode" if you are trying to play burn in EDH. Not only do you have multiple opponents, but they also have twice as much life each. So while burn works in other formats because 1-mana-and-a-card-for-3-damage is efficient, it becomes far less efficient when its 3-mana-and-3-cards-for-1.5-damage per opponent.

But, if you are dead set on it... Kess is a pretty good choice. Although I would probably play Neheb instead myself because he epitomizes red burn, and if Im forcing burn in EDH, I figure I might as well do it balls deep. And boy does he ever! But yeah, Kess is just more versatile and has access to other colors for support, so she is obviously the 'stronger' choice.

Since card advantage is integral, and (Player)burn is theoretically always card disadvantage, you need to keep those cards relevant or else donate a lot of card slots to draw/manipulation in order to keep a stocked hand/grave. Kess helps out a ton with the gravecasts, but unless you are running a lot of big costed spells, the graveyard stays pretty trim. Basically what Im saying is that bigger burn will be more effective than little burn. A 'Double' cast X burn spell might kill, but you would need to 'Double' cast 5 little burns to do the same. Fewer card slots needed, and fewer turns needed to use cast them repeatedly from the grave.

Some cards I would recomend for kess:

Torment of Hailfire Its already been mentioned a few times. Hailfire once sucks, but when you do it again the very next turn... ouch.

Secrets of the Dead No brainer.

Mana Geyser Because if you want mana, you want a LOT of mana, right? Double cast this to power an X spell like Hailfire FTW.

Exsanguinate Its a classic. Being able to double cast it makes it a double classic, right?

Arterial Flow Probably wont ever get the drain-gain, but double casting this at almost any point in the game empties peoples hands generally. Syphon Mind is another alternative that is slightly less harsh on your opponents, but more benificial for you.

Forbid or any other card with buyback. You can buyback cards you cast from your grave. In the case of forbid here, discarding isnt much of an issue.

Other Buybacks to note: Mystic Speculation , Capsize , and that red X burn spell I cant remember right now, and the black tutor one.

Some oddball suggestions:

Sphinx-Bone Wand Might take a turn or two to 'charge up', but once it is, it can dish out insane amounts of damage.

Adeliz, the Cinder Wind OK, not burn, but I have found her to be exceptional. You are pretty much garunteed to be casting two twiggers, meaning between her and Kess they are swinging in for 9 damage in the air. The pairing of these two has won me a number of games.

Pikobyte on Open the YARDS!!! [[Muldrotha EDH]]

3 months ago

Some of them are totally worth it. Siren Stormtamer protects you from grave removal. I’ve been playing Muldrotha for some time now and got a decent list online here. Tested Secrets of the Dead and it can’t hold up with River Kelpie. Stinkweed Imp is just useful for the dredge and only good with a sac outlet. Life from the Loam does the same plus puts itself back to grave while giving you lands and without any needed second card. Ramunap Excavator has proven pretty useless too. You better go for some protection like Diplomatic Immunity instead to protect your commander and you got the same effect.

multimedia on Muldrotha

3 months ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.


All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:

Elves:

Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.

Enchantments/Artifacts:

Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.


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Secrets of the Dead occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%