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Return the top creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.
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Shallow Grave Discussion
1 month ago
FrigidOfficial Well, if you don't want to empty your wallet for a Lion's Eye Diamond then the best cards to include for doomsday are probably going to be Thought Scour and/or Mental Note along with some cheap form of reanimation. If you're fine with just using it for lab man, Unearth is the best one (especially since you can cycle it when its not useful) otherwise Animate Dead Shallow Grave or Exhume can be useful to reanimate other combo pieces such as Wanderwine Prophets or Bloodline Necromancer when you're not going for the doomsday win.
This is what I've thrown together and will be testing.
Commander / EDH*
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2 months ago
I agree with the other posters in this thread: play black for Reanimate spells. You may not even need red if you play cards like Smallpox, Pox, Collective Brutality, and so on that make everyone discard cards.
3 months ago
Hi there. I just have one question guys, say I have a Griselbrand in the grave but there are other cards above it that aren't creatures. If I cast Shallow Grave, does it fetch Griselbrand out like Goryo's Vengeance?
3 months ago
Consuming Aberration, Snapcaster Mage, Dack Fayden, Sensei's Divining Top, Chrome Mox / Mox Diamond, Force of Will / Mana Drain / Counterspell / Swan Song / Flusterstorm / Pact of Negation, Yawgmoth's Will (& Past in Flames), Gamble / Gitaxian Probe / Lim-Dul's Vault / Impulse, Damnation, Corpse Dance (& Shallow Grave)... maybe?
5 months ago
The goal is to put Magus into play, with some number of the "when a player discards/draws, take damage" spells and then wheel.
So what you are doing is a ton of stuff around that, which isn't refining or improving your combo. Currently your combo is weak to Graveyard hate, removal, stifle and counters. At the same time, your only way to put your Magus in the graveyard is to discard to hand size. So you aren't focused on the combo. Apprentice is also pretty awful. You have to play the card at sorcery speed, wait a full turn without it dying or your creature being exiled, then activate it. The benefit of that over Shallow Grave is you get a 1/1, which isn't relevant in Legacy any more, when there is a 1 mana 3/2 flyer, a 3/1 protection from player, 4/4 vigilance lifelinker, 7/7 lifelinking yawgmoths will and the various trinisphere cards running around.
If you want to be a combo-reanimator deck in the vein of Tinfins, focus on that with discard, better/faster reanimate spells and fast mana, so you can go into the combo, wheel, play some fast mana like Lotus Petal, Cabal Ritual and Dark Ritual, so you can do it again or play more Lilianas etc. If you want to be a wheel combo deck. Focus on that, with cards that let you sculpt the perfect hand and protect the combo, then drop and tap the Magus at instant speed.
Like I said, right now you have reanimator stuff without the enablers, and stuff you have for the combo is diluted by too many lands, and bad spells and a second deck that doesn't need to be there.
5 months ago
Still some major issues.
So first up, you want redundancy. So Megrim seems a must.
Secondly, too many lands. You don't need 31 lands in this sort of deck. Infact, there could be an arguement for more fast mana, like Lotus Petal and shaving some land.
Thirdly, your combo involves playing and protecting a necromancer to reanimate your Magus. And that is bad because it means you might as well just play Magus out as normal. You also have no consistent ways to discard it. Shallow Grave is better than Apprentice. Corpse Dance is also an option.
6 months ago
@MrTom, hah, I see that now. Yeah, cheap/not cheap. Damia, has been occasionally taking some removal, but it hasn't been terrible in my play group so far. I probably could do with a few more "blocks" in there.
@Swamy, If that happens, or if I can't seem to stack my hand well enough, then I try to fall back on dumping the creatures in the graveyard and reviving them from there with things like Shallow Grave, Animate Dead, Ever After, etc.
@Spooky, I agree, the mana base can certainly be improved. I don't have a Tropical Island at the moment to complete the dual cycle, but I agree I should really take out the slow-lands and replace with non-tap stuff like Ancient Tomb or more fetches. Thanks for the tips.
6 months ago
I'd say dedicated self-mill cards are kinda counter-productive. I'd say running Reanimate, Shallow Grave, Victimize, Exhume, Stitch Together, Dark Ritual, Simian Spirit Guide and Mulldrifter would increase the power level. Unfortunately, running super efficient graveyard hate like Grafdigger's Cage isn't an option in this deck, so Leyline of the Void and Nihil Spellbomb are your best options.
From what I can tell, you could use more interaction, as well. Damnation, Counterspell, Disallow, Toxic Deluge, Blasphemous Act, and Hero's Downfall are good adds. Phyrexian Arena, Dark Petition, Gray Merchant of Asphodel, and Sidisi, Undead Vizier are also musts in a black deck.
Hope this helps. Good luck.