|Commander / EDH||Legal|
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|Commander 2017 (C17)||Uncommon|
|Commander 2014 (C14)||Uncommon|
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As an additional cost to play Skeletal Scrying, remove X cards in your graveyard from the game.
You draw X cards and you lose X life.
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Skeletal Scrying Discussion
16 hours ago
Drop: Soul Warden, Soul's Attendant, asi Door of Destinies (nahradil bych to tma srgorama, co i lou), Guul Draz Assassin, Olivia's Bloodsworn, Skeletal Scrying, Enlightened Tutor (radi bych lzal vc karet).
Zkusil bych testit:
a) kolik m vc na sacrifice (jestli jich nen pli mnoho)
b) jak jsi na tom s manou
c) kolik le karet (pijde mi, e tam toho je docela dost, ale e to taky stoj dost many)
d) pokud bude implementovat discard + reanimaci, pidal bych velk vamp hovada
e) kolik m vampr a jak jsi na tom s kivkou
3 days ago
As your deck list is pretty big so I thought I would give you some ideas for cards to cut.
Akroma, Angel of Fury: good, but does not have a big enough effect for commander
Anger: you're only running 2 mountains
Duergar Hedge-Mage good card but again, you are only running 4 mountains and 6 plains
Fallen Angel: you don't really have a use for a sac engine.
Jayemdae Tome: Just not great
Wrecking Ball no need for land destruction and there is better creature removal
Ghostly Prison:fine cared but has no real reason to be in this deck
Vow of Duty: just run a removal spell
Earthquake, Evincar's Justice, Pyrohemia, Sulfurous Blast: The mardu colors are the king of board wipes, run something better. ie. Damnation, Toxic Deluge, Wrath of God, Chain Reaction, Phyrexian Rebirth, and Decree of Pain to name a few
Congregate: don't need the life gain. Unless of course you play lots of token decks
Liliana of the Dark Realms: you have 3 swamps
you have a good amount of good creature but because your commander relies on your hand here are some more card draw ideas:Ambition's Cost, Ancient Craving, Bloodgift Demon, Damnable Pact, Dragon Mage, Erebos, God of the Dead, Harvester of Souls, Necrologia, Night's Whisper, Ob Nixilis Reignited, Painful Truths, Sign in Blood, Skeletal Scrying, Underworld Connections, Wretched Confluence, and Read the Bones.
More additional combat phase spell would also greatly benefit you. World at War, Aurelia, the Warleader, Fury of the Horde, Hellkite Charger, Relentless Assault, Savage Beating, Scourge of the Throne, Seize the Day, Waves of Aggression
in case you haven't already you may want to check out https://edhrec.com/commanders/kaalia-of-the-vast for more card ideas.
Looks like a great start, hope my comments were helpful
5 days ago
It looks pretty solid to be honest. If you are having trouble pist the match ups you are struggling with and the community will be happy to help you work through them. I think burn is going to be problematic since it can deal so much damage so fast. If this is the case for you things like Essence Extraction Tribute to Hunger and Tendrils of Corruption are all ways to stem the bleeding. You could toss in fetch lands to thin your library, and it would help you run Skeletal Scrying intead of Sign in Blood. Also fetch lands help a ton with Bloodghast. Get a pair of Urborg, Tomb of Yawgmoth so your Mutavault can tap for black too. This would also help with fetch lands since they could just tap for black instead of causing you life loss. I wouldnt go overboard with fetchs either 8 to 6 would be more than enough. Instead of Victim of Night Go for the Throat is about as good as it gets, with things like Grasp of Darkness and Tragic Slip being pretty good too.
1 week ago
3 weeks ago
OK, here's another quick run through. Consider the following changes:
These cards aren't that good, but I do see why they are in the deck. Except Spellbook, that needs to come out right now. Skeletal Scrying - do I need to exile my graveyard?, I would rather have some way to get them back via a reanimate effect or a shuffle effect. The card draw is nice, but there are better options. Final Reward - Five mana to exile one creature. Just doesn't seem as efficient as this deck wants to be. Spellbook - This is crap. Just take it out. Outpost Siege - Once again, there are better options.
These cards are kinda good, kinda bad, not sure if they should stay or go. Ambition's Cost - I don't mind trading life for card draw, but is this a keeper or should it get swapped for something else. Ashes to Ashes - This card is a great two-for-one but the five life might be a problem in some games. Disrupt Decorum - really not sure about this one. With a couple of other changes, this one might stay in. I like the tokens but it is a worthless draw after a Wrath of God. I know Baron Sengir and Irini Sengir are 'classic' Magic vampires, but they really aren't that good. I think they were just thrown in to the precon for flavor.
