Shizo, Death's Storehouse

Shizo, Death's Storehouse

Legendary Land

Tap: Add (Black) to your mana pool.

(Black), Tap: Target legendary creature gains fear until end of turn.

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Trade

Have (1) Azdranax
Want (3) Blackswordsman123 , Poppins , PawPawBear

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Highlander Legal
Legacy Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Leviathan Legal
Magic Duels Legal
Noble Legal
1v1 Commander Legal
Commander / EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Modern Legal
Unformat Legal

Shizo, Death's Storehouse occurrence in decks from the last year

Tiny Leaders:

All decks: None%

WB (Orzhov): None%

RBW (Mardu): None%

1v1 Commander:

All decks: None%

Black: None%

UB (Dimir): None%

BUG (Sultai): None%

Unknown:

All decks: None%

RGW (Naya): None%

BUG (Sultai): None%

Modern:

All decks: None%

Black: None%

Rakdos: None%

UB (Dimir): None%

BRG (Jund): None%

WUB (Esper): None%

RBW (Mardu): None%

BGW (Abzan, Junk): None%

Leviathan:

All decks: None%

Rakdos: None%

UB (Dimir): None%

BRG (Jund): None%

RBW (Mardu): None%

Legacy:

All decks: None%

Black: None%

UB (Dimir): None%

GWUB: None%

Vintage:

All decks: None%

Black: None%

Golgari: None%

BRG (Jund): None%

BRGW: None%

Duel Commander:

All decks: None%

Rakdos: None%

Golgari: None%

UB (Dimir): None%

BRG (Jund): None%

RBW (Mardu): None%

BUG (Sultai): None%

Casual:

All decks: None%

Black: None%

Golgari: None%

UB (Dimir): None%

WUB (Esper): None%

RBW (Mardu): None%

Commander / EDH:

All decks: None%

Black: None%

Rakdos: None%

Golgari: None%

UB (Dimir): None%

WB (Orzhov): None%

BRG (Jund): None%

UBR (Grixis): None%

WUB (Esper): None%

RBW (Mardu): None%

BUG (Sultai): None%

BGW (Abzan, Junk): None%

UBRG: None%

BRGW: None%

GWUB: None%

Shizo, Death's Storehouse Discussion

Profet93 on K'rrik's Land of K'ombos

1 hour ago

I'm a bit tired so I hope my comments make sense. First of all, +1.

You have a lot of combos, some pieces of the combo provide value on their own, others do not. Defiant bloodlord and Vito are redundancy that IMO are not needed as a wise opponent would just get rid of exquisite blood, rending the other cards you draw to be useless. And by useless, I mean requiring that your commander stay on board and that he connects in some way. Your deck is very very reliant upon your commander, and thus need ways of protecting him. Going back to combos, Bloodchief is decent on its own, mindcrank is not. Remember you need to ensure an opponent loses life for bloodchief.

With little reanimation, Mikeaus + Triskelion doesn't feel too powerful. Mikeaus is great on it's own, but triskelion is not. Magus + Umbral Mantle/Sword of Paruns is cute but not great. Its on a 5 cmc creature with no haste and the sword/mantle are only good with Magus and dead draws in every other situation. If you truly want the infinite black mana route, add the rings in your maybeboard. As an artifact it is less likely to get blown up that a creature and can be used the same turn (not much a difference but true nevertheless). Rings can draw you cards with top, adding in fetches can help ensure smoother draws with top deck filtering and ramp with rings (not to mention bolas citadel synergy), additional activation of aetherflux should you get high life but non-infinite, wishclaw, doubling cube, obelisk ,etc...

Under your description + decklist, you have helm of awakening + leyline = Kill player. I think you mean Helm of Obedience. I don't see torment of exsanguinate in your decklist, I assume you took them out? Given that we are taking out some of the combos, you should add one whose pieces work well on their own. You already have Ashnods, + Grave Titan + Nim Deathmantle = Good times

Single card Discussion....

  1. Blast Zone - Can deal with problematic artifacts/enchantments

  2. Command Beacon - For when people kill your commander a bunch and you're in a tough spot

  3. CUT Cabal Stronghold - Takes too many basics/too long and little payout for what it's worth. Add in one of the above 2

  4. CUT Rogue's passage for Shizo, Death's Storehouse - Upgrade

  5. What is the purpose of Phyrexian Alter? I feel like I'm missing something obvious....?

  6. CUT Dark confidant - Your avg CMC is too high and its too risky IMO. If you want card draw, get burst card draw such as Necropotence (it will make that thought vessel put in more work)

  7. Lightning Greaves - Protect commander and provide haste

  8. Infernal Darkness - If you want to be that guy, gives you a turn or 2. Best played after a mass board wipe to ensure no dorks/rocks can circumvent this. At worst, its counterbait so the blue player has to respond. At best, it time walks them. Worth considering although not necessary.

Does final parting search for Reanimate + Villis? Or something like Mike + Trike when you already have a reanimate on hand?

OVERALL: I like this deck. I've only played against 2-3 Krrik decks but they were all faster/lower to the ground. I feel that by having so many backup wincons, you take away support from the primary wincon. Alternate wincons are good, but not when they circumvent plan A. Since you haven't played this out yet, give it a shot in it's current state, see how it goes and adjust from there + my suggestions. Be sure to let me know what you think of each suggestion.

