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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
4 hours ago
Methylase this is just a fun deck :) While it is perfectly good for Friday Night Magic, I do not expect this to go to a Grand Prix and win the entire thing. The idea behind Esper Death's Shadows, my version at the very least, is I have plenty of control (there is control other than just counter spells you know!) with the cards Thoughtseize, Inquisition of Kozilek, Stubborn Denial, Path to Exile, Fatal Push, and Orzhov Charm. As well with those, I run Angel's Grace as a combo piece and a time walk, and Spoils of the Vault as a potential tutor, and main combo piece. Other than that, Serum Visions is mandatory and Lingering Souls gives the deck some other beaters that are potentially hard to deal with.
Snapcaster Mage is in here because it's always good to reuse a Path to Exile, or Fatal Push, or Orzhov Charm. Or even Angel's Grace. I can technically stall out a game 7 turns with Angel's Grace and Snapcaster Mage. It's a highly effective card, and targets a large portion of the deck.
EDIT: Include Dismember in that list of removal too.
1 day ago
6 days ago
Overall, I think the deck is pretty strong, but definitely needs to see a little bit more work before it's going to be at all ready for any competitive play.
First off, the idea of the deck is to kill a player using Death's Shadow (obviously). It uses hand control and a few counterspells, along with a bit of removal to get the job done, but also uses some graveyard play with Snapcaster Mage.
Angel's Grace has double intent in which it acts like a timewalk, but as well is a valuable combo piece.
I didn't like how the deck ran with delve pieces such as Gurmag Angler and Tasigur, but it's seemingly more consistent. I'm feeling that I've just taken up too many spaces with needless cards, specifically Plunge into Darkness.
I'm thinking it might be a good idea to take out Plunge into Darkness and Rite of Consumption completely because they don't really do much for the deck, and add in three Lingering Souls and add two Orzhov Charm? This will still leave in the combo pieces, add a little bit more for creates that can be hard for certain match ups to deal with, and as well the Orzhov Charm is really good creature interaction, both on mine and the opponents. Thoughts? I'm really trying to make this Esper Death's Shadow combo a thing.
Sorry! Link for the lazy! Plunge into Death! Esper Death's Shadow Turn 2 Win
3 weeks ago
Yes that is very true! I do agree. I think one thing that sets this apart from other decks though is a turn 2 kill, especially with esper, is so unexpected, that people will just not block a 2/2 to 3/3 Death's Shadow and die to the combo.
I'm not saying it's better than current Death's Shadow decks, but I definitely think this keeps up because even the combo pieces offer a lot of counter play.
For example, Angel's Grace basically works as a time walk against most decks.
Spoils of the Vault can instantly tutor a card that you need - let's say one of the Stubborn Denial in the deck to make a response to a potential removal card. This can also kill you, but the idea is there. The deck runs creature removal, hand disruption, control, and combo, and Snapcaster Mage is in there as support.
Yes, it's extremely unlikely the turn 2 kill will happen, but when it does, it's so surprising. I currently have four competitive decks; Storm, Elves, and Infect, and I've played this deck against my brother with all three of my competitive builds and it keeps up really well. Even against other competitive builds which I've tested online. I've even had a few turn three kills in there just because a lot of decks (with the exception of midrange because midrange absolutely dominates this deck) aren't willing to sacrifice potential next turn lethal damage or combo pieces to block a small Death's Shadow that at most from fetching a land can go up to a 6/6 on that turn. As well, what makes the potential turn two and three kill so strong is that on those turns, people are most likely to tap out for something because that's when they play their big combo pieces or value creatures (unless you're control).
At the end of the day, I do agree with you, other decks are definitely better, but this is quite an interesting take on Death's Shadow that has real potential to be competitive, in part I think because of the diversity that the combo pieces offer other than being used for the combo and the amount of control that the deck can offer with just a few sideboard cards, making it that more "grindy" esper Death's Shadow that you're talking about.
3 weeks ago
I might be mistaken but you won't be able to make Death's Shadow bigger than a 13/13 with the way your combo is setup. You aren't allowed to pay life you don't have, you would actually need another card to bring your life total below 0, like Spoils of the Vault.
