|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Rare|
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Creature — Elemental
Devour 1 (As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with that many +1/+1 counters on it.)
When Skullmulcher enters the battlefield, draw a card for each creature it devoured.
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1 week ago
Welcome to commander! Since you're new to the format here's some general principles to keep in mind moving forward:
Commander is (with the exception of deliberately competitive groups) a slower format than any other out there. The doubled life total coupled with multiple opponents changes the game from "deal 20 damage" to "deal 120 damage to 3 opponents," all of whom will be building and playing decks with that in mind. If you aren't building to combo out you need to have efficiency and endurance in mind.
Endurance means you need to think long term; build up a mana base to case the kind of spells that will really swing the board in your favor in the mid to late game. Ramping is important; Cultivate is a solid choice since it gives you 2 cards for 1 and puts you a land drop ahead. Kodama's Reach is identical and worth running. Conditional ramp spells like Harvest Season look great on paper, but tend to fall on their face in practice. Not only do you need the creatures in play, you need them to not be summon sick and either tapped from an ability or having survived attacking. Odds aren't good that that you're gonna be able to beat 2 lands (or even manage 1) on turn 4, which is where you wanna be on your curve for dropping your general. You'll probably be better served with other ramp staples like Skyshroud Claim and Worn Powerstone.
Efficiency means sweepers and value. You play one card and get many cards, or your opponents lose many cards. Take Decree of Pain as an example, which is a casual EDH bomb. ETB triggers are great, whether they're giving you a valuable trigger for a common event like Aura Shards or trading the instant they drop like Bane of Progress. Your deck is built to make sacrificial creatures so triggers that give you value for sacrificing your less valuable creatures for an effect like Skullmulcher or Victimize are particularly valuable to you, as are triggers that watch for creatures entering the battlefield or dying like Dictate of Erebos.
Disruption is important, EDH decks are built around synergy and when they get rolling they really get rolling. Night Soil is a good, intuitive choice because, as endurance is so important, recursion is really prevalent in EDH. Cards like Bojuka Bog are coveted for giving you graveyard hate in a land drop. Aura Shards as I already mentioned is invaluable if you're playing a creature heavy deck, if no one at the table can stop an opponent's Birthing Pod or Doubling Season in a timely manner the game is going to go south quickly. Ideally you can answer them in a way that pays itself back like your single Aura Shards or Wrath of God blowing up many targets, but of course you're gonna need some spot removal tool. To that end you either want highly versatile, like Beast Within, or super cheap and going better than "destroy", like Swords to Plowshares or Tragic Slip.
It's late so I'm gonna leave it at that for now, I'll come back around late for some specifics.
2 weeks ago
Westvale Abbey Flip -> Stomping Ground because Westvale Abbey is illegal in your deck because Ormendahl is a black card. It sucks, but it's the same reason why I can't put Archangel Avacyn Flip in my Karametra, God of Harvests deck.
2 weeks ago
Dragon Broodmother kann nicht dein Commander sein, Alternativen fuer ne Lifegain / Token / Devour Strategie waeren:
- Tana, the Bloodsower
- Ulasht, the Hate Seed
- Thromok the Insatiable (Skaliert exponentiell, mit Trample drauf kann der schnell Spiele beenden)
- Bloodspore Thrinax Must play in dem theme
- Dragonlair Spider
- Fresh Meat (Devourst 20 Tokens und bekommst 20 staerkere Tokens)
- Sylvan Offering
- Hellion Eruption (1/1 -> 4/4)
- Wolfbriar Elemental
- Chancellor of the Forge
- Hooded Hydra
- Release the Gremlins
- Hornet Nest (Denk dran wenn die nen 6 power mob blockt machtse auch 6 Tokens)
- Hornet Queen
- Stalking Vengeance
- Tempt with Vengeance
- Hellkite Hatchling
- Thunder-Thrash Elder
- Beacon of Creation
- Rampaging Baloths
- Sandwurm Convergence
- Parallel Lives kostet zwar bissl mehr aber lohnt sich hier
- Mitotic Slime 7 Bodies fr 5 Mana
- Fires of Yavimaya must play in Gruul
- Cultivate & Kodama's Reach sind Ramp staples in EDH
- Preyseizer Dragon
- Skullmulcher Brauchst bissl mehr Draw
- Growing Rites of Itlimoc Flip ist noch nice fuer Ramp
- Khalni Garden, Skarrg, the Rage Pits rein
- Yavimaya Hollow raus (Kostet 30-60 Euro) und lieber Kessig Wolf Run rein
- Contested Cliffs raus (Spielst zuwenig Beasts dazu) und Oran-Rief, the Vastwood rein um alle Tokens zu pumpen
- Mosswort Bridge wuerde gehen aber Kher Keep ist in der Strategie wahrscheinlich besser um excess mana gegen Token zu tauschen
- Fungal Reaches ist crap, bekommst genug Ramp durch Creatures und anderweitig
- Evolving Wilds & Terramorphic Expanse sind must pick in jedem multi-color deck, damit fixt man nicht nur Mana, sondern dnnt auch das Deck aus und erhht die Chance Karten die man braucht zu ziehen.