Here's the cards I think you should find as soon as possible. Blood Artist, Blood Seeker, Bloodline Keeper Flip (kinda expensive), Bloodlord of Vaasgoth, Cliffhaven Vampire, Kalastria Highborn, Markov Blademaster, Mavren Fein, Dusk Apostle, Soul Collector, Vein Drinker, Viscera Seer are all good creatures. Vampiric Fury and Urge to Feed look like useful pump spells. Stensia Banquet and Stensia Masquerade also look pretty good. Anguished Unmaking looks like a good replacement for Final Reward. Yes there is a 3 point life loss, but it hits more targets. Oh, and let's not forget the almost mandatory Elixir of Immortality. Loxodon Warhammer or a Basilisk Collar would be great ways to get some life back. Devil's Play could be useful. Oversold Cemetery and Grave Pact are really useful and fit the theme. I know Geth, Lord of the Vault isn't a vampire, but the reanimation effect is nice.
1 month ago
No problem, man. If you use too many basics, you run the risk of not having enough different colors to cast certain cards.
There are other cards like Reflecting Pool, City of Brass and Forbidden Orchard that will give you the colors that you need as well, but if you run too many non-basics, people can abuse the fact that by playing cards like Ruination: it never really happens in my play group, but it's common in others.
Personally, I would replace Opal Palace when you have the opportunity: there are so many lands that let you gain mana instead of simply exchanging one colorless mana for a colored mana.
As far as card draw goes, black is arguably the best color in Magic, but with black there's always a drawback. That being said, cards like Skeletal Scrying, Underworld Connections and Necrologia may seem bad on the surface, but they allow you to draw more than Ambition's Cost. There's even colorless options like Mind's Eye and Memory Jar. Skullclamp and Phyrexian Arena are definitely worth keeping in your deck!
It varies from deck to deck, but a good rule of thumb is to have at least 10 cards that serve as mana ramp, such as Sol Ring, Dark Ritual, Mana Geyser, Caged Sun and Myriad Landscape. There are rare exceptions, where you really don't need it, like in a weenie deck where most of your creatures cost 1 or 2 mana.
Mana ramp helps you play everything earlier. I know you're not really trying to get your commander out on the battlefield, but in most decks you have a huge advantage by playing your spells 1-2 turns earlier, and cards like Jet Medallion and Burnished Hart will help ensure that the Butcher of Malakir you drew in your opening hand can be played on turn 5, instead of 7.
You typically want to have at least 10 card draw cards, too. Ultimately, you may have to adjust how much ramp/card draw you include or remove, based on how the deck performs, but that's a good starting point.
Coat of Arms is a great card, unless you're playing your friend's The Ur-Dragon deck, since it also gives your friend's dragons +1/+1 counters. A better alternative for your colors would be Shared Animosity: it's confusing to read at first, but once you understand how it works, it's actually better for a tribal deck. Anyhow, Coat of Arms is still awesome, unless you're playing against another strong, tribal deck.
Consuming Vapors doesn't allow you to pick what creature you want to destroy, so if you use it against an Edgar Markov deck, that person will just sacrifice one of their vampire tokens, instead of that annoying Captivating Vampire. Hero's Downfall lets you pick a creature or planeswalker.
Also, if you look on the right side of the page, you'll see a stat that shows your Avg. CMC (average converted mana cost) is 3.79. You can reduce that average and make your deck faster and more efficient by replacing cards with high cmc costs with lower cmc costs. For example, by replacing Dutiful Return with Death's Duet, you can make your deck run faster and reduce the overall cost. If you try to do this with every card, your deck will become more competitive as a result.
That being said, it's not worth it to to replace a good card with a worse version of the same card, even if it costs less. For example, Furnace of Rath may be cheaper, but Gratuitous Violence is definitely better and worth the higher cost.
Sometimes the worse card is actually better for your deck. For example, Grave Pact has a much lower cmc than Butcher of Malakir, and it's harder to remove an enchantment than it is to remove a creature, but since you're playing a vampire deck, Butcher of Malakir is a more synergistic choice, and that makes Butcher of Malakir a superior option.
1 month ago
I like how it is running more small creatures to maximize Markov's eminence ability. my only concern at that point is running low on card draw because you can cast so many little things so fast. I suppose this deck tries to win fast but if anything happens before that I'd worry that there wouldn't be a way to get back that sort of momentum. Mardu isnt the best for card draw but vampires make things like Phyrexian Arena, Necropotence, and Skeletal Scrying a no brainer with low drawback.
1 month ago
I'm really diggin' the deck, man. It's super aggressive and seems like it'd kick some serious ass in action. However, I've noticed you've sorta gone all in on the aggro theme, which is cool but it also leaves you vulnerable in other places. I would suggest, as others already have, adding in either more boardwipes, or something like Attrition, or at least more spot removal. I'm always a huge fan of Grave Pact and Dictate of Erebos to keep the opposition from getting too far ahead.
Also, I don't know how set you are on the Vampires tribal theme, but you might want to consider putting Mentor of the Meek in for card draw. I tested him out in my deck, and he actually performed quite well with Edgar Markov's ability. If not the Mentor of the Meek, then perhaps something like Skeletal Scrying, Damnable Pact, or Ambition's Cost. Card draw is always beneficial. Awesome deck though, seems really solid.