|Commander / EDH||Legal|
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Soul Stair Expedition
Landfall Whenever a land enters the battlefield under your control, you may put a quest counter on Soul Stair Expedition.
Remove three quest counters from Soul Stair Expedition and sacrifice it: Return up to two target creature cards from your graveyard to your hand.
Soul Stair Expedition Discussion
1 year ago
Cool Red/Black Vampires! There are currently only 4 cards you can play on turn 1. I'd recommend increasing the number of cards you can play on turn 1 by adding more 1 cost vampires (perhaps Viscera Seer, Falkenrath Gorger, Insolent Neonate, Indulgent Aristocrat, or Vampire Cutthroat). Perhaps even increasing the number of 2 cost vampires (such as Bloodghast, Gifted Aetherborn, Dusk Legion Zealot, Gatekeeper of Malakir, Kalastria Highborn and Asylum Visitor) will help your early board presence. Also there are some helpful 1 & 2 cost enchantment options (Bloodchief Ascension, Soul Stair Expedition, Call the Bloodline) or burn spells (Lightning Bolt, Feast of Blood) to start fast and get the early advantage. Otherwise you may lose before you can get your meaningful 4 cost cards onto the table. Many competitive Modern decks are able to win by about turn 4. Let us know how you do!
1 year ago
Alright, spells you might find useful- Endless Ranks of the Dead, Soul Stair Expedition, and Zombie Apocalypse. Also, you need a bit more utility, get a Mikaeus, the Unhallowed, Wight of Precinct Six, Stromgald Crusader and Royal Assassin. Other than that, you have a solid deck, well done.
2 years ago
If the brunt of your creatures have deathtouch, fight spells can actually serve as cheap removal. Prey Upon, Ulvenwald Tracker, Setessan Tactics, etc. The larger deathtouch creatures can also synergize with lures like Bloodscent, Revenge of the Hunted, and Roar of Challenge.
If you're trying to play from the grave, return to battlefield is usually gonna trump return to hand. Reanimate, Exhume, and Animate Dead are some classic options. Vigor Mortis and Recurring Nightmare are fine, given a slow enough meta, but I think Soul Stair Expedition is on the weak side. It may be worth begging the question: is reanimation even worth it right now? Bringing back small creatures is pretty underwhelming, even if they have deathtouch. Cards like Ophiomancer, Hornet Nest, and Ogre Slumlord further reduce this need by keeping DT creatures on the board. It might be worth finding some other targets to reanimate, even if they don't have the titular ability. Grave Titan and Hornet Queen are some of the bigger deathtouch creatures I know of. For other options, Griselbrand and Sheoldred, Whispering One are bombs I've faced in reanimator. Of course, if you go in on the strategy, running enablers like Cabal Therapy and Entomb may justify running win conditions from the whole color pie.
3 years ago
This deck is very cool and has nice potential, just needs some tuning. I really like how hard it is to remove cartel aristocrat, since all wraths in the format are damage based, and she avoids edicts by having tokens around!
(I have to say the choice of 60 card decks as opposed to 99 seems weird to me, but whatever steams your broccoli.)
Overall the changes I would make first would look like this:
Out: guardians of akrasa, seller of songbirds, suture priest, perilous myr, soul warden, soul's attendant, carrion feeder, aven squire, unholy strength, beckon apparition, fortify, 1 plains, 1 swamp
In: Orzhov Basilica, Bojuka Bog, Heliod's Pilgrim, Vulturous Aven, Mark of the Vampire, Wordmail, Gray Merchant of Asphodel, Reliquary Monk, Pilgrim's Eye, Duty-Bound Dead, Cranial Plating, Ancient Den, Vault of Whispers
Sultai Emissary is another 2 bodies for 2 mana card. You can also look for dorks with nice ETB or dies effects like Pilgrim's Eye, Black Cat, Liliana's Specter, Chittering Rats. I would also look for playable 1 drops just because being able to drop your commander turn 2 with protection backup is really good.
Heliod's Pilgrim can tutor a voltron piece like edge of the divinity, then be sacrificed. You could also use Totem-Guide Hartebeest but cheaper is definitely better. You could also rebuy enchantments with Auramancer and Griffin Dreamfinder which would be extra cute if you ran Font of Return or Soul Stair Expedition.
Gray Merchant of Asphodel is always pretty bombtacular in multiplayer.
Death Denied is crazy card advanatage.
You can sacrifice Faceless Butcher with its trigger on the stack to exile a creature forever.
Your land count is a bit low.
There are probably better voltron pieces you could be running, and I would focus more on voltron than token swarm. Some possibilities are Adventuring Gear, Mark of the Vampire, Empyrial Armor, Hopeful Eidolon, Ethereal Armor, Wordmail (if you don't mind unglued,) and Abzan Runemark. You can run Cranial Plating and switch out 2 basics for artifact lands to power it up. Your commander is cheap and starts attacking early enough that even explorer's scope might be good.
I've been brewing a lot of pauper EDH recently, you can check them out here if you found this comment interesting. Cheers.
3 years ago
You are still missing Expedition Raptor Expedition Envoy Khalni Heart Expedition Soul Stair Expedition Ior Ruin Expedition. These cards would really help against all MUD decks and all board wipes. Some good sideboard options against the reanimator meta would be Zektar Shrine Expedition Expedition Map Nissa's Expedition and Sunspring Expedition
3 years ago
I think you meant expeditions, not exeditions. I love the way this deck will play against eldrazi, and I also love the sideboard options against affinity and burn. Man, this deck has potential! May I reccomend Expedition Raptor Expedition Envoy Khalni Heart Expedition Soul Stair Expedition Ior Ruin Expedition Zektar Shrine Expedition Expedition Map Nissa's Expedition Sunspring Expedition Mystic Gate Wasteland Cascade Bluffs Ancient Tomb Dust Bowl Eye of Ugin Fetid Heath Fire-Lit Thicket Flooded Grove Forbidden Orchard Graven Cairns Horizon Canopy Kor Haven Mana Confluence Rugged Prairie Strip Mine Wooded Bastion and there may be MORE!!!
3 years ago
I saw you adjusted the tag to modern so in that case.
Undead Warchief: Makes your zombies stronger and cheaper.
Unbreathing Horde: This dude can get very big and only hard removal can get rid of him.
Unmake: a nice hard removal card you might want to add
Endless Ranks of the Dead: This card will give you major board presence if not dealt with swiftly.
Ghoulcaller's Chant: Bring back 2 zombies from the graveyard to your hand for 1 black mana? ...Yes please!
Quest for the Gravelord: This is more of a "taste" card if you like it, add it, in the end you get a 5/5 out of it for 1 mana and a few turns of waiting.
Necromancer's Stockpile: It gets you a card and most likely a 2/2 body although 2 mana and a dicard for a draw and a possible 2/2 body might not be as cost effective as you'd like it to be. Works well with cards like Gravecrawler and Slitherhead.
I'd also take more 1-drops (1 mana cost creatures) and two costs to have a better mana-curve.
Lastly Shepherd of Rot, Sarcomancy and Necromantic Selection are not modern legal. Shepherd of Rot is not highlighted as such because he is legal in a specific block but also only in that bloch is he allowed as such, in the general modern form he is illegal.
These are a lot of changes especially for someone relatively new to the game, so do what you are comfotable with.
Hope these were useful, good luck and have fun.
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