Sever the Bloodline
Exile target creature and all other creatures with the same name as that creature.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Sever the Bloodline Discussion
5 days ago
Name a creature. Destroy each creature with the chosen name.
as already stated this is probably the cleanest wording and design, especially at 4 mana (we already have Sever the Bloodline and that seems better compared to your design). if you insist on only getting rid of ONE copy of the creature then
Name a creature. Destroy a creature with the chosen name.
6 days ago
I'd recommend Apprentice Necromancer for the deck since he lats you power out powerful etbs at instant speed and helps build exp counters very quickly. maybe take out Sever the Bloodline for it unless your edh meta is too full of tokens.
6 days ago
2 weeks ago
I like Gisela, the Broken Blade she is as good as Baneslayer Angel. Bruna, the Fading Light is just too awful for me to include, Brisela, Voice of Nightmares is pretty awesome and what I want, but not worth the uselessness of drawing a Bruna, the Fading Light. If only Bruna, the Fading Light was an ETB trigger! She would be superstar!
Maybe Archfiend of Depravity, not sure what the aggro looks like? If it's creatures he could be good. If it's tokens a Sever the Bloodline might work. Blind Obedience or Imposing Sovereign might slow them down?
Harvester of Souls gives you no pain drawing, and free cast with Kaalia of the Vast. I feel Farsight Mask CMC 5, and Sorin, Grim Nemesis CMC 6 will be too slow to help vs. an aggro deck, by the time they resolve and activate the game might be over. Indulgent Tormentor is great, does he net you many draws?
Archangel of Thune can block, lifelink to mitigate the aggro damage, and then get bigger and out of control as well. There's just isn't useful drawing in these colors that doesn't cause pain, and maybe even give those advantages, but not Mardu.
4 weeks ago
2 months ago
ok my suggestions:
Rune-Scarred Demon, Panharmonicon, Sidisi, Undead Vizier, Chainer, Dementia Master, Duplicant, Geth, Lord of the Vault, Massacre Wurm, Sheoldred, Whispering One, Bubbling Muck, Sever the Bloodline, Living Death, Decree of Pain
most are pretty flavorful or are just good
2 months ago
Addressing specific things now... I'm focusing on things to think about cutting to make room for lands.
Listing some observations, if I overlooked something this will make it obvious.
- Tutors (besides land tutors): Diabolic Tutor
- Mana Rocks: Gold Myr, Leaden Myr, Alloy Myr, Plague Myr*, Manalith, Sol Ring, Pristine Talisman
- Infect/Poison: Plague Myr, Skithiryx, the Blight Dragon, Priests of Norn, Decimator Web
- Boardwipes: End Hostilities, In Garruk's Wake
*Missed this guy when I made my first post, drat. That's why I did this summation, in case I missed something else.
You have some things that look like they are intended to work together, with limited support to find the pieces (I only saw one tutor). You need to think about if you're serious about keeping all of these. I think they are okay on their own, just not incredible.
- + + : This is a fun set and I'd keep it if it's something you like, but you don't have enough tutors to make it likely you'll ever assemble it. If you're fine with that, great. The individual pieces are not incredible apart but not the worst.
- + : This is a really common combo in mono-black, but again you'll have to luck into it. If you're serious about using it to win you need more tutors. If you just like the cards I don't blame you for running them though.
- Infect stuff besides Skittles; Plague Myr, Priests of Norn, Decimator Web: These aren't likely to kill anyone with poison by themselves. Plague and Priests have little chance of connecting against a strong opponent (you don't have much evasion support since you're not aggro); Decimator will take forever and tons of mana to do it, Priests will probably hardly do anything interesting. There are much stronger alternatives. Skittles is pretty great on his own and can work excellent on offense or defense, so I'd keep him for now.
Now for some less good stuff, specific cards:
- Manalith is the most boring mana rock possible. There are tons of 3-drop mana rocks that are better than Manalith. You want either cheaper than 3 mana, or you want it do more than Manalith does at 3. Off the top of my head, cheapish examples: Commander's Sphere, Darksteel Ingot, Orzhov Cluestone, Orzhov Signet, Mind Stone
- Transgress the Mind and similar single target discard effects are hard to use in multiplayer (though this is one of the better ones if you really like them). It is difficult to know ahead of time which players have hands worth casting these on, and entirely possible you won't do much damage with them. Discard and mill effects also draw tons of aggro from less experienced players. Consider also discard runs in opposition to how your commander works (they can't play spells they're discarding after all) unless you're specifically going after creatures with the discard effects.
