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
1 week 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 weeks 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 weeks 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
1 month ago
1 month ago
shinobigarth: Sort of. The curious thing about Phyrexian Unlife is that your negative life total doesn't matter - it's simply that damage gives you poison counters. Losing life for other reasons, such as Spoils of the Vault, can plunge you into crazy negative life without giving you any poison counters. Thus, you're not really at fear of killing yourself with self life drain.
You're right that you need Melira out to survive your opponent's damage output, though. But generally, in my experience, the 10 extra "life" you get out of Unlife is enough of a delay to get out Death's Shadow and swing for a win. I have sideboarded another Melira for more aggro or burn decks just in case I need it, but the main problem here is that she still easily eats removal and this deck should play more aggressively than that. I've thought about throwing in Everlasting Torment as it basically makes you and your creatures immune to anything but exile and boardwipes, but it just seems too slow. Hmm...
Tyrannosary: I thought Confluence was superior as well, but actually, City of Brass is really important in this deck. The reason being that if I'm below 0 life, I can't pay life (after all, you can't pay life you don't have!). Making Mana Confluence worthless once I'm below 0 life. City of Brass, however, continues to function just fine.
And you're definitely right, my sideboard needs work. If you have any suggestions I'd love to hear them!
1 month ago
Charles_Grimlie: With the majority of the cards requiring black mana, I almost never found myself needing a land dedicated to green/white. Between City of Brass and fetches, I've had basically no mana problems. But I'll definitely consider throwing a one-off of Temple Garden if my experience suggests it might be helpful!
That's a great comment about counter heavy decks, and I'm not sure what the answer is. I'm usually a more tempo/control player, and decks that can out-value counters in their aggressiveness are obviously the bane of counter-heavy decks. I imagine that this deck is so reliant on a few important card components (namely Phyrexian Unlife, Spoils of the Vault and Death's Shadow) that one well-placed counter turn 2 or 3 will likely halt it right in its tracks. The deck already has a go-big-or-go-home sort of vibe to it, which I'm fine with, and I think it's hilarious digging for Unlife with Spoils on turn 1 and killing yourself. But it'd be better if there was some way to mitigate the effectiveness of counters against it. Sadly I'm not sure what might provide that. I'm all ears for ideas!
At any rate, thanks for commenting :)
1 month ago
1 month ago
Hi here are some budget cards that I know of that can help filter or directly search for what you want.
Demonic Consultation is a sweet option and probably my favorite. You don't have to pay any life, but you do run some risk of missing the card you want if it is in your top six cards. So it would be better to use this to grab something that you have in multiples like a Shallow Grave or an Exhume.
Spoils of the Vault very similar to the above card, but you have to pay life. This card can be somewhat of a gamble, could just kill you.
Demonic Tutor might break the budget but it is incredible.
Rhystic Tutor is much worse than the demonic version and possibly worse than Diabolic Tutor and Dark Petition, but can be cost sooner than those last two. Depends on what kind of decks you think you'll be facing. If you think you'll have time, it might be better to go with more expensive, but more consistent tutors.
Peer Through Depths can find most of your relevant cards.
Pieces of the Puzzle is similar to Peer Through Depths, but I think the extra mana is worth it here because it grabs two cards AND if there happens to be any creatures in the five, it dumps them right into the graveyard. You'll have to test it to see if the mana cost is too prohibitive, I don't think it will be because you have rituals and lotus petals.
Ideas Unbound can draw into what you need while providing a discard outlet for creatures. Risky, and costs UU so it might not have a place here.
My top three to possibly replace or augment Lim-Dul's Vault would be: Demonic Consultation, Demonic Tutor, and Pieces of the Puzzle. Some number of these cards should help with consistency. Good luck!
|Commander / EDH||Legal|
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