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Sacrifice a creature: Put a charge counter on Spawning Pit.
(1), Remove two charge counters from Spawning Pit: Put a 2/2 Spawn artifact creature token into play.
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Spawning Pit Discussion
2 weeks ago
jjp16: I'm glad you like the list. It's been many tweaks to get to here (though there's still always so much to do T_T).
The main win condition of the deck is definitely Blasting Station. It's clean and efficient and the combo doesn't need too many moving pieces. Altar of Dementia still wins me a good chunk of games, however I see my fair share of eldrazi titans so unless I have Mikokoro, Center of the Sea or Selvala, Explorer Returned ready to go, I will just try to turn Altar of Dementia into Blasting Station.
Starved Rusalka is a little bit niche, but still very good as a card. While not typically used for combo (though there is a janky one with her), being able to sac a creature in response to exile or using it with Saffi to get some extra value out of an ETB is worth the slot. I was originally tossing up between Starved Rusalka and Martyred Rusalka, who has the better ability overall, but isn't Green Sun's Zenith fetchable. I used to run Spawning Pit a long time ago, but you basically have to draw into it (I'm not going to waste Enlightened Tutor or in) and I needed something more fetchable. I toyed with Reaper of Flight Moonsilver but activating delirium was a pain, and having to pay 5 mana on top of that made her too unplayable. if she either cost less (with a smaller body) mana or didn't need delirium, it might be a different story but as it stands she's just not good enough.
As for the number of sac outlets, I currently run 5 that don't need mana or have to tap, 3 that tap and 1 that needs mana. You don't need that many technically, but I've found it's a comfortable number. However I would recommend avoiding saturating your deck with sub-par sac outlets like Fanatical Devotion or Martyr's Cause. While these are "infinite" sac outlets, you need to add more pieces to make them viable and trying to assemble 5-6 card combos is not worth it. You're much better off running cards like Academy Rector or Sterling Grove which just act as tutors for your good sac outlets.
I'd be happy to have a look at your deck. It might take me a day or two to get around to it though, unfortuately I lead a bit of a busy life. But yeah, more than happy to.
2 weeks ago
I like the list. I have a version that's similar but not as fast as yours likely is. I'm very curious what your most common win con is and how you have done with Starved Rusalka? I run about 8 sac outlets and stayed with artifact like Spawning Pit for the most part, despite some testing with Reaper of Flight Moonsilver and Rusalka and don't see how I could get away with less. I would love your feedback on my list as well. Thanks.
Commander / EDH
SCORE: 1 | 1 COMMENT | 674 VIEWS
2 weeks ago
I just included another Sac-outlet, description above (Spawning Pit).
Bonehoard won me 3 games. Although he doesn't look like much, he is incredible to a point I'd have never imagined. This was never a dead card and can function on its own.
Homura has me on the fence - as you ut it with something else. It is possible he will go for Memnarch or something else. I don't know yet, but I'd love a good buff on a stick here that will stick.
Eternal scourge is something I want to try. Never got to play with this in, but if it doesn't work this will be easy to cut. Even as a blocker, with Mimic Vat and exiling it I can play him again and just grab the next thing in the vat that dies.
Demonmail Hauberk is way better than Grafted Wargear simply how it is worded. I can sac other things to equip the same creature (Yasova) again and again. This isn't possible with the other one since it would die. It doubles as a buff, too. And +4/+2 pushing Yasova to 8 power is very noteworthy.
Berserk will stay. I had a Blood Frenzy in before and knew I wanted a Berserk at some point. It not only works on each creature but my Yasova only dies if it attacks. So it can give +4/+0 and won't kill the creature if it doesn't attack. Also, it is destruction and not sacrifice, which can be important sometimes. Eldritch Evolution is nice, but no match for Birthing Pod here.
Last of all I'm completely with you on the fun part. This isn't meant to be competitive, but fun in multiplayer games. It heavily depends on the board state and proved to be very adaptive to problems.
Next few things most likely to change are Dack's Duplicate that will likely be replaced by Altered Ego / Aura Thief and Hero's Blade that will definately make room for another equipment in the Maybeboard. Either Fabricate or Whir of Invention will see places in the deck at some point, too. Academy Ruins will be in there, too; but there have to be more 'any color' lands to fix stuff (they will likely replace Lotus Vale).
