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Intimidate When Sepulchral Primordial enters the battlefield, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
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|Commander / EDH||Legal|
Sepulchral Primordial occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Sepulchral Primordial Discussion
1 week ago
You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Songs of the Damned
Cabal Coffers <- could replace a swamp
Pristine Talisman <- defiantly want that
After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.
I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.
You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Altar of Dementia
Disciple of Griselbrand
Lampad of Death's Vigil
For this strategy you'll need recurring creatures or token generators
Bridge from Below
Open the Graves
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Shadows of the Past
and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.
Oh yeah, for utility lands I'd choose any of the following within your price range:
Geier Reach Sanitarium
1 month ago
wolfsack, it warms my heart to know that some of the pieces from my OG Miller High Life deck can live on in this decklist haha.
I like your suggestions. I think I wanted Metallurgic Summonings so my spot removal & counter spells could produce sac fodder/chump blockers, then I could sac Summonings to get everything back.
I definitely have a Sepulchral Primordial around somewhere. I'd be down to chat, just text me about when you'd want to talk.
1 month ago
This looks pretty tight. I think their's a lot going on though. My initial thoughts on Kels are that she's not exactly a front line commander. She's not the star player of the deck, but gives you a good back up plan for what your decks is trying to do and I think this is mostly because she requires a mana investment to start the engine.
I took a look at few of the cards and they seam a little broad. There might be some options you can cut or replace.
Since Kels gives you access to blue, it might be nice to lean into a mill strategy, (there's a lot of support for mill being printed rn) and supplement your board with graveyard recursion.
Mindcrank would be disgusting here with all the life pings and I love the thought of it so much!
We can def hop on a call to talk strat on this. I got pretty lost in this concept hahaha.
1 month ago
Hey, good start for a causal version of Yarok :)
How are you winning the game with Yarok? Even casual decks need a way to win the game. You may be playing a causal deck, but you're also playing many noncasual cards. I ask this because you should build the rest of your deck around how you want to win. One way is with infinite mana to infinite blink Agent of Treachery to gain control of all your opponents permanents. I suggest this way because Agent is an amazing card to abuse with Yarok and blink.
The main enabler for this is Deadeye Navigator who can blink the creature it's soulbound too. Peregrine Drake soulbound to Deadeye is the enabler to make infinite mana by infinite blinking Drake to tap and untap your lands. When you have infinite mana you can soulbound Deadeye to a win condition creature in this case Agent and then infinite blink Agent.
If you add Deadeye then it's safe to say that you should build the rest of your deck around Deadeye and Agent because they're how you win. Deadeye has interaction with many other creatures not just Agent because it's a repeatable source of blink for the soulbound creature. If you're interested in learning about this combo then I can explain it in more detail in another comment. Would you like to know more?
25 cards that are 5 CMC or higher is a lot. This many is making the avg. CMC of your deck very high at 4.2 meaning that the avg. mana cost of the cards in your deck is four mana. You risk not being able to cast a single card until you have four or more mana which could be all game if you get land screwed. An improvement would be to streamline these 24 cards down to 10 or less to start. Yarok is the five drop you want to cast more than the rest which is something to keep in mind when choosing which ones and the number of other five drops to play.
The best high CMC cards here are: Yarok, Agent of Treachery, Rune-Scarred Demon, Tooth and Nail, Sepulchral Primordial, Diluvian Primordial, Ob Nixilis, the Fallen, Sire of Stagnation, Tatyova, Benthic Druid, Mulldrifter, Conjurer's Closet. All the rest not named could theoretically be cut. If you add Deadeye and Drake then they could replace Nixilis and Stagnation.
Further streamlined example: Yarok, Agent of Treachery, Deadeye Navigator, Peregrine Drake, Rune-Scarred Demon, Tooth and Nail, Mulldrifter. All these cards can help to assemble Deadeye/Drake and then Deadeye/Agent as the win condition. Mulldrifter can soulbound with Deadeye for infinite blink to draw into your deck until you can assemble the combos with protection.
Some cards to consider cutting:
- Siren's Ruse: worst blink spell, at two mana to blink only one creature and there's only one Pirate.
- Illusionist's Stratagem: four mana is a lot to only potentially use this spell once.
- Casualties of War: six mana difficult mana cost and a sorcery is in my opinion not worth it.
- Deathsprout: four mana and it's difficult casting cost is not worth what you get.
- Gilded Lotus: can do better than five mana ramp.
- Ulvenwald Hydra: have lower CMC creatures who can get lands and you don't have a specific very powerful land to tutor for.
- Duplicant: this conflicts with lots of other cards here since it exiles opponents creatures. Do you want to exile them or gain control of them?
- Hornet Queen: Myr Battlesphere is more of a threat with the tokens it creates and you could even cut Battlesphere.
