|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.
|Have (12)||jrschnoebelen , Mousemke , sepheroth119 , wackozacko , 8vomit , scare983 , saj0219 , zach353 , MikeLaserbeam , Antiat , Servo_Token , TehDelta|
|Want (37)||deadlykruton , jonavanh , Dadaman11 , tralmix , LiKWiDCAKE , deundefeatable , Chill_Casual , Kogan1911 , Ascherat , SpaghettiToastBook , i_love_hentai , notsaying , SweetMermaidPuss , 1337_Nerd , bhc.000 , Arekku , UniTheDino , smsithlord01 , o2x7 , nocsha , TotalSundae , TheGreatLiar , flipt , Vibraz , Kornjunky , simon39921 , Blue_Otaku_No.1 , mtgfortheboyz , Oloro_Magic , mini_tb , kovellen , impropriety , buildingadeck , Ariumlegion , lazor , Thered708 , mafmatician|
Slaughter Pact Discussion
1 day ago
I'm not actually super confident that this deck needs blue at all, it seems to me that it plays out relatively similar to Grishoalbrand type decks, and to this end I think the shell could pretty solidly be B/R. The problem with cards like Contingency Plan is that if it wiffs what exactly did you get from it? The answer is nothing. Taking a lesson then from Grishoalbrand's playbook the package of Discovery / Dispersal , Cathartic Reunion , and the immensely powerful Faithless Looting are the best options to ensure Protean Hulk finds it way into the graveyard, whilst also providing at least some value for you. The way I see it is that the only blue card that is necessary to win is Body Double and you aren't actually casting it. That kind of covers it for the combo/dig part of the deck, so what about the rest of the deck. Well considering the combo happens all on one turn I would strongly recommend the playset of Simian Spirit Guide which enables a very improbable, but possible turn one win which looks something like this:
Turn One: Exile Simian Spirit Guide , cast Faithless Looting , discard Protean Hulk and any card not in the list above (note one or two of those cards can be found off Faithless Looting meaning you essentially have 9 looks), play the swamp, exile the two other Guides and cast Footsteps of the Goryo , win at end step.
That is very improbable, but it could happen, and the addition of Guide really would speed up your cloak, regardless if you take it to B/R or not. I also wouldn't play the full playset of Fatal Push , instead I would diversify, likely with 1-2 Fatal Push in the sideboard and only 1-2 copies of Collective Brutality in the main simply because it can discard Protean Hulk (I realize this card is expensive though so it is only a suggestion for if you decide to invest in this deck; the same can be said for some of the other cards I will suggest; if you want budget alternatives I'm more than happy to start digging around to see what I can come up with). Filling out the deck, I think I want doubles of most of the combo creatures as I would hate to draw them, though that doesn't feel optimal and I would have to test to see, and maybe some form of protection. As you are winning the turn you play Protean Hulk perhaps Pact of Negation , its fast, free, and versatile.
The land also needs a good amount of work. No matter what you do I firmly believe you want at least 3 scry lands, whether that be Temple of Deceit or Temple of Malice depending on the direction you go, ideally a playset of fetches as well for the marginal advantage of deck thinning. I would also encourage playing both Gemstone Caverns here, as the math with that luck counter could be interesting, and Gemstone Mine as if your opponent plays a Leyline of the Void you are functionally dead, to get around this, in addition to hate in the sideboard, it would be advantageous to actually be able to cast your cards, I mean, a 6/6 is a 6/6, it can win games in desperation.
As for your sideboard, I think you want a healthy mix of hate and protection; on the side of protection I would consider Pact of Negation , Silence , Chalice of the Void (turns off opposing hate and with a diverse cantrip base built around two-cost spells, is amazing against Phoenix). The other half of the sideboard I would devote to staying alive and more general hate: cards like Lightning Axe , Kozilek's Return , Bontu's Last Reckoning , Engineered Explosives , Blood Moon , and Shatterstorm .
If I was building a sideboard for a large tournament with the proposed B/R shell it would look something like this (obviously though this needs to be tested and the numbers better figured out):
2x Pact of Negation (unless in main)
2x Blood Moon
2x Wear / Tear
IF PACT IS IN MAIN
1x Fatal Push
I realize what I am proposing here is a totally different shell that just happens to use the same combo, but I strongly believe a B/R shell is the more competitive build of the deck in terms of consistency and speed. Either way good luck and good draws
2 days ago
This is some spicy garbage. Slaughter Pact might be worth considering for killing any flying blockers your opponents have.
4 days ago
The following is a package of cards.
4x Glorious End
None of these cards are great in modern, yet together they put eight, instant speed, slightly more expensive Time Walk s into your deck. Can this be built around?
Whether the rest of the deck abuses this, perhaps using Ad Nauseam , making for a Mardu Ad-Naus list, using Extra turns as ramp, or if the deck plays controlling, with Pact of Negation s, Slaughter Pact s, etc.
The ideas are endless, yet there seems to be some possibility of a powerhouse.
The first idea I had used a boros-aggro list as the base, using Glorious End and Chance for Glory turns to keep swinging in. It ran Goblin Rabblemaster and Legion Warboss and I even tried Mentor of the Meek to trigger on those goblins entering, so that hopefully I'd draw enough to hit more turns, and more creatures. The deck was... not great? It felt like a clunky aggro deck even when Goldfishing, and against any removal or discard, it fell apart pretty fast.
I haven't tested the Ad-Naus list, yet feel it might be the best option available. Unsure to be fair however, and so I want to ask for advice on this topic before I test further with the list.
6 days ago
6 days ago
3 weeks ago
Hey Skooma_Puma! Thanks for the comment! I'm definitely planning on playtesting both of those cards soon. Crypt Incursion in particular seems excellent, since I pay so much life for card draw, it's nice to have a few ways of regaining that life quickly. Snuff Out is a card that I've always been on the fence about, since it's another card that can't hit black creatures, along with Slaughter Pact , Doom Blade , and Malicious Affliction , all of which I'm currently running. I'm planning to test it in place of Terror , since SO is actually less restrictive than Terror, but I definitely don't want too many cards that can't target one of the more popular colors in commander. :)
2 months ago
This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!
2 months ago
I live 4c color gifts! It’s probably my favorite deck. I have a few suggestions and actually a few questions about whether certain cards are viable.
1: where’s the Raven's Crime + Life from the Loam lockdown? Gifts for raven, LftL, Urborg for a black source, and a random land. Then you can cast raven’s crime up to 3 times a turn. I’ve seen it used a lot in this deck
2: in my experience, it’s more useful for gifts control to have destroy rather than early discard. I would recommend maybe not having the TK and IoK and instead add stuff like Dismember
4: I’ve found Slaughter Pact to be super useful if you have to tap out for gifts
5: Batterskull or Wurmcoil Engine in combination with Academy Ruins and life from the loam is a finisher I’ve seen a lot in these decks. The lifegain can be SUPER useful against decks like humans/spirits to disincentivize attacking
6: I personally play both Iona and elesh mainboard for a more diverse reanimate package, and I play Platinum Emperion sideboard
7: do you think Crucible of Worlds could be any good?
Slaughter Pact occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%