3 weeks ago
Here are some suggestions based on your deck description and on your request on the commander page:
One way I love to drain out opponents in my mono-black deck is Maga, Traitor to Mortals. He/she can even one shot two opponents if you run it alongside Panharmonicon, but I don't think that artifact really plays well into your deck theme.
If you want a way to disrupt your playgroup's combos you could try running Dash Hopes. It works great with your strategy because in order to stop the card they have to pay 5 life. Hopefully you are already draining them of life so the decision should be rather difficulty for your opponent to make.
On to the token generators. Some great options in mono-black are Bloodline Keeper, Phyrexian Processor, Pawn of Ulamog, Skeletal Vampire, and Endrek Sahr, Master Breeder are all decent options that are mostly budget friendly. Spawning Pit is also another option with a built in sac-outlet.
As far as for what you could take out for said token generators, you have a lot of target removal (I count around 9). That is a TON (I usually run 3-4) as target removal becomes a lot less impactful in multiplayer games. You already have a considerable amount of board wipes and enchantments which keep the creature count low. I would suggest cutting a few of the spot removal cards for the token generators.
Also, one more suggestion (sorry this is alot), but I would swap out one spot removal card for Scour from Existence. The exile clause and the fact that it can target any permanent is pretty clutch for mono-black which struggles with enchantment and artifact removal.
Lastly, I second the inclusion of Mindslicer. I love that card :)
1 month ago
- First, needs sac outlets. Kitchen Finks needs to actually die and come back. Viscera Seer is the staple option because it doesn't cost you anything, or Yahenni, Undying Partisan, but that won't get any +1/+1 growth due to Solemnity. Otherwise you can try low cost ones like Spawning Pit or value ones like Vampiric Rites.
- Second, I had the idea of running Woodfall Primus to go ahead and blow up all non-land permanents. Otherwise, Geralf's Mindcrusher can mill all opponents, Murderous Redcap straight up pings opponents to death.
- Last, you probably want more control or ramp for the early game until you setup your combo win. Birds of Paradise, Deathrite Shaman, Path to Exile, Spell Snare, Condemn, Abrupt Decay, Fatal Push.
- Extra: I realise that this turns it into more combo than anything else, but Solemnity enables Undying/Persist to just come back all the time. If modern had Phyrexian Altar or Ashnod's Altar you'd have infinite mana with any undying or persist creature.
1 month ago
Love this list. First time I play tested I got the t3 ashen rider. One thing I would suggest would be a free sac outlet like Spawning Pit to protect against Path to Exile and other exiling effects since Lightning Axe is basically your only protection against that. There's also the fact that if you can't seem to find anything to kill Yosei it could be a frustrating game. Also consider putting in Angel of Despair for more destruction. It's not legendary so you can have more than one on the field to beat down with (although I realize that it does benefit your current creature's dying triggers)
1 month ago
Not sure that I see the combo here. Your Flayer Husk plus Blasting Station and Salvaging Station would be an infinity combo without the Spawning Pit but unfortunately sacrificing the Germ made by Flayer Husk with your Blasting Station won't send the Equipment to the graveyard for bringing back with Salvaging Station. If you threw in a Rusted Slasher you could sack the Germ, then sack the Equipment for free and as many times as you'd like for bringing back with the Salvaging Station.
Slick moves with the mages to fetch your artifacts, I like that. I'd change the Chief Engineers out for some Etherium Sculptors since you'll most likely be losing creatures while trying to set up your combo. Build up to your Salvaging Station fast with mana rocks instead of trying to get there with convoke.
1 month ago
Mono black deckbuilder's toolbox is my big list of cards. I'd take a look at Blade of the Bloodchief, Genesis Chamber, Profane Command, Lashwrithe, Indulgent Aristocrat/Bloodthrone Vampire, Dark Prophecy, Grave Pact, Yahenni, Undying Partisan Jinxed Idol and Spawning Pit and mix and match to try and get maximum value from that sweet graveyard recursion.