Sorin's Vengeance deals 10 damage to target player and you gain 10 life.
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Sorin's Vengeance Discussion
1 month ago
I would swap out Sorin's Vengeance for Temporal Extortion. I'm not sure you want 4 Nykthos, Shrine to Nyx . I've had it a few of times in my mono black devotion deck where by Turn 2 I have a swamp and Nykthos and I can't cast any creatures until Turn 3. Have you played this at FNM? How does your mana hold up? Love the Gifted Aetherborn. This guy has a big future.
1 month ago
2 months ago
Hey, so just FYI to mention a user you put double square brackets around their name, just like you'd mention a card. [ [card name here] ] or [ [ user name here ] ]. Took me awhile to figure out too(: but I'm happy to help!
Okay, so I love the changes you've made to this deck. I especially love your clever addition of scrying mechanics, so that you can manipulate the cards Jeleva exiles. Crystal Ball, for example, is perfect. I'd check out Fated Conflagration, Fated Return, or Fated Infatuation as potential additional scry effects. Sacrifice mechanics are also brilliant, since it's in your opponents' best interest to leave Jeleva alive, and you need to force a re-cast. Brilliant.
You've also added a lot of "haymakers" or "gamechangers" like Worst Fears, Cruel Ultimatum, etc.Many of these are great, but I feel obligated to mention a quick note on power level -- depending on who you play with, sometimes "extra turn" or "control someone else's turn" effects are frowned upon, or at least, the average power level of your friends' decks may be lower than those turn-control effects. Just be considerate, and remember that the most expensive cards don't always equate to the best cards for your deck (you may not be able to tell, but I'm a big proponent of budget deck-building, haha). Anyways, to the details:
I don't think you need Mind Over Matter, Price of Knowledge, Mnemonic Wall, and some haymakers like Searing Wind, Blood Tribute (Jeleva is your only Vamp, and she'll often tap to attack unless you give her vigilance through equipment, which seems wasteful) and Sorin's Vengeance and maybe some extra turn stuff. The reason I say this is that you don't need to cast a haymaker every single turn to win a game -- you just need enough to gain advantage and capitalize on it. You've put in scrying, which reinforces going for quality over quantity with your wind conditions. Furthermore, I wouldn't put in Traumatize or Liliana Vess from your SB unless you really want to -- they're not much valued added.
To swap in your SB, my most valuable card-cutting advice is to look for effects that your desired card will replace. For example Spelltwine's effect mirrors (and probably is better than) the effect of Mnemonic Wall, so that's a ripe card to swap. As another example, Necromantic Selection might be a fairer version of Plague Wind, which I'm sure your friends would appreciate (also has the benefit of destroying Jeleva, so that you can recast). The exception is when you don't just want to replace an effect, you want to add more of the effect, like with Lim-Dul's Vault. I'd put that card in for something like Mind Over Matter, just a straight swap of "I want this effect" versus "this doesn't help me a ton". However, one of the most rewarding things about deckbuilding is tuning your own deck, so I won't insult your intelligence and explain every card swap to you (: just remember that playtesting is hugely important, and you can playtest without having paper copies of every single card -- just put in a similar (or worse) card and see how you like it.
On that note, you should be sure to notice during playtesting how much card draw you're wanting. Grixis colors are awesome for card draw, and card draw is often necessary to maintaining your fuel during the course of a game. Granted, Jeleva is kinda like free card draw, but if you ever spend a game with 20 cards in exile and only 2 in hand, that's when I'd tweak the number of dedicated draw engines. Treasure Cruise, Staff of Nin, Preordain, Anticipate, Carnage Altar even. The cool thing about drawing is that it gives you more haymakers without actually having copies in your deck (since you'll go through your deck faster), and also ensures you get enough support to actually make the win happen (through land, ramp, utility spells, etc).
Sorry about the novella, but I hope some of this was useful! Best of luck with Jeleva-- you've chosen a cool and flavorful commander, and I hope all goes well for you. As always, reply if I can do anything else.