- Mind Sludge is similar, only targets one player. If they have a huuuge hand it can do a lot of damage maybe, but then they're probably a blue player late in the game, which means they have Counterspell or something. If they aren't a blue player, they've probably got graveyard shenanigans going on, so this won't hurt them. Syphon Mind is awesome though (mostly for the card draw and maybe priming other players' graveyards for Rise from the Grave etc).
- Reassembling Skeleton is great but he's not really doing his job here. He's a reusable guy to sacrifice! If you just want him as a defender, look up Brood of Cockroaches or Endless Cockroaches who are better at that.
- Unholy Hunger is terrible. You'd be better served by Murder. It's way too expensive for what it does. Actually I'd look for something that is either more thorough or more flexible, like Utter End or Sever the Bloodline.
- Elixir of Immortality never does its intended job in most decks. Unless you honestly think you're going to have a game last so long that you play through your entire deck, don't bother. If you have some group hug deck throwing your deck into your hand, you're going to play one of your combos and win, not fiddle with this. If you're worried about getting milled, chances are it'll end up in your graveyard, not your hand, anyway.
Things to look up!
- Exsanguinate is a popular Orzhov finisher that scales up to the game state. Even if you can't finish everyone off with it, its extremely efficient at funnelling everyone else's resources into you.
- Anything with extort works, I like Blind Obedience in particular. All of your later plays suck players dry slowly.
- Phyrexian Reclamation is cheap, uses your obscene life tank as a fuel, and makes it hard to get rid of your creatures.
That's all I can think of. I hope it is of some use. I don't expect you to cut all of it I just want you thinking. My Orzhov deck is Ayli, Eternal Cleric EDH but it needs some updating on tappedout, if you wanted to see where I got the experience.
2 months ago
It depends on the meta and the cards you're using and some other things. I play a lot of aggro decks.
For removal: it needs to be at least two of fast, efficient, flexible, and thorough. Swords to Plowshares is fast and thorough; Sever the Bloodline is thorough, flexible, and conditionally efficient; Hull Breach is efficient and flexible. Don't bother with stuff like Murder (only fast) or Erase (fast+thorough but negative flexibility) unless you don't have better options or they have some other absolutely perfect trait that your deck uniquely maximizes (or you just really love them... Murder has such good art...). Your removal needs to be able to blow out defenses or counter high priority threats. You can't possibly respond to everything. Just figure out what the important stuff is keeping you from winning and blow that away.
- Fast: instant speed or "faster" (such as split second)
- Efficient: low cost-to-effect ratio
- Flexible: more than one way to cast, or more than one type of threat neutralized, or alternate non-removal modes (such as Rakdos Charm)
- Thorough: not easy to come back from or not easy to stop (exile, bottom of deck, change permanent type, other weird stuff)
Most of my aggro decks run between 7-10 removal; I may run more on cards that have removal as their secondary functions. The specific kinds of removal vary a bit depending on the deck's priorities and what kinds of threats the way it is built tends to feel the most frustrated by.
Boardwipes too. You need at least 3; you may need more for Saskia depending how fast you can get going. Don't just think of them as a way of stablizing a board that's getting out of control; think of them as step 1 in getting setup when you have a higher cost aggro strategy you're going to use. Laugh at the people that used Birds of Paradise as ramp because you boardwipe on turn 4 to clear the stage for Saskia's assault on turn 5.
Land destruction - if you're going "tall" with Saskia (probably my preferred approach) you need to deal with things like Maze of Ith. Protecting Saskia is fine but include things like Ghost Quarter or Encroaching Wastes to blow away land-based tricks and defenses. These won't always see use so you want ones that also tap for mana. I typically have 1-3 of these sorts of things (mostly because of the high cost some of them come at moneywise).
Just my 2 cents in 5 minutes.