2 months ago
hey i definately like this deck i was considering a alternate win deck.
you might thank me or not for this but im going to give you lots of potential cards for this deck that are budget/semi-budget (note some of my ideas will not work in this deck ofcoarse)(they will be catergorized by each win con)
almost all of them
- Diabolic Tutor (just another plane old find anything you want card)
- Last Chance or/and Final Fortune you just cast it when you have a win con from you list ready then at the extra turn upkeep you win (examples: epic struggle = 20 creatures, test of endurance with 50+ life.) and not to mention you have Platinum Angel in the deck if its out it will counters the you lose part of both of them when the turn ends. see for yourself http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/259040-final-fortune-platinum-angel
- now lets begin
Azor's Elocutors/Darksteel reactor
- Infinite Reflection
- http://magiccards.info/query?q=ct%3Aenter+ct%3Athe+ct%3Abattlefield+ct%3Aas+ct%3Aa+ct%3Acopy&v=card&s=cname (the ones that can turn into creatures)
Test of Endurance/Felidar Sovereign/Celestial Convergence
- Wall of Reverence
- True Conviction
- Kambal, Consul of Allocation
- Alhammarret's Archive
- Aetherflux Reservoir (not to mention its another target opponent loses category card)
- Vampire Hexmage (celstial covergence only)
- Trostani, Selesnya's Voice
- Ghave, Guru of Spores + Cathars' Crusade
- Parallel Lives (the cheapest one of the permanents that double dip your tokens.)
- Rith, the Awakener
- Second Harvest
- Avenger of Zendikar
- Secure the Wastes
- Verdant Force
- Chasm Skulker (have lots of draw cards)
- Amulet of Vigor (so the gates don't enter tapped thats all)
- Expedition Map
- Tempt with Discovery
- Splendid Reclamation (if you got all of them to the graveyard plus with the amulet you can get the win since you will definately have the mana)
- Sylvan Scrying
- Gatecreeper Vine
- Animist's Awakening
- Into the Wilds
- Paradox Engine + card drawer and bouncer to recast. (while its cheap and if you have enough non mana tappers)
- all the ones from mazes end section
- the proliferate cards from earlier (proliferate doesn't target so i can hit it.)-Cryptolith Rite + the ones from epic struggle and the paradox engine-Everflowing Chalice-Mana Flare or/and Zendikar Resurgent
Mechanized production/hellkite tyrant
Mortal kombat:pretty much any one creature from this list
- Arcanis the Omnipotent (basicly so you can activate a draw when you have 0 cards in the library from any other spell.)
- Spoils of the Vault or/and Demonic Consultation
- Paradigm Shift
- Inverter of Truth (its 1 mana cost cheaper than the leveler)
- almost any hydra that can easily hit 20 power best choice is Kalonian Hydra
- Colossus of Akros (just make him monstrous that's it)
- Serra Avatar (you just need 10 or more life and keeping him alive)
- Phyrexian Processor
- Toxic Deluge then the extra turn card from eariler
- Phyrexian Unlife (just a safety net)
and finally the lose con cards
- then you can do any of the below
- Demonic Pact (when you lose the game is the last one to pick)
- Forbidden Crypt
- Immortal Coil
- Nefarious Lich
- i would suggest Transcendence but im not thats horrible
- and for the grand finale Phage the Untouchable + Rogue's Passage
hope this is to a help to you.
2 months ago
Much love for this! Besides also being my favorite deck in modern I like how you have a solid base list here that people like myself can adjust according to their meta. I think Glimmervoid and the new land from aether revolt spires of industry would work well in here and allow you to possibly splash for a third color; I used to run Spoils of the Vault on the main and it always worked really well for me.
3 months ago
Have run quite a few edits using Signal Pest, Goblin Bushwhacker, other Kobalds, and varying mixtures of Beck and Spoils of the Vault. Current version runs the highest number of 0 drop artifact creatures to help Opal on opening hand. Instead of 4x Beck's like some decks, I use 2 of those slots for Spoils of the Vault for more versatility. Used 4th Simian Spirit Guide slot for Dryad Arbor for a free green creature target for Summoner's Pact.
Although not playtested yet, I'm optimistic on the 3 Pacts as I can target the Dryad, Elvish Spirit Guides and Wild Cantor in whatever situation needed. A little nervous about committing to winning that turn as a do-or-die scenario, but honestly, I'm probably dead if I don't pull it off. Creature count is also the lowest at 31 than in any other version previously tested.