3 months ago
Your deck is indeed lacking focus lemme see what I can do. Also these suggestions are assuming you're going for a low to the ground evasive agro build of faeries. Your deck is also extremely budget and if any of suggestions are too out of your price range it's fine let me know and I'll see if I can some up with a better alternative. Also your land base really needed some changes made to it so I made them I'm not sure if with the changes it equals 60 cards still let me know it not. I really hope these help
Changes to enchantments (+)
- +4 Bitterblossom This card does everything you need in your deck; low cmc and makes rouges/faeries. By itself bitterblossom can take over and win most games if left unchecked long enough.
Changes to enchantments (-)
- -1 Protective Bubble your cards almost all already have flying which makes them hard to block + scion already gives shroud no need to have this semi-expensive protection in here
Changes to instants/sorceries (+)
- +2 Counterspell one of the best counters in legacy and since you're only playing a two color deck it should not be too hard to cast being UU
Changes to instants/sorceries (-)
-1 Hideous Visage again no need to make your creatures hard to block they already are.
-2 Notorious Throng this card is good if you have the mana as it can straight up end games if cast for its prowl cost but most of the time it's over kill. its insanely good as a 1 of that can steal games if you cast it when your opponent's tapped out (say by mistbind clique) also I've added quite a bit of draw power so you can see it rather often even though its just a 1 of.
-1 Recall you play so many creatures and they are either A. easy to protect or B. expendable you don't need to wasting mana to get them back when you could just cast another in the place of one that was lost.
-1 Smallpox kinda lack luster as a 1 of and hurts you as well slowing you down, you're trying to win quickly and overwhelm your opponent before they have answers to your army.
-1 Sorin's Vengeance another card that is way to expensive for what it does by the time you are able to cast this either you or your opponent already won.
-1 Nameless Inversion two mana for a pseudo removal/buff isn't really as worth it as straight up removal
-1 Sorin's Thirst see nameless inversion
-1 Wring Flesh see nameless inversion
-2 Violet Pall this card is just straight up bad sorry to say its way to expensive and the value of a single 1/1 faerie rogue for it is not worth in any way.
Changes to creatures (+)
+4 Faerie Miscreant This is another low to the ground faeries rogue that draws you cards.
+1 Latchkey Faerie This card if your bring it in for its prowl cost can be very effeceint but you don't want to be paying the 4 mana ever so have 2 means you see if enough where it can cantrip and give you a 3/1 body while digging deeper into your deck but also you won't always see it.
+3 Mistbind Clique This card is insane its a 4/4 for 4, protects a faeries (if they target for removal just flash in and exile target protecting it), semi-time walks your opponent (cast on upkeep and taps them out so they can only play instant in response). They only reason I'm not recommending 4 is that it is kind of expensive and you want to keep this decks cmc pretty low.
+1 Oona's Blackguard this is the main card in your deck and you want to see it every game as soon as possible it makes all your rogues when they etb bigger speeding up your opponent's clock as well makes your opponent discard when they take dmg (which is going to be often) keeping them from stopping your army of creatures.
+1 Scion of Oona this card protects all your faeries(flash it in in response to removal) and makes them bigger and you can bring it in on your opponent's end-step to save mana on your turn. the only disadvantage is that since it grants shroud not hexproof you can not target your own faeries(which is why I'm not recommending 4). Also having 2 means they can't be target as well.
Changes to creatures (-)
-1 Stinkdrinker Bandit while this card is excellent at making your rogues bigger(since all of them having flying they will usually be unblocked) and its prowl cost makes it very efficient to cast you already have quite a few other lords in the deck and to many buffs may be overkill. (this card is still amazing in theory and if you want to keep 3 that is fine I just feel you might need to start adding more removal/control)
-1 Auntie's Snitch I feel the goblins are unnecessary and they are easily blocked bc they don't have flying
-2 Ghostly Changeling 3 cmc is a lot in your deck + an additional 2 to make it into a 3/3 temporarily is not worth it.
