|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
, Pay 1 life, Put the top card of your library into your graveyard, Discard a card, Sacrifice Sinister Concoction: Destroy target creature.
Price & Acquistion Set Price Alerts
Sinister Concoction Discussion
1 day ago
Captivating Vampire is the worst vampire lord that exists - maybe some reds are even worse than him, but no one considers them.
If you want vampire tribal Stromkirk Captain is a must, if you have good amount of tribal support for it the global first strike & +1/+1 it produces is an effect on the power level of Tarmogoyf
Vampires are not a good tribe for a true aggro deck, since they really lack cards that would enable them to race with burn, or affinity - while majority of the tribe lack evasion.
Vampires are at their best in midrange.
Or you could try to build a madness deck with the tribe, since you can have 8x effects that draw if you include Asylum Visitor & Blood Scrivener.
If you have so much draw then you can (and you should) use wasteful black cards that require you to discard.
Since empty hand is a benefit.
Here are some: Soul Spike; Sickening Shoal; Sinister Concoction; Collective Brutality; Call the Bloodline -> this card is much better than what most people paint it to be.
It is able to create a token on your turn, and one on your opponent's turn - and as enchantment most decks have no way to interact with it.
In such a deck every cheap removal/discard is good since, at worst you can make tokens out of them. (or you can clear the way for your lifelinker tokens to swing in)
Madness also gives you the best tutor of the format: Infernal Tutor
1 month ago
tardaniele: About the Neglected Heirloom Flip, if Grasp of Darkness isn't doing it's job to remove stuff, run Sinister Concoction instead, so you can destroy the equipped creature and it's really expensive to equip it again since the equip cost becomes 3. I'm not too fond of it for a Vampire deck, but that equip is really nasty in a Werewolf Tribal deck, where everything flips.
2 months ago
I'm liking the creativity I'm seeing here. It looks like you have a delirium sub-theme going on. You might like Oath of Nissa in place of Grisly Salvage and/or Vessel of Nascency, it's just cheaper, more efficient, and hits most of the same stuff. You might also like Sinister Concoction as a decent catch-all for creature removal, it can also turn on delirium on its own after a fetch land or Evolving Wilds, I know you're going budget. Dual card type creatures are always good for delirium/Emrakul too so you might like Nyx Weaver or Courser of Kruphix to stretch out the game a little bit.
I'm just spit-ballin here, thought I'd throw out some ideas. Good luck with the deck.
2 months ago
I've been seeing a lot of Alesha decks due to that video. I've had my own for ages, so I can make a couple of recommendations to add more to this deck.
Lands: Geier Reach Sanitarium, good for putting creatures in the graveyard. Ash Barrens, I love this card, because it can color-fix for you and whatever color you choose you can have it enter the battlefield untapped meaning you can use it right away. Maze of Ith, Though it doesn't produce mana you can tap it to stop a big massive stompy creature from smashing into you or you can target your commander so once you've activated the attack trigger you can prevent any damage dealt to it if your opponents all have massive blockers.
Creatures: Big Game Hunter, Intrepid Hero since they remover creatures that are more massive than your commander. BGH works right away while IH given some time can become repeatable removal. Vulturous Aven can give you repeatable card draw. Grenzo, Havoc Raiser can cause shenanigans for your opponents forcing them to swing their massive stompy creatures at your other opponents causing forced trades or force their smaller important creatures into attacking into another opponent's massive blockers effectively killing it. He also provides some card value if you choose to exile cards instead. Balefire Liege also works in fiving your creatures a buff while messing with your opponent's life totals and increasing your own. Peacekeeper is also nice since it can keep your opponent's from attacking and is recurable.
Artifacts: Rakdos Signet, Orzhov Signet, Boros Signet, If you find yourself needing more ramp these can be very helpful. If you want another Goblin Bombardment I'd recommend Blasting Station, since most loops will return the creature after being sacrificed it will untap the Blasting Station so inifinite sacrifices are still possible with it. Noetic Scales Considering most of your creatures will be smaller than your opponents the scales will likely effect your opponents more causing them to bounce and recast their creatures, and it can remove potential blockers. So long as you have 3 or more cards in hand it will never backfire on you.
