Shadow of the Grave
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
|Have (2)||metalmagic , shmoofidoo|
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Combos Browse all
|Commander / EDH||Legal|
Shadow of the Grave Discussion
2 weeks ago
Hey Cal! I love the list, and think there could be some serious value in the big-draw discard engine lists.
So far I see Bag of Holding, Shadow of the Grave, Ad Nauseam, Bolas's Citadel, Necropotence, etc. are very powerful, but some cards seem off. You only have 9 total creatures including Tinybones, so Mausoleum Secrets feels iffy, and Culling the Weak might be too.
Love the list, absolutely powerful, wanna brainstorm over it sometime?
3 months ago
3 months ago
3 months ago
- mistborn314 I'm aware of the primer problem, but I'm short on time to fix it right now.
Dream Halls is basically a double edged sword (a high risk high reward play). When you cast it, be prepared to kill or die this turn. The way I usually play it is setting the board first (1 or 2 cards that deal damage on discard/draw) and having a wheel in hand to cast after the DH. I run a lot of wheels in this deck, most of the times I'm able to chain 3+ wheels and win the game, but if you want a more "safe" way to interact with DM, try adding more counters and cards like Grand Abolisher.
I used to run Kess, Dissident Mage but people always shut her down pretty fast. I've been thinking about Yawgmoth's Will for some time , but I don't have the money for it right now. Underworld Breach is a nice substitute, thogh.
I reaaaaaaaaaaaaaaaallllyy like Hive Mind, Omniscience + Show and Tell , Torment of Hailfire, Dramatic Reversal + Isochron Scepter (won some fun games with these cards), but it is quite understandable for someone to cut them off (I even recommend it in the primer, before the code start trolling me lol).
Thank you a lot for the info exchange and sorry it took me some time to reply! o/
4 months ago
@ Maizena, just a heads up, but still having trouble with the link to the primer.
On a different note, I am looking at building a wheel deck around Dream Halls, (WUBR, Tymna the Weaver and Kraum, Ludevic's Opus as the commanders). I am curious how you break parity once you wheel with Halls out since you basically refill your opponent's hands and turn all interaction into pseudo-Force of Will. I really want to build around Halls, but it seems foolhardy to go full archenemy and give your opponents god-hands. What's the line the of play here? How has Halls worked out for you? Is it worth it?
Overall, it seems like a really awesome deck. As a fellow wheel player, here are some cards worth considering:
Temple Bell and Geier Reach Sanitarium are sweet and simple repeatable effects that are pure gold in this deck. Additionally, Bell goes infinite with Mind Over Matter and Library of Leng--cards you already run. (Tap Bell to have the table draw, discard with Mind to the top of your library with Leng and untap Bell--rinse and repeat--deck the table but never yourself since your just redrawing the same card). Could be nice since it works independent of your commander in case he gets hated out of the game.
Duskmantle Guildmage is an insta-win with Mindcrank, can add redundancy for Bloodchief Ascension. Burning Inquiry is pretty good (better than Jace's Archivist IMO). Narset, Parter of Veils is a MUST--wheel and you are the only one with a hand. Plus, it's only $2 or something...
You run more shuffle wheels than I do, so take this with a grain of salt. I love Underworld Breach and Yawgmoth's Will to replay key cards--especially Breach, since you can cast Wheel of Fortune as many time as you can afford since it's not exiled. Mission Briefing, Snapcaster Mage, and Kess, Dissident Mage are pretty dandy utility single spell flashbackers. Bone Miser and Shadow of the Grave are hidden gems (don't appear on most lists). They go crazy with the discard wheels, Library of Leng, Mind Over Matter, and Dream Halls.