- Memorial to Folly
- Villainous Wealth: I would only include it if you also include the infinite mana combo with Deadeye/Drake then infinite blink of Eternal Witness can be infinite casts/recur Wealth which can be a win condition.
- Rishkar's Expertise: six mana draw, you can get more repeatable draw from other lower CMC sources.
- Nekrataal and Shriekmaw: not needed because you have Ravenous Chupacabra, no restrictions on what opponent creature you can destroy.
- Golgari Findbroker: not needed because you have Witness.
- Sower of Temptation: have better creatures that can gain control of opponents creature.
- Entomber Exarch
- Torrential Gearhulk
- Meteor Golem
I have other some suggestions of cards to add which I can make in another comment. Would you like more suggestions?
Good luck with your deck.
2 months ago
Loyal Subordinate - Sepulchral Primordial - Ruinous Path (lol I have ten) - Go for the Throat - Virtus's Maneuver - Vona's Hunger - Ashes to Ashes - Murder - Murderous Cut - In Garruk's Wake - Grisly Spectacle - Extinguish All Hope - Nightmare Unmaking - Yawgmoth's Vile Offering - The Eldest Reborn - Fated Return - Exhume - Indulgent Tormentor - Kothophed, Soul Hoarder - Underworld Connections - Sign in Blood - Damnable Pact - Syphon Mind - Liliana's Contract - Promise of Power
2 months ago
2 months ago
Debtors' Knell have never been much of a power house. Some of the most direct comparisons would indeed be Sheoldred, Whispering One and Reya Dawnbringer. Reya has long been considered underpowered and too costly at 9 mana for a 4/6 flier who resurrect a creature a turn.
The Debtors' Knell's advantage is the ability to grab creatures from others' graveyards. However we also have Sepulchral Primordial at 7, who grabs a creature from each opponent, and that is not considered very powerful - useful and strong sure, but not directly powerful. You could also consider Tariel, Reckoner of Souls who grabs from opponents' graveyards at random as a tap ability - so you have options to combo with various things that untaps (Reconnaissance comes to mind). Tariel is random and only from opponent's graveyard but he's also considered weak. For Debtors' Knell's advantage to take effect you need an opponent to have strong creatures in the graveyard, whereas it is much easier to simply secure that there are strong creatures in YOUR graveyard. As such, I don't think we should attribute too much strength to the ability to grab from others' graveyards.
If you just want a direct creature version of Debtors' Knell then I suppose a for a 5/6 flier is fine.
Personally I would go for a much stronger version but with a condition on the trigger.
Angel of Dominion variants Show
Angel of Dominion
Creature - Angel Spirit
At the beginning of your upkeep, you may exile a creature card from your graveyard. If you do, return target creature card from a graveyard to the battlefield under your control.
Angel of Dominion
Creature - Angel
At the beginning of your upkeep, if you control 7 or more lands, or if you control 5 or more Plains and/or Swamps, you may return target creature card from a graveyard to the battlefield under your control.
A tie-in with lands and types to be reminiscent of Emeria, The Sky Ruin. Also a trigger that is depending on land count makes it worse to cheat out and better for hard casting. This variant is not very limited-friendly (it would dominate) and would be better suited for a designed product or in a limited environment where non-basic lands without subtypes are aplenty and useful for mana fixing, like under Zendikar, so you're less likely to have 5 Plains/Swamps by the time you cast the Angel. Getting the 7 land condition met in limited is much harder in general and shouldn't be much of a problem in terms of balancing.
Just a bit of math on that. If we assume a limited deck of 40 cards has 17 land slots, that's 1 land slot per 2,35 cards or 3 lands per 7 cards. To reach 7 lands you need to have gone through 15,35 cards on average or 8 turns discounting mulligans and extra draws. By this point I would assume the opponent has also had a chance to play a bomb of their own, pressure the board or have proper removal for a 4 toughness guy.
Ilea, Angel of Dominion
Legendary creature - angel
Flying, first strike
At the beginning of your upkeep, you may put a -1/-1 counter on Ilea and return target creature card from a graveyard to the battlefield under your control.
This variant is finally a legendary - I avoided it for the others to disable use as Commander. You get resurrections at the price of making her weaker, more susceptible to removal and eventually she exhausts her powers completely. You can obviously counter it with Solemnity or Cathars' Crusade or similar. Works great in tandem with Together Forever.
3 months ago
Avenger of Zendikar seems like a good include. Lots of fodder for attrition.
Some other options might be Hornet Queen, Sepulchral Primordial, Molten Primordial all create multiple bodies to sac to Ashnod's Altar or any other sac outlet you run.
Also maybe Chandra's Ignition targetting kresh is sure to kill some enemy creatures and make him nice and big.