1 month ago
Deadly Tempest seems a weird card choice for a saproling deck, virtually any other board wipe would be a better deal.
You can also go infinite with Illusionist's Bracers and the Ashnod's Altar.
If you have a spare Doubling Season there is no reason not to include it over Primal Vigor. You can run them both.
More card engines, I always try to include at least eight of them. The usual suspects for me are Deathreap Ritual, Shamanic Revelation, Skullmulcher, Disciple of Bolas, Phyrexian Arena, Seasons Past, Vampiric Rites...
I'd add some board pumps as win conditions in order not to depend just on Ashnod's Altar, it can be removed or countered. Overwhelming Stampede, Beastmaster Ascension, Triumph of the Hordes, Bloodspore Thrinax or Craterhoof Behemoth, all of them are solid cards.
To make space I'd drop the thallid theme (keeping Psychotrope Thallid as card engine), it doesn't feel strong enough, but if you still really want to go with the thallids I'd add Winding Constrictor.
I would also cut Champion of Stray Souls and Verdeloth the Ancient.
1 month ago
Cards I'd cut:
Ashling, the Extinguisher - 4 mana with no evasion makes it very unlikely this critter will actually connect with players. I recommend cutting it for a better force-sacrifice effect like Innocent Blood.
Bloodbriar - It's selfish (it only gives itself +1/+1 counters) and it has zero evasion. Not worth it. I recommend Reyhan, Last of the Abzan in its stead; it has the same CMC and lets you move around +1/+1 counters all day.
Deadeye Plunderers - You only have two artifacts in the deck.
Demon of Wailing Agonies - Slow. Especially when your commander has CMC 6.
Gatekeeper of Malakir - BBB cost is really hard to get sometimes in BUG colors.
Glissa, the Traitor - Slow. She's neat and a good blocker but it doesn't matter because you only have two artifacts.
Labyrinth Guardian - This critter adds nothing to your strategy.
Marrow Chomper - Too slow.
Patron of the Nezumi - Not enough rats to make it worth it. Effect is meh.
Phylactery Lich - Same reason as Gatekeeper. Also you only have two artifacts.
Savra, Queen of the Golgari - She does nothing on her own; she needs other things to do her work which isn't good.
Utopia Mycon - Too slow.
I'll add more comments when I get more time to look over the next few categories.
1 month ago
Feels only natural to include The Gitrog Monster, you already have half of the Gitrog deck.
Wharf Infiltrator another card that fits the theme nicely.
Is not yet out, but Muldrotha, the Gravetide (from Dominaria), will be a nice inclusionwhen it's finally released.
Undertaker for more tokens and recursion.
Mazirek, Kraul Death Priest, Thunderfoot Baloth, Beastmaster Ascension, Curse of Predation to pump all your guys.
More card draw! always need more card draw! Skullmulcher, Driven / Despair, Deathreap Ritual, Vampiric Rites, Shamanic Revelation... Some counterspells on the low cost, low color requirements side would also be handy Disdainful Stroke, Siren Stormtamer, Stratus Dancer, Swan Song maybe Stubborn Denial.
2 months ago
Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.
Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.
You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.
Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.
Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).
2 months ago
Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.
I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.
You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.
Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.