Stitch Together

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Stitch Together

Sorcery

Return target creature card from your graveyard to your hand.

Threshold — Return that card from your graveyard to the battlefield instead if seven or more cards are in your graveyard.

Infatuated_Amnesiac on Stitched Together

4 months ago

Neat deck! Only a little sad it doesn't run Stitch Together...

Flarhoon13 on Lazav and Gyruda (Companion): Doom Mind

1 year ago

Added Kairi, the Swirling Sky to the deck, so added a combo around her. Still haven't won with the combo, though, it's too convoluted and unwieldy to pull off easily: Turnabout for mana advantage, Altar of Dementia, and Stitch Together to repeat until everyone has milled out and I will have infinite mana with access to all of my instants and sorceries, e.g. Dredge the Mire

jarncards on SaladFingers

1 year ago

I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.

Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.

Blossoming Wreath,Gnaw to the Bone probably heal less than lifelink, and there's a ton of ways to give lifelink.

Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.

And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.

Moodmark Painter gives the +x/+x buff and is on a body Garruk Relentless  Flip flips into Garruk, the Veil-Cursed, but its tricky to make this one work

Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.

Mesmeric Orb,Stitcher's Supplier would be an amazing graveyard filler.

Zombie Infestation and Wild Mongrel is usefull for dumping creatures out of your hand

I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.

Life from the Loam and Bala Ged Recovery  Flip would be good helps for mana and options.

As long as you run Filth run Crop Rotation and Urborg, Tomb of Yawgmoth too since it will make every creature you have unblockable.

Deathrite Shaman would benefit from more fetch lands Marsh Flats,Verdant Catacombs,Misty Rainforest would help mana fix as well as throw more lands into your graveyard.

You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.

bushido_man96 on Who wants some keyword soup?

1 year ago

If you want to lower the curve, I'd start with cards like Deadbridge Chant and Selective Adaptation. Neither are very good, and the Chant has never performed for me like I wanted it to. Running two mana ramp is a good way to go, too, but it tends to get pricier. Three Visits, Rampant Growth, and Nature's Lore are good two mana ramp cards. Your next alternative is to sub in some cheaper CMC reanimation spells, like Animate Dead, Dance of the Dead, Necromancy (pricy), Reanimate (pricy), Stitch Together (situational, but probably manageable in this deck), and Exhume.

Something to keep in mind, though, about your curve, is that although it's floating around 4, you aren't planning on casting quite a few of the spells in the deck. So your decks CMC is inflated, so to speak. Just bear that in mind.

Austin_Smith_of_Cards on Traitor of Men - Sedris Graveyard Combo EDH

3 years ago

Added Damnation with wonderful art from Seb McKinnon, dropped Stitch Together for the time being as a mediocre reanimation spell

X-Factor11105 on Lurid Revival

3 years ago

Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?

I'll try to make suggestions with budget in mind!

Deal Broker > Azra Oddsmaker

  • Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.

Neheb, Dreadhorde Champion > Terramorphic Expanse

  • This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.

Hollowhead Sliver > Evolving Wilds ,

Rummaging Goblin > Daretti, Scrap Savant ,

Mad Prophet > Chainer, Nightmare Adept

  • Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.

Ox of Agonas > Drownyard Temple

  • Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!

Purphoros, Bronze-Blooded > Myriad Landscape

  • The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...

Dragon Tyrant > Dragonlord Kolaghan

  • Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.

Thundermaw Hellkite > Hellkite Courser

  • Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.

Stormbreath Dragon > Gadrak, the Crown-Scourge

  • This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...

Lathliss, Dragon Queen > Goldspan Dragon

Zirilan of the Claw > Feldon of the Third Path

  • This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.

Hagra Mauling  Flip > Malakir Rebirth  Flip

  • Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...

Stolen Strategy > Kolaghan's Command

  • Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...

Tormenting Voice > Rakdos Charm

  • Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!

Phyrexian Arena > Valakut Exploration

  • Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!

Fractured Powerstone > Exotic Orchard ,

Charcoal Diamond > Swamp ,

Fire Diamond > Swamp ,

Temple of Malice > Wayfarer's Bauble ,

Coldsteel Heart > Hedron Archive

Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.

Underworld Connections > Victimize

  • All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!

Foreboding Ruins > Luxury Suite

Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .

I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!

Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)

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