-1 Marsh Flitter too expensive for a lack luster effect
-1 Mothdust Changeling it is cheap but doesn't do much except slow you down to make it flying? not worth it
-1 Nightshade Stinger again doesn't do much can't even chump block big creatures
-2 Prickly Boggart low cmc and has fear but other than that doesn't do anything and fear is worse than flying no point in really having it
-1 Sower of Temptation while this card can steal big creatures from your opponent your opponent won't always have big creature to steal its cmc is also high. this card is better in the side board where you can bring it in when you know it will be an effective choice.
Changes to artifacts (-)
-1 Cloak and Dagger scion of oona does this better
-1 Coat of Arms to expensive and they're better buff cards already suggested
Changes to lands (+)
+2 Watery Grave
Changes to lands (-)
3 months ago
You should check out my Life's Blood deck I made recently, its very similar to this deck in strategy. I think its cool what your doing with the lore thing but I'm not sure its as efficient as it could be. And again, as xtopazinferno put it, you really do need to think about adding more than 1 of each card, probability goes way down.
Take a look at Urge to Feed, it could probably replace a lot of your 3 mana cost destroy spells and still do the trick.
Lastly if you can, try to up your Vampire Nighthawk from 2x to 4x, its such a fantastic creature card especially for the strat this deck is going for.
3 months ago
I play mono black a lot in modern so I'll offer some suggestions based off my experience. Modern is a fast format with a lot of answers to your threats. To protect your creatures I think you should run a full package of Inquisition of Kozilek and 3-4 Thoughtseize. I would forget about cards like Sorin's Vengeance and Remorseless Punishment and try to bring the cmc closer to the ground by adding in more efficient removal like Dismember, Victim of Night, Disfigure and Bile Blight. Also Gatekeeper of Malakir is very good and should be a 4 of. Kalitas, Traitor of Ghet is the best vampire out there and should be included. With all those legendary creatures you would benefit from Shizo, Death's Storehouse as well. You're off to a good start! +1
3 months ago
I've taken out white from this deck and tinkered with my mana base, adding those buddy lands you were talking about.
I also took out Sorin's Vengeance and some of the red pump spells in favor of some smaller CMC spells.
3 months ago
Your deck is steadily improving, but you are still thinking on a small scale. Spot removal doesn't do much in EDH. So you blow up one creature that belongs to one of your opponents, which is a great move in 1v1 formats. EDH though is multiplayer, so while that guy is mourning the loss of some massive creature, the other 2 are still sitting pretty going "well, that didn't bother me at all" and you now have less mana to prepare for ways to deal with their threats. Cards like Emerge Unscathed work well to defend yourself in 1v1, especially with it's rebound making sure that you have the same protection from your opponent's creatures when you go to attack. In EDH, however, let's say you use that to protect your creatures on opponent A's attack, so you are able to block and not lose your creatures. Which is solid. But then the turn ends and instead of being your turn where rebound kicks in, it's now opponent B's turn, and he wants to smash your face in just as bad as opponent A. Great time to play another emerged unscathed, but the singleton rule doesn't allow you to have another. Look for cards that affect the board, and if it is an effect that can be put on a permanent, put it on a permanent. With all of that being said, it took me a lot longer to decide which cards need to be removed this time, so props there.
Remove: Deathpact Angel Her recursion ability is nice, but she doesn't really synergize with the rest of the deck on her own. Maybe if you had a combo to let her die and reanimate herself consistently/infinitely she'd be a solid combo with your ETB lifegain triggers, but on her own she's mostly just a big fatty with recursion. Since this isn't a reanimator deck, it doesn't seem super essential here.
Gideon's Avenger I hate axing this guy, he's really cool. Especially in a format where multiple opponents exist giving him more creatures that can tap to give him more counters, making him get scary big scary fast. Unfortunately we find ourselves in a position at the moment where we need to clear up cards to get us to the 100 card limit, and then get UNDER the limit so that we can fix your manabase. In that position, anything that isn't essential to the deck gets cut, and I don't see him being anything other than an early game fatty that will probably be killed by the first board wipe.