In closing, I haven't seen the deck play, but Hive Mind, Omniscience, Torment of Hailfire, Isochron Scepter/Dramatic Reversal, Mizzix's Mastery, and Wheel and Deal are fun, but they don't seem to fit the game plan of a Nekusar pain train. There seems to be plenty of wincons without jamming all of these amazing, but unrelated cards in there. They feel like "win-more" cards that deflects the focus of the deck. In the case of Wheel and Deal, it you don't net cards off of it but you give your opponents a full grip. You already run the best wheels aside from Timetwister, it seems like an extra "meh" wheel. Maybe cut some of these cards and go for low CMC interaction or cantrips. Just food for thought.
4 months ago
Hey, what's the budget you have to make upgrades? Anje can be good with lots of madness cards or only a few. The first thing to consider is do you want to go all in with madness or just play a few good cards with madness? All madness is faster, cheaper, but less flexible. Only a few cards with madness is slower, more expensive, but more flexible, more options for deck strategies.
Madness is what makes Anje unique and with like 40 madness cards you can loot through your library fast which can set up combos/reanimation. Anje + Glint-Horn Buccaneer + Shadow of the Grave can be a budget win condition with lots of cards with madness. The more expensive Worldgorger combo can use two different cards with madness as the win condition: Avacyn's Judgment and the more difficult to pull off Bloodhall Priest.
The problem with this strategy is most madness cards are horrible, but are needed to untap Anje to loot more. Lots of cards with madness is a cheaper way to upgrade the precon because all cards with madness are budget options and you technically don't have to include the expensive price Worldgorger combo.
Do you want to play the Worldgorger combo? It's very good with Anje as an enabler for infinite mana and the fact that two cards with madness can be win conditions is helpful with Anje as Commander. The combo is however not budget, it's expensive. You'll want minimum $20: $10 Worldgorger, $5 Animate, $5 Dance.
Necromancy at $12 is better than both Animate and Dance since it can be cast at instant speed, but it adds more price for upgrades. Emergence Zone can be used with Animate or Dance to combo at instant speed. Cut / Ribbons and Sunscorched Desert are other win conditions with Worldgorder combo that work fine without having madness. The combo can be played in either a madness heavy direction or non madness direction.
Another direction to consider for upgrades is non madness, only playing a few cards with madness that are good when you discard them with Anje. The reason to choose this direction is the majority of cards you play are playable by themselves, not relying on madness with Anje's discard. The Worldgorger combo is just as good with this direction and you can include many other win conditions. Buccaneer is fine too, but not a combo win however without lots of cards with madness. There's lots more options to choose with this direction, other combos you could play or reanimation strategies. This direction will most likely be more expensive for upgrades, but it will be more flexible.
When I have a better idea of what kind of deck you want to make then if you would like I can give more advice.
4 months ago
Personally I went the more competitive rout with my deck. That aside the deck can easily be upgraded on a budget. First off, you need to find out how you want to win with the deck it can be anything, but I think Anje lends herself more to combo or a discard synergy. Second, go and buy all of the available madness cards you can find and slot them into the deck. There are about 40 of them in our colors and most of them are uncastable but a few are decent utility removal or protection for anje, but the real reason we want them is to abuse anje's ability to get free cantrip draws (I went with 33 myself). Paired with spells like Shadow of the Grave and Restless Dreams you can draw through large parts of your deck to find your favored wincon with relative ease and all for about $5 worth of cards.
7 months ago
If you need more removal or better control against decks with creatures, I'd suggest Archfiend of Ifnir , the card is amazing and if you don't need it, just draw a card off it.
In general, I'd add more discard outlets, yeah I get the vampire tribal theme which totally fits and stuff, but discard like Chainer, Nightmare Adept and Zombie Infestation are amazing. If you want a more vampire themed stuff, try Olivia's Dragoon or Insolent Neonate .
Finally, and this is with every emotion I can muster, HOW DARE YOU NOT RUN Bone Miser ! That card was built for this archetype and you ignored it. To quote Norman Osborn from the first spiderman movie: "I offered you kindness and you spat in my face." That's you, you're the face spitter. Please for the love of god put that card in.