Enchantments: Animate Dead, Surprisingly you missed a combo. If Leonin Relic-Warder is in your graveyard and you have Goblin Bombardment on the battlefield you can use Animate Dead to bring back the Relic Warder. Relic Warder then exiles Animate Dead. Since Animate Dead leaves the battlefield a sacrifice trigger for the Leonin Relic Warder is put on the stack. While its on the stack and before the Leonin Relic Warder has been sacrificed you can instead sacrifice the relic warder with Goblin Bombardment dealing 1 damage to an opponent. Relic Warder leaves the battlefield returning Animate Dead back onto the battlefield from exile. You can then target the Leonin Relic Warder with it and repeat the process all over again. Dance of the Dead also works as an alternative to Animate Dead. Break Through the Line is utterly evil with Master of Cruelties since it can give him haste and you can give him unblockable before blockers are declared. Phyrexian Arena is also a helpful card since it can give you additional draws on each of your turns. Sinister Concoction allows you to discard a creature card while removing an opponent's creature.
Instants: Path to Exile is a handy creature removal spell. Vengeful Dreams is also a handy removal spell since it allows you to discard creature cards to exile your opponents attacking creatures. Lightning Axe can also allow you to discard a creature to remove a creature as well, but this time at any time. Anguished Unmaking, Chaos Warp, Both are handy permanent removal spells you can run in your colors. Abolish, this card can be a free-cost card if you have a Plains in hand since it can removal an opponents artifact or enchantment when they think you're tapped out. Argivian Find is also useful in case one of your opponents destroys one of your artifacts or enchantments you use in your combos you can return it back to your hand.
Sorceries: Buried Alive is a useful tutor that allows you to put any three of your creature cards from your library into your graveyard. Day of Judgment, Blasphemous Act, Chain Reaction, are all effective boardwipes you can use. Demonic Tutor is also a good tutor effect since it costs less than Diabolic Tutor. Gamble is another fun tutor spell to use and given your odds the more cards you have in hand the less chances it will force you to discard something important. Do or Die is another deliciously vicious card you can also use since it can cut your opponents boardstate in half.
2 months ago
3 months ago
Asylum Visitor can be amazing, but you have to build the deck to be hellbent.
Since it has a "second playset" in Blood Scrivener, and you can support it with cheap removal and a variety of discard outlets that were printed for the madness cards of shadows over innistrad, like: Call the Bloodline (which can net a token both on your own turn, and on your opponent's turn), Stromkirk Condemned, Heir of Falkenrath, or stuff like Sinister Concoction, or Soul Spike.
When you draw 2-3 cards every turn, getting rid of unwanted lands to keep hellbent is a bigger concern, than "unreasonable cost" of discarding for removal.
Still such deck play differently from tipical jund or grixis midrange, as they attempt to expend all resources (mana or cards in hand) every turn, instead of holding them for the opportunity to provide the most value.
3 months ago
Freezingfist Thank you for your imput! After going through the deck again because the one I had up wasn't the version I was using, I realized that I don't actually have 60 cards in here. Probably going to add more lands.
The way the deck works is that its supposed to come out of left field with a 28/28 flying lifelinker and 1 shot someone. Or at least that's how it has been working. Before I end my turn I cast Kin-Tree Invocation and get a huge token.
I also like the Renowned Weaver idea, not sure where any of these card would fit in though.
3 months ago
Interesting build, Ledian.
There are a few things I would suggest, if you'd allow me.
I think you need more lands. Thirteen seems like way too few. The likelihood of being able to consistently get a land per turn is low at this count, and you have 4 and five drop creatures you may not be able to get to without more.
Also, the deck seems to be missing a 'finisher'. You have ways to gain life, but if they have a lot of blockers, you have no way to close out the game.
I would also add something useful on Turn 1, like a playset of Renowned Weaver. Gives you early presence, and can be sacrificed later to give you another enchantment+creature and puts another body in your graveyard. Another idea is Sinister Concoction, giving you another enchantment on the board, and options to later kill an opposing creature, while furthering your own plans to fill your graveyard.
Just some quick thoughts. What do you think?