High Sentinels of Arashin when I first saw this guy I was in love. Then I reread him and saw that it isnt +1/+1 for each +1/+1 counter on another creature, just +1/+1 for each creature with a counter. So even if you have a creature with 500 +1/+1 counters, he only gets 1 bigger for it. That makes his growth potential exceedingly slow, and his ability to add counters to other creatures seems similarly slow in any deck that doesn't run proliferate.
Jace's Phantasm seems good at first glance, a 1 drop 1/1 with flying that can be a 5/5 under the right circumstances. But he won't be a 5/5 in the early game, so if you get him early enough for his low mana cost to be helpful he'll likely be a 1/1 that will get killed before anyone gets to the 10 cards in gy to buff him. Alternatively if you play him in the late game, his low mana cost has less of an impact making the 5/5 flyer less substantial. If you had some way to guarantee that they keep 10 cards in their grave this guy would be solid, but there are numerous ways to get your graveyard emptied in EDH. Eldrazi, elixir of immortality, bojuka bog, odds of your opponents not having one of them are slim.
Sire of Stagnation I used to play a mill EDH deck. It did not work. Period. Apart from the fact that your opponents have a 100 card library and you have to mill each of them to win (usually a total of 300 cards) as stated above there are a lot of ways to put your graveyard back in your library, making some decks literally un-millable. If you don't rely on it as a win con it can be done, sure, but as I learned running a mill EDH deck, people in EDH really don't like to be milled. I had a bigger target on my head as a mill player than the guy playing the Arcum Daggson combo deck... and that says something. I really don't recommend milling in this format.
Vengeful Pharaoh seems like he will be way too slow in this deck. Cast him, chump block to get him in graveyard, then he gets you one single creature of spot removal before he goes back on top of your library? Hope you were in a position where you needed to draw him again, or that is going to do more harm than good, and it's a risk your running for spot removal. Granted it's spot removal on a stick, but it's spot removal, and it's a very slow stick.
Sorin's Vengeance of all the cards I say to pull, this is the one I was least sure about. It does fit very well into your deck, damage to your opponent and lifegain for you. But it only affects one of your opponents, and its a sorcery so it can only be done once. It's powerful enough to ensure that whoever you target with it is going to be gunning for you, so you'd have to do it as a killing blow. And even then, you'd better have counterspells in your hand to protect it, because if they counter it, they're still gonna be pissed that you tried.
Cage of Hands Spot removal... basically. Not really removal because the creature isn't removed, but it's removed from your list of threats. Spot removal is still lackluster.
Dictate of Heliod is another one I feel uneasy pulling. The fact that it's a static buff and can be flashed in to save your creatures or kill some blockers is sweet, but it doesn't really synergize well with your deck and we need the space for lands.
Ajani's Presence is a way to protect your creatures, but it's only for 1 creature initially with the amount of mana needed to add additional creatures being insane. The main thing I forsee this being useful for is to avoid wrath effects, and the mana cost to save all your creatures is so high that it would be better to just counter the wrath altogether.
Disperse more spot removal, and it goes back to their hand so it can be played again right after. Granted it's for any nonland permanent so I can think of times when it could be useful, but it's just too situational to run when we're so pressed for space.
Emerge Unscathed See my comment about it in my intro, protection for one turn just isn't going to cut it in a format where you have 3 opponent's turns to protect yourself from.
Essence Scatter EDH has way too many cards to pick from to pick a single use counter that has limitations on the spells it can counter.
Murderous Cut Even if you delve the cost down to just B, spot removal is still just spot removal.
Assuming I didn't miscount, that is 16 cards. You're currently at 105, so less 16 puts you at 89. With another 11 lands your at 37, which is still just a little low for EDH. Depending on the deck, you might be ok with 37, sometimes you need more, sometimes you can get away with less (I have an elf tribal EDH deck that only runs... either 32 or 33, I forget which). I'd say test the deck like that and see how it plays, then tweak it as necessary to fix your manabase.