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|Khans of Tarkir (KTK)||Rare|
|Promo Set (000)||Rare|
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At the beginning of your upkeep, look at the top two cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.
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Sultai Ascendancy Discussion
1 month ago
I also think you have too many lands, and will probably be flooded more often than you want to be... I'd stick with less lands and more mana rocks.
Broken Fall also seems like just a much worse Asceticism...
Also Stalking Vengeance seems INSANE with evoke costs...
Sorry I know that was a lot.
1 month ago
Well Shamanic Revelation is good but I'd rather have Corpse Augur, Disciple of Bolas, Slithermuse, Krav, the Unredeemed, maybe Rishkar's Expertise, etc because it can over draw (which can fill the graveyard), and creatures can be reanimated again and again. Grisly Salvage, Tracker's Instincts, and Sultai Ascendancy seem like weaker cards, I'd rather want to ramp, over draw, or remove stuff. Overrun or Lord of the Accursed could be replaced with creatures like Mindshrieker, Kessig Cagebreakers, Beastmaster Ascension, Thunderfoot Baloth, maybe Overwhelming Stampede. Concordant Crossroads and Balthor the Defiled also seem like weaker cards, it will probably benefit other decks more, and BUG reanimator decks can afford to be selfish. I would also replace Splinterfright, as it could be 0/0 on curve, and isn't as strong as the golgari troll or nyx weaver.
I haven't tested this deck yet, so these suggestions might not suffice, but I hope it inspired you a bit. And I have a similar deck (Reanimator's Wet Dream: Sidisi Edition), so checking that out might also help your deck stronger.
Hope this helps
1 month ago
2 months ago
You're kinda light on Ramp and card draw. I tend to want something like 6-9 pieces ramp and 4-7 pieces card draw. Kodama's Reach, Cultivate and all on the on color signets I'd recommend for ramp. And Treasure Cruise; Fact or Fiction, and it's cousin Sphinx of Uthuun; and Read the Bones I would consider for card advantage. Maybe something like Regrowth too.
I feel like Rise from the Grave and Rakshasa's Disdain are subpar versions of better cards. Like why not run Counterspell or Logic Knot or Delay or Disallow or... you get the idea. Yawgmoth's Vile Offering could be a spicy edition to this deck over rise. I'll also agree with the comment above and say Diabolic Servitude is great.
Seasons Past could be really really good but it depends on your meta. The deck indicates that you probably want one but if you have a faster meta, probably pass on it.
If it were me, I'd probably cut Grimoire of the Dead (Very slow), Ghoultree (Not really synergistic), Sultai Ascendancy, (It's not a great card advantage engine or graveyard filler), Boneyard Wurm, (Chumped all day long) Altar of the Brood, (My guess would be you'll never win by milling your opponents out), Witchbane Orb, (I doubt it's gonna come up, all that often), and Rise and distain as I mentioned above.
Cool deck. Hopefully any of that was useful.
2 months ago
Golgari Grave-Troll + Life from the Loam + Stinkweed Imp all great means for self milling with dredge. Liliana, Death's Majesty, Living Death, Command Beacon would be really good additions. You have almost no means to sacrifice you own creatures to recur their effects, which is a key component to golgari/sultai. Whisper, Blood Liturgist + Diabolic Intent + Scourge of Nel Toth + Razaketh, the Foulblooded + Eater of Hope are great means for using the etb effect creatures to be able to re-use them again from grave. Replace Taigam, Sidisi's Hand with Sultai Ascendancy because it's pointless to skip your draw step, you never want to exile cards form your graveyard, and it's cheaper. Pelakka Wurm, Mikaeus, the Unhallowed, Rune-Scarred Demon, Journey to Eternity Flip, Pattern of Rebirth, The Mending of Dominaria, Birthing Pod, Mimic Vat, Nim Deathmantle, Sword of Feast and Famine, Boseiju, Who Shelters All, Demonic Tutor; all should be considered.
4 months ago
If you're aiming for this to be truly competitive, here are some suggestions.
Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.
Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.
Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.
Disciple of Bolas. There are better sac outlets.
River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.
Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.
Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.
Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.
World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.
Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.
Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.
Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.
4 months ago
You are more than welcome and Im happy to be helping out as much as I can!
For the land count, Im not going to lie, it stresses me out sometimes as well haha. I can say that 4/10 times your hand is pretty well structured, while the rest 6/10 you'd need to mulligan into something playable and rampable. But I find that since permanents can be used an reused, a combination between Wood Elves, Expedition Map, and Regal Behemoth like cards helps me curve out while building early advantage. Note however that I haven't really playtested my deck with my group all that much yet, so this is all theory and testing so far. But you can try it out yourself, and the best thing is that you get to play more sweet permanents (#allthevalue)
Windfall seems a bit awkward to me, but I presume it is to renew your hand and fill your grave. You already have Forgotten Creation for that purpose as far as I understand. So I would say either Credit Voucher, which selectively refills your hands and makes T1 with 2 lands/high cmc cards playable. Or if its about the graveyard filling id say you're covered with Dredge and Perpetual Timepiece. You could also swap it out for Sultai Ascendancy to have redundancy on dumping your top to the grave (with even more control cause you choose what to send there)
Grim Return could also be replaced for some ramp, with the idea of bringing your commander out sooner and reanimating with him (well recasting technically). Plus makes the overall engine a little bit faster, since ramp is always good! Id say maybe for something like Sylvan Caryatid
Now tutors. I see importantly Demonic and Burried Alive as a pseudo creature tutor. Id replace any of them for Sidisi, Undead Vizier and maybe Rune-Scarred Demon. The demon is a bit high CMC so not necessary, but I definitely recommend Sidisi in a creature strategy. Reusable with Mul, and cloneable for value! Speaking of clones, you could double up any creature effect with Phantasmal Image, creature or artifact with Phyrexian Metamorph and any permanent-ANY permanent- with Clever Impersonator.
Well thats it for now.
4 months ago
Alright this seems pretty solid so +1 from the get go!.
Now, you have a very health average cmc (3.14), which means that with efficient ramp you can reduce your land count to 34, even 33. I like the bounce lands personally (Dimir Aqueduct etc.), as the combo with the scry lands (Temple of Malady)-which allow you to filter by scrying 1, and allow you to play with a lower land count. Some find them really awkward but I have found great use of them. Be careful of land hate tho..
You might have not considered planeswalkers yet, but Kiora, Master of the Depths is a BEAST in this deck! She draws and mills for -2, which means you can recast her faster with Muldrotha, or she untaps lands/creatures. Super solid inclusion. For other planeswakers you might want to add is up to your budget and personal preference.
Last, in terms of card draw, please, PLEASE, include Sultai Ascendancy. It is basically Sylvan Library, but better since it lets you dump stuff to the grave (or not if you dont want to)! Trust me, you will not regret this cmc3 spot.
For any further ideas you might need, or for further discussion and criticism, you can visit my decklist. Happy brewing!