|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Rare|
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Sire Of Insanity
Creature — Demon
At the beginning of each end step, each player discards his or her hand.
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Sire Of Insanity Discussion
2 hours ago
This is exactly the style of deck I like. I also enjoy pushing the themes to their full extent, looking for unusual wincons and infinite combos are banned in my group.
I believe you have too many lands. I use the formula 40-(Rocks+Fetch+Other Mana sources), which in this case would be around 35. I suggest you lose the Vivids and the Bounce Lands, and add Crypt of the Eternals, Geier Reach Sanitarium and Crosis's Catacombs. If you own them or have budget, you could easily replace the lesser fetch lands (Evolving Wilds, Grixis Panorama, Terramorphic Expanse) with Blood Crypt, Steam Vents and Watery Grave.
If you are not going to use Nicol Bolas, the Ravager Flip as your commander, should he not at least be in the deck? Maybe replace Nicol Bolas, the Deceiver, which is expensive and doesn't do much in here?
I am not usually very fond of tutors, but you really need Megrim or Liliana's Caress (or Bloodchief Ascension) to kickstart, so in this case I would run 2 or 3.
Many of your discard spells, like Cruel Ultimatum are single occurrence, whereas Liliana of the Veil can activate each turn.
Scourge of the Throne is a nice dragon.
If you have one or your group allows proxy, add Chains of Mephistopheles will turn these wheels into double the discard and prevent your opponents from building hands. Note that it affects you as well.
Oath of Scholars may very well backfire; if you are the only one holding cards, you are basically letting your opponent draw 3 each turn. I am not sure what the rationale is for including it.
I hope this inspires you!
5 days ago
Thanks for the suggestions!
I run Dark Confidant in most of my black EDH decks cuz the card draw is always good to have, especially at 2 CMC. I haven't had a major problem with the life loss, though obviously there is a risk of revealing It That Betrays which is a bummer. I will often pay the 8 life to get 2 extra cards from Sylvan Library, so I kinda see Dark Confidant in the same vein. I still definitely think it's good to have, and have never regretted seeing it.
Elvish Spirit Guide has also been getting the job done in testing so far. Fast mana, even if it's a one time thing, is valuable here as the deck definitely benefits from setting up faster. Getting out a turn one Sylvan Library, Lotus Cobra, Dark Confidant, or even just a signet can set me very far ahead.
I agree that Oracle of Mul Daya would be great in the deck, and I will definitely try to fit that in. Courser of Kruphix I'm personally not as high on. She doesn't speed things up much (doesn't really ramp), the life gain isn't super relevant usually, and her top deck manipulation is pretty limited. I'm trying to leave out things that just let me look at the top of my deck. I left out Vizier of the Menagerie for this reason, and I think he's better than Prophet.
Ruric Thar, the Unbowed is a very good creature, and I think I would run it in a non Primal Surge variant of Vaevictis. In this one, where the goal is more to win quickly than to control the field, I'm not sure if it would be the best option most of the time. If I were to put it in, I would probably take out Sire Of Insanity since they sort of take up the same slot, but I'm giving the nod to Sire at the moment mostly because I think he's hilarious, especially when it can turn the game into a chaos warp top decking grindfest with Vaevictis on the field (not the best reason I know, but I'm standing by it for now).
I love the idea of Glissa, the Traitor in the deck, and I will definitely test her out. She seems like a great way to bring back the artifacts I end up sacrificing to Vaevictis, and I can see myself trying out some more relevant artifacts to take more advantage of this.
1 week ago
The basic package you want for reaanimator is typically:
Sometimes you want:
I would warn against trying to mix in the tribal stuff unless you are doing the Wanderwine Prophets. The main strategy for reanimator is cheating in creatures that benefit you. So I'd offer up running Jin-Gitaxis and/or Sire Of Insanity and depending on your spice level Sire of Stagnation.
3 weeks ago
- Scuttling Doom Engine -> Sower of Discord
- Void Winnower -> Geode Golem
- Kaervek the Merciless -> Loyal Subordinate
- Stormbreath Dragon -> Sire Of Insanity
- Mountain -> Swamp
These changes improve the focus of the deck: damage and discard!
1 month ago
Since you play with a strong reanimation theme and trying you’re trying to control, I would suggest adding Sire Of Insanity.
Adding some mana rocks would also help you get to that 10-mana requirement you need to start dealing some damage.
I think you really need to improve on your mana base though. And maybe a bit less creatures in favor of spells like Chain of Smog for more control or Insidious Dreams for tutoring with the added benefit of sending creatures from your hand to the graveyard.
1 month ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.
1 month ago
Yeah, mine plays fast&loose in a slightly different way. I am aware that opponents can turn right around and attack me with the fuel I give them but in theory (in my meta) there are much better spellslingers to bully... and my opponents aren't big on vigilant-heavy themes, so spider-crackback is definitely a thing.
Wow, nice thought... I didn't think of that unusual benefit of Sire Of Insanity with this commander - she's a built in mana sink, so depopulating opponent's in-hand options is a fantastic way to go. My working theory (2 games played) was to populate the field with bleeding effects (discard/dmg) then buff opponent's creature presence until they are forced to boardwipe (hopefully enchantments not included) then they are so behind on managing those bleeding effects. It doesn't always go that way :) . What BOTH builds can excel at is pushing the pace of the game (& yes we are not always the last ones standing... but you can be sure someone feels the pain). I play more parallel effects than anyone else I've ever seen, things like Hypergenesis are awesome in how they make everyone use up all their removals on "Johnny Combo" over in the corner. I call it: "tossing a grenade in a closet with someone & closing the door" :) ... If someone doesn't exaust all their resources on board state management somehow, then more power to them :) ... Let everyone else deal with your mess, your beautiful mess!
1 month ago
Sire Of Insanity strangely works really well with Xantcha. Assuming it's able to survive a turn around the board, no one will have cards in hand so they'll be more incentivized to pay mana into Xantcha's activated ability. Surviving a turn around the board is a different story....
Master of Cruelties has the same issue that I mentioned above with Malignus. 5 mana, no evasion (although first strike and deathtouch is a nice pseudo-evasion), no haste, and no protection.