DemMeowsephs on

1 week ago

Ahoy there! I also built a rat deck some time back, so I might be able to give you some suggestions! First, lets take a look at your ramp and lands. Having the right ramp and lands can be very very very strong in commander, and it should always be properly used.

Since you are in mono black, there aren't too many land options out there for you. But one I would definitely include is the Urborg, Tomb of Yawgmoth + Cabal Coffers combo. It can get you a LOT of mana very fast. Also consider Cabal Stronghold, Nykthos, Shrine to Nyx, and Shizo, Death's Storehouse. Since you have a lot of Swamps, I would also consider some nice colorless sources, like Ancient Tomb, Wasteland, maybe Maze of Ith, Strip Mine, etc. These can be extremely useful, especially in mono decks.

Now on to ramp! A mono colored deck should have 6-7 ramp spells in my opinion, and here are some I would consider. Dark Ritual, Jet Medallion, Lotus Petal, Thran Dynamo, Mana Vault, etc. Ramp can be extremely useful, and there are much more expensive options but these are very good to start with.

Also, there are many fun tribal things to do with rats! Coat of Arms is BROKEN, Door of Destinies, Herald's Horn, Kindred Dominance, Stoneforge Masterwork, Cryptic Gateway, etc!

There are many fun ways to make rats! I would consider everything above, and I hope it helps you on your journey in this deck! If you found this helpful be sure to check out and upvote my decks (Double Trouble EDH, and give me suggestions if you have any! Anyways though, good luck on your deck, hope this helps, and have a great day!

DemMeowsephs on Rats, Rats, We are the Rats

3 weeks ago

I agree, rats are amazing :)!

For such an amazing theme, you should include some amazing ramp and lands. You do have a mono deck, so I understand lands can be a bit difficult, however I have some in mind that may be of interest to you.

As for ramp, I would consider some of the following.

Also in general, I would consider adding Rat Colony, Necropotence, Demonic Tutor, Diabolic Intent. Some of the cards I mentioned previously may be on the expensive side, but I promise they are worth it and can help your deck perform much much better! If you want any more advice or have any questions feel free to post them on my wall, I'd love to help and I check tapped out often. Also feel free to check out some of my decks, (Double Trouble EDH! If you like it consider upvoting it, or giving me any suggestions. Anyways, hope this helps, good luck on your deck, and have a great day!

zAzen7977 on Kaalia of the Vast (Flying)

1 month ago

Hey Tr1pL1ek1D0, nice job! I like your list. Kaalia is my favorite commander. I have a few suggestions you may like:

Lightning Greaves is better than Swiftfoot Boots, but you should probably include both. Teferi's Protection is another good option to protect Kaalia.

Also Vindicate is a great removal spell. Some useful lands are Hall of the Bandit Lord and Shizo, Death's Storehouse. I also don’t see any dual lands like Blood Crypt or Godless Shrine. It seems like a lot of your lands can come into play tapped. I would try to minimize including any lands that guarantee you are set back a turn, except if it has a game-changing bonus like Hall of the Bandit Lord.

You might find more interesting options in my deck, which I’ve focused on land destruction:

https://tappedout.net/mtg-decks/kaalia-beatdown-edh/

I haven’t changed my list since Iona was banned, but you’ve inspired me to update it :)

greyninja on Doran the Tree Man

1 month ago

@PartyJ thanks for the comment; sorry it took me eons to answer!!
Forgotten Ancient good card. Went into elemental tribal deck
Guiltfeeder & Kheru Mind-Eater she'll only tolerate so many scary cards. My wife isnt into the gnarly stuff haha
Oketra the True I pack pulled an invocation and traded it away. I live with regret.
Rogue's Passage %@#& I absolutely have multiples floating around in binders n boxes. I'm embarrassed.
Shizo, Death's Storehouse might be worth buying


@McToters heck yea, I love the diversity. I totally understand the control aspect in groups of friends / multiplayer in general. Abzan has OPTIONS
@GhostChieftain you're not wrong! You dont mind boardwipes with that on the 'field. I just added Nethroi, Apex of Death, might be worth having both to help spam the board lol
I actually just made a bunch of updates to the deck. Foil Mothra, Deadly Rollick, and Mythos of Nethroi too. Trying to keep it updated. sad to see The Immortal Sun go. Hard cuts are hard. Peace!

SideBae on Angels, Demons, and Dragons, oh my.

3 months ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

Profet93 on Volrath Voltron Reanimator

3 months ago

bushido_man96

Imp's Mischief - To stop counterspells, targetted removal, targetted draw or targetted extra turn cards.

Hedron Archive > Sisay's ring

Demonic Tutor???

Yawgmoth's Will???

Command Beacon

Shizo, Death's Storehouse

I see steel helkite as your only way to deal with artifacts/enchantments. You might want to consider some of the following.... Blast Zone, Karn liberated, OG Ugin, New Ugin, Lux cannon, ratchet bomb, meteor golem, etc...

In Garruk's Wake > Plague Wind

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