|Commander / EDH||Legal|
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|Shadows over Innistrad||Mythic Rare|
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Sorin, Grim Nemesis
Planeswalker — Sorin
+1: Reveal the top card of your library and put that card into your hand. Each opponent loses life equal to its converted mana cost.
-X: Sorin, Grim Nemesis deals X damage to target creature or planeswalker and you gain X life.
-9: Put a number of 1/1 black Vampire Knight creature tokens with lifelink onto the battlefield equal to the highest life total among all players.
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Sorin, Grim Nemesis Discussion
1 week ago
Really enjoy the deck! I'm currently playing Mardu reanimator and its one of my favorite decks Iv'e played in standard.
Gotta say tho if you were interested in going totally balls to the wall with abilities like the one on Combustible Gearhulk you could finish your playset, pick up a third color with black and get some of that sweet sweet removal, and add a Sorin, Grim Nemesis or two as his +1 is practically a finisher with all of those huge drops that you run.
1 week ago
Used to run 5 colour super friends. I liked Conflux to tutor for my combo pieces. Would ult Tamiyo, Field Researcher, and conflux into Ajani, Mentor of Heroes, Ajani, Caller of the Pride, Sorin, Grim Nemesis, another card depending on the board state, and then another tutor to get my Akroma's Memorial. If doubling season is out, get 100 life, make over 400 tokens, all with vigilance, first strike, haste, flying... Fun times :D Of course you don't have to, just a fun idea
2 weeks ago
checking out this list and offering my constructive criticism :D
Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D
I'll break it down by category:
Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.
I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version
Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game
My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.
In your list, I'd probably cut:
1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.
1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.
1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.
Sorceries I'd consider bringing in are:
- Maelstrom Pulse - relevant vs tokens
- Akroma's Vengeance - flexible boarwipe thanks to cycling.
- Time Spiral - re-gas or reconstitute a weak hand.
- Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
- Bring to Light - essentially a tutor
Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:
- Path to Exile
- Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
- Disallow - gets rid of tricky stuff, and its a solid counterpell overall
- Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
- Savage Beating - for 5 or 7 cmc, you win the game
- Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).
Enchantments:Cuts, due to low impact, in my opinion:
- Aura Shards
- Dragon Tempest - might be keepable, haste is relevant.
Greater Good - don't think you want to be sacrificing your dudes, plus your blue instant speed stuff should be drawing you cards :D
- Pattern of Rebirth
- Pernicious Deed
- Sylvan Library
If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.
Stuff that keeps you alive:
Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.
Evasion/game winning stuff:
- Thasa God of the Sea - an enchantment that gives auto-scry, is indestructible, AND grants unblockable? Seems decent.
- In the Web of War - haste seems good, or maybe this can just be an Anger? Meta call, depends on how much GY hate there happens to be :D
- Xenagos, God of Revels - more commander damage!
- Duelist's Heritage - MORE damage!
- Gratuitous Violence - even MORE damage
- Finest Hour - this is basically game ending
Now, on to Artifacts:
First, stuff that doesn't pass the initial eye test:
- Crucible - no obvious synergy
- Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.
Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc
Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win
CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.
- 1x Balefire Dragon
- 1x Bladewing the Risen
- 1x Dragon Mage
- 1x Dragonlord Ojutai
- 1x Dragonlord's Servant
- 1x Dragonspeaker Shaman
- 1x Hellkite Tyrant
- 1x Karrthus, Tyrant of Jund
- 1x Numot, the Devastator
- 1x Savage Ventmaw
- 1x Steel Hellkite
- 1x Teneb, the Harvester
- 1x Tyrant's Familiar
- 1x Utvara Hellkite
- 1x Vorosh, the Hunter
Creatures I'd consider running:
- Magus of the Moat
- Kaalia of the Vast
- Dragonlord Kolaghan
- Rafiq of the Many
- Scourge of the Throne
- Gisela, Blade of Goldnight
- Spellbound Dragon
- Mana-Charged Dragon
- Niv-Mizzet, the Firemind + Ophidian Eye - classic combo + alternate wincon
- Hellkite Overlord
- Dragon Tyrant
Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D
Hope you found some of this useful :D
2 weeks ago
if you're trying to make it GP competitive, consider "killing your darlings" and taking out Demon. It doesn't break the meta just because it blocks HoK, and it is certainly at odds with what your deck is trying to do minus some very minor recursion synergies. Glorybringer is a better Gideon killer, and more planeswalkers are likely key for a midrange/"controlly" deck to close out a game.
Similarly, running 6x of a legendary permanent seems like asking for dead draws. I'd swap some Lilianas--one small one large, or both large--for Nahiri, the Harbinger or Chandra, Torch of Defiance, and an Ob Nixilis Reignited or Sorin, Grim Nemesis is a good place to start for card advantage.
Feel free to ask me to expound upon any suggestion, but /don't/ tell me I clearly don't play competitive magic pls and ty. 9_9
2 weeks ago
You don't need to get Bolas into play quickly if you have a Control shell.
I've been running Sorin, Grim Nemesis in a Black and White Control deck since Shadows Over Innistrad and I have NO trouble playing him.
Control doesn't mind stuff coming out on Turn 6 or 7.
Look at Torrential Gearhulk ffs.
You'd just do something like this: Death to the Gatewatch
3 weeks ago
MRDOOM3 thank you those are some great suggestions!
so a quick question on Urborg, Tomb of Yawgmoth is it also a swamp? like do I tap it for a black mana? ALSO say I have that out and an Island I could tap that Island for Blue OR Black correct?
other than that I really like Exsanguinate, Paradox Haze, Serra Ascendant, Test of Endurance, Merciless Eviction, Cyclonic Rift, Vindicate, Ashes to Ashes, and Sorin, Grim Nemesis. I definitely want to add all of those cards to my deck. now I just have to see what to cut
3 weeks ago
Exsanguinate is another nice lifedrain card.
Paradox Haze is another card that interacts well with Oloro.
Koskun Falls is another pillowfort enchantment you can run.
Another life doubler is Boon Reflection.
I also personally do not really like Sublime Exhalation, but since my playgroup tends to play Avacyn, Angel of Hope, you can keep it if you want. I was going to suggest sweepers like Merciless Eviction or Cyclonic Rift.
Sorin, Grim Nemesis also interacts well with lifegain decks.
1 month ago
Interesting win cons there.
I can't really say much until I've tried the deck out, I'll let you know later on how it went.