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|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
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Silumgar, the Drifting Death
Legendary Creature — Dragon
Whenever a Dragon you control attacks, creatures defending player controls get -1/-1 until end of turn.
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Silumgar, the Drifting Death Discussion
1 week ago
So I am putting some finishing adjustments on my Silumgar Deck where I aim to make many copies of Dragons, and flood the board with tokens that gain the Dragon subtype. It's not meant to be a competitive deck, just a casual one for my laid back LGS and friends. It's actually a lot of fun to play.
But I had not considered until just now how the copies handle combat damage toward players.
So, if I swing at an opponent with a legal token copy of Silumgar, the Drifting Death , does that token copy deal Commander Damage? Or is it only the original physical card that deals that?
1 week ago
Consider at least 1 of these options for each Scion list.
1 week ago
Also, for the double-bait, you can activate the ability and choose not to find a dragon for the ability. Since they won't know whether you will cast something scary, they have to respond prior to that.
Or if they respond with say Murder on the scion, you can respond too by activating the ability again, finding something with hexproof like Silumgar, the Drifting Death , effectively countering their spell, and then finding the actual dragon you wanted to transform into via the first activation.
1 week ago
Silumgar, the Drifting Death 's ability and Myriad (from Blade of Selves ) both trigger on creatures being declared as attackers, and thus trigger simultaneously. As the controller of all the triggers, you may put them on the stack in whichever order you want and they will resolve top-down.
However, you will not get any additional effect from the Silumgar copies because by the time the copies are created, all of your dragons have already been declared as attackers and thus will not trigger the copies' ability. Only the original's ability will apply.
Opponent #1's creatures will get -2/-2, Opponent #2's creatures will get -1/-1, and Opponent #3's creatures will get -1/-1.
1 week ago
I asked a similar question a year or two ago involving Elesh Norn, Grand Cenobite and being copied. The consensus was that for the brief time the copy was on the battlefield, both -2/-2 abilities would stack and all of my opponent's creatures would get -4/-4 and die to state based actions before the second Norn was moved to the graveyard.
Well, flash forward to today. I am in the refining process for a new EDH deck, and I got wondering:
Now, I understand this gets a bit more complicated with respect to Silumgar's actual ruling as it needs to be specified just how many Dragons are attacking each individual player.
So let's set the scene, to better walk through what's going on here:
- There are three opponents left
- I have out Silumgar, the Drifting Death , Boneyard Scourge , Phantasmal Dragon , and Necromaster Dragon .
- Silumgar, the Drifting Death has Blade of Selves equipped onto him.
- I attack in the following way:
What would the total -X/-X be that each opponent would receive? At face value, it appears to be -2/-2, right? After all, 2x Dragons are attacking each. But There are three Silumgar, the Drifting Death s on the battlefield. So, does each Dragon individually hit with -3/-3? So does this mean since I attack with two Dragons each, all creatures that each of my three opponent's control get -6/-6?
And it's honestly not just with this. I have a Helm of the Host in my deck, too. So, this is sort of a very real occurrence I can run into here.
1 month ago
Dragons should pick from:
Utvara Hellkite , Scourge of Kher Ridges (could be a good wipe for the board, 2x mana for ur, 4 mana to do 4 damage to each creature), Nicol Bolas (wipe someone's hand turn 6? yes, please), Hellkite Overlord (Big damage), Tyrant's Familiar (single creature killer), Scourge of Nel Toth (direct return ability), Ojutai, Soul of Winter (this is a maybe, gives vigilance), Eternal Dragon direct return ability, Dragon Mage Drops your hand into graveyard plus drawing 7 cards..risky af given it help others, Chromium, the Mutable you can actually pay 2 on ur to make him hexproof with this card..could save Ur in time of need, Bladewing the Risen this guy is weird idk if i would put it in because enter the battlefield abilities don't help Ur, Balefire Dragon fuck yes, Atarka, World Render Huge damage. low toughness, Vorosh, the Hunter 6 counters for Ur, Vaevictis Asmadi, the Dire a little risky but seems to be worth it, Teneb, the Harvester yes yes yes, Silumgar, the Drifting Death give ur hexproof, Rith, the Awakener many tokens, Palladia-Mors, the Ruiner hexproof trample vigilance, O-Kagachi, Vengeful Kami potential permanent killer, Numot, the Devastator destroy lands (probably should be left out), Niv-Mizzet, Dracogenius draw a card, Intet, the Dreamer I think he is really good, Hellkite Tyrant could steal you a bunch of artifacts, Dragonlord Silumgar steal a creature a turn if using ur. steal a creature if putting out permanently. good for removing a particular blocker, Crosis, the Purger good against mono decks.
3 months ago
The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.
Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)
Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.
Finally, on to individual cards:
Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.
Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.
Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.
Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.
Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.
Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.
Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.
Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.
Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.
Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.
Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.
Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.
Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.
Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.
Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.
Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.
Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.
Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.
Nevinyrral's Disk is pretty good. Go ahead and keep that in there.
Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.
Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.
Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.
Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).
Here's one inexpensive, somewhat-boring take:
2x Glyph Keeper
1x Liliana Vess
2x Dimir Charm
2x Doom Blade
2x Agony Warp
3x Notion Rain
That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.
7 months ago
i fully agree with you on the dragonlords CardTyrant dramoka is the best and the others are good but why use those when you have all the dragons that benefit from other dragons attacking Silumgar, the Drifting Death, Utvara Hellkite, Thunderbreak Regent, Scourge of Valkas dragons like these really utilize the tribal and make them way stronger i feel. nice deck dude plus 1 from me UR DRAGON ME DOWN is my dragon deck take a peep if ya like.
Silumgar, the Drifting Death occurrence in decks from the last year
Commander / EDH:
All decks: 0,01%