|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|Modern Masters (MMA)||Rare|
|Future Sight (FUT)||Rare|
Combos Browse all
Slaughter Pact is black.
Destroy target nonblack creature.
At the beginning of your next upkeep, pay (2)(Black). If you don't, you lose the game.
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|Have (12)||jrschnoebelen , Duct-Tape-Guardian , wackozacko , Mousemke , saj0219 , Sparky41 , MoJoMiXuP , zach353 , sepheroth119 , Antiat , Char-You , TehDelta|
|Want (5)||Dadaman11 , Oloro_Magic , Chill_Casual , Ariumlegion , mafmatician|
Slaughter Pact Discussion
13 hours ago
2 weeks ago
Aether Vial allows a turn 3 kill with Gut Shot or Slaughter Pact. Thoughtscour is your go-to cantrip as it can spark the combo as well. Ghost Quarter is another great way to start it up. Spellskite, Academy Ruins and Muddle the Mixture are also cards to consider. Definitely get more thoughtseize.
3 weeks ago
your logic is reasonable for almost all of those points, ill try to elaborate on notion thief
the thing about notion thief that is easy to miss, because yes he does technically undermine your whole strategy, is the card advantage
so yes, your opponents cant and wont draw any cards outside of draw step with notion thief in play, and yes, you drawing all of the cards instead means that they arent taking nekusar/draw damage, but the idea is thusly,
say i cast Wheel of Fortune and flash in thief, everyone discards their hand, and you draw 7 cards PLUS an additional 7 for each opponent effected by wheel. this means that wheeling with notion thief out nukes everyones hands and draws you 14-28 cards in 2-4 player games, and although no damage was dealt in the process, the usual outcome is that drawing 28 cards will just win you the game. all that you need to do after wheeling with notion thief out is play as many cards as you can,such as mana rocks, tutors, extra turns and pain spells, then kill your own notion thief with removal, bounce or board wipes and proceed to use the massive hand you now have to win the game via the usual wheels + pain strategy while your opponents have nothing in hand to stop you
its a bit clunky, but essentially he leaves your opponents handless and allows you to draw enough cards to win on the spot after a single wheel.
i hope that helps provide some insight into how broken he is in a wheel deck
also in the past ive found that Hive Mind is absolutely hilarious in nekusar, in 4 player with hive mind out every wheel you cast is x4 LOL so it triples or quadruples wheel value, and casting a Pact of Negation or Slaughter Pact with hive mind out can be hilarious because if your opponents cant pay the upkeep cost of their copy they just lose
but this list looks very similar to my original list shortly after the precon was released, so you're off to a good start! best of luck wheeling
4 weeks ago
Depending on your Meta, don't use some of these spells (like spot removal that says "nonblack," if a ton of people play black itd be stupid to play it)
4 weeks ago
This is gonna be a long post, so just bear with me but I can pretty much tell you what this deck needs.
Taking Out for 100
Carrion Crow, Fog Bank, Dread Slayer, Deathbringer Thoctar, Geralf's Masterpiece, Gnawing Zombie, Consuming Abberation, Hunted Phantasm, Invisible Stalker, King macar, The Gold-Cursed, Lich Lord of Unx, Master of the Feast, Mogis, God of Slaughter, Plague Belcher, Rockslide Elemental, Sepulchral Primordial, Siren of the Silent Song, Thassa, God of the Sea, Torrent Elemental (Not Legal for your deck cause of green btw), Murder, Unlicensed Disintegration, Unsytche, Killer of Kings, Bontu's Monument, Waste Not, Quest for the Gravelord, Intruder Alarm, Honden of Night's Reach, Honden of Infinite Rage, Feast on the Fallen, Argivian Restoration, Barter in blood, Banefire
These are not 100% drop all your cards and throw these in here, these are just what I think you could benefit from if you were wanting an improvement or 2. If you don't like them then don't get them.
Attrition - is a good card if you were looking for a sac outlet and removal
Slaughter Pact - I know what I said about spot removal, but a 0 mana kill spell is a great card for stopping things such as combos and instant speed threats
Gray Merchant of Asphodel is a must in a zombie deck. In a 4 player game, this is gonna be a huge problem with opponents.
Victimize, Reanimate, Animate Dead, Necromancy, Living Death, and Dread Return are gonna be your solid Reanimation. Would also try and get hands on The Scarab God but I wouldn't until it rotates out of standard for price reasons
Geth, Lord of the Vault is an absolute beast in reanimator decks and can sometimes win the game alone depending on targets. Also brings back artifacts that get destroyed.
Raving Dead is a bomb for combat.
Urabrask the Hidden is pretty useful espicially against aggro decks so you can slow them down a bit.
Chaos Warp solid removal
I know this was a lot, but I just kinda made a list of cards and I love zombie decks (considering it was my first edh deck.) thanks for viewing it
1 month ago
As an additional cost to cast Rapid Oxidation, discard a card with converted mana cost . Destroy target enchantment with converted mana cost . You lose life.
Create a colorless "Pact" to add to the Futursight cycle:
Pact of Negation
Pact of the Titan
2 months ago
I think it sees less play because (and I'm going to infuriate some people here) merfolk and elves don't really require that much thought or effort to play, you just dump your cards and swing. Faeries require you to be thinking about what you're going to be doing a couple of turns ahead, and to try an anticipate a few of your opponents' moves. It's often more reactive than proactive, but once you get a feel for it, Faerie tribal is a monster of a deck. From my experiences with modern tournies, a vast number of players prefer decks that don't require that much effort or thought to play.
I had a bit more of a think about it, and have a few sideboard adjustment suggestions. Instead of running 3x Doom Blade and 3x Stubborn Denial, run 2 of each and include 2x Elixir of Immortality. The life-gain will help with the constant loss from Bitterblossom. Pitching 1x Notorious Throng and 1x Slaughter Pact for 2x Unsummon could be useful also. You can use it to bounce an opponent's creature back to their hand and then use a Vendilion Clique to get rid of it, or bounce one of your own creatures back to reuse its ETB effect or save it from death.
Good luck with the deck!
2 months ago
Interesting idea. As a Faerie Tribal EDH player, may I suggest a few changes to really go all out on the Faerie theme?
- Pitch 2x Spellstutter Sprite and replace with 2x Glen Elendra Archmage.
- Pitch 2x Spell Snare for 2x Disallow. Pitch the other 2 for 2x Spell Pierce.
- Pitch 2x Remand for 2x Faerie Trickery.
- Pitch 2x Ancestral Recall for 2x Brainstorm.
- Pitch 1x Fatal Push for 1x Faerie Tauntings.
- Pitch 1x Island for 1x Faerie Tauntings.
- Pitch 2x Wydwen, the Biting Gale for 2x Glen Elendra Liege.
- Pitch 4x Mutavault for 4x Faerie Conclave.
- Pitch 4x Darkslick Shores for 4x Secluded Glen.
I'd also recommend putting 3x Doom Blade in your sideboard, replacing the 3x Surgical Extraction with 3x Slaughter Pact, replacing the 3x Annul with 3x Stubborn Denial and the 3x Thoughtseize with 3x Notorious Throng.
Finding a way to get a couple of Faerie Impostor in there would be great too, as their requirement that you bounce a creature back to your hand is a great way to replay all those lovely ETB effects faeries like Vendillion Clique and Faerie Miscreant have. Maybe cut 1 Miscreant and 1 Scion?