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Spoils of the Vault
Name a card. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game, and you lose 1 life for each of the removed cards.
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Spoils of the Vault Discussion
3 weeks ago
I don't play Indulgent Aristocrat because its high activation cost. This decks high activation cost doesn't support its use in response to removal, because its high cmc spells (mainly 3), and honestly that is where its main value comes from.
I never seriously considered the "discard/madness vampires" for modern, but with things like Worship it is probably a viable strategy. But without the support of madness spells Call the Bloodline is just not that good. To e honest i will try to build something around this idea someday, thanks for the eye opening suggestion.
I experimented with Blade of the Bloodchief, and its really good against controll and midrange, but in other matchups it can be a hindrance. I assume that with more & cheaper creatures it would be better.
On the draw aspect we will not agree. a debate can be made that Phyrexian Arena is as good as Painful Truths, but the letter simply gives the stuff arena would creat in 4 turns when you cast it. Underworld Connections is just a sub par arena, for ~3 mana and the loss of 1 land.
I don't get how Plunge into Darkness is even comparable, its lifegain mode is good, but as a draw its similar to Spoils of the Vault, which is not a draw spell but a tutor. If i were to run a tutor, i would definietly choose Beseech the Queen.
It has no interaction with anything, has the potential to be a gigantic fumble thanks to things like Kolaghan's Command
(when you sac ceatures in response to removal to it, and it gets a health number of counters before its destroyed...)
1 month ago
I will give you that, it is weird. But it also does not really work. You need 4 mana to cast goryo's + pull. Add to that that you need to have 2 more mana for angel's grace and spoils to exile everything and it gets actually impossible outside of a few draws to get there.
the only ways to actually generate mana are to Simian spirit guide or cast wild cantor and wait a turn makes this too slow and fragile.
Describe how you can win the fastest with this deck, because as it is now, I do not see a realistic way to win.
1 month ago
Interesting that you have 22 lands and omit any Peer Through Depths cards. I suppose Spoils of the Vault acts as your digging mechanism to find the card in need. I find that an extra Lightning Storm or Conjurer's Bauble would be necessary for either losing Lightning Storm and/or Laboratory Maniac to Spoils of the Vault.
It is cool that you have made it your own, and if you are successful with this build... then that is all that matters.
I personally find several Pact of Negation cards in the main board, as well as Slaughter Pact, especially since Spellskite is fairly popular in main boards these days. Also, I have found that Boseiju, Who Shelters All presents a problem if your life is one (say you used an extra Angel's Grace to avoid dying) and now you are short that mana - and ability.
Up voting for having a different build to share with us. Thanks.
One last thing, with the current popularity of this deck after a first place in Charlotte, you may also want to put a creature in the sideboard. Dragonlord Dromoka is a popular choice right now since it cannot be countered and is a flyer. If you ever have to play your mirror and have to do a SSG beat down, it is a horrible experience - especially if Phyrexian Unlife is out on the opponent's side. I have Gaea's Revenge in my sideboard, simply because I owned it, it can't be countered, has haste, and is an 8/5 beater.
1 month ago
Today I played in a LGS $1000 Modern Open, went 5-2, and came in 10th of 78 players.
1-2 vs. Merfolk
2-0 vs. RW Prison
0-2 vs. Merfolk
2-0 vs. American Control
2-0 vs. Merfolk
2-0 vs. BW Death and Taxes
Landing a turn 2 Thought-Knot Seer, which happened several times today, is an amazing play and can make it very hard for opponents to win, especially if followed up by a T3 Smasher into swing for 9. However when the lands are light and the big guys are in-hand it can be an auto-lose type situation. The deck is great but variance, as always, can be a real bear.
2 months ago
Currently testing Spoils of the Vault as a plan B over Myth Realized. Feel free to switch between whichever plan B you like the most. If you're feeling risky, Spoils of the Vault is perfect, otherwise, run Glaze Fiend, Myth Realized, or Monastery Mentor.
2 months ago
I would include a 1-of of something, just to make Spoils of the Vault more consistent. I think I would also replace Last Chance and Final Fortune with pacts too - it would make it almost impossible to win.
2 months ago
I think that the format would be much more balanced without the use of an enchantment, unless it was as an ultimate.
Here are what I think would improve the format:
Choose any instant/sorcery for your first ability. You can copy and cast it once during your turn, but it costs more to cast. If you cast it, remove a charge counter from the other spells you choose if it's converted mana cost on the stack is 1.
Choose any two spells. Anything at all. Start the game with charge counters equal to their Cmc on them. (They only lose counters when you cast the aforementioned first spell.) When one reaches 0, you now can cast it by putting counters on it equal to its cmc. (If it's a permanent, it enters as an emblem.) You can only cast one of these three spells per turn on your own turn (yes, three, because this includes the previous one.)
Pretty simple I think