Throne of the God-Pharaoh

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Throne of the God-Pharaoh

Legendary Artifact

At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.

Throne of the God-Pharaoh Discussion

ScreamingHydra on Ezuri Stomp

8 hours ago

Cryptolith Rite and Throne of the God-Pharaoh are good cards and win the game together if you get infinite mana + a token generator

bushido_man96 on Rewarding Lands

6 days ago

Scute Mob is another solid creature inclusion that is low on the mana curve. Crash of Rhino Beetles is a great beater.

How much does Throne of the God-Pharaoh do for you? Unless I'm missing something in your decklist, or you all-out attack a lot, it doesn't appear to be worth a spot. Please let me know if I'm wrong, though.

I run a Tatyova/Moonfolk themed deck myself. Feel free to take a look: Tatyova, Land-Matters

You've got a good thing going here!

PhthisisClock on Negative Creep Modern

1 week ago

Zakuzelo, thanks for checking out my build. Lately I find myself running Wickerbough Elder more often than Necroskitter . Necroskitter isn't as useful as it was when I was running Fate Transfer . However, it is theoretically handy if I side-in Everlasting Torment . Problem is, Torment is usually countered or destroyed before anything can happen. So you are right, in practice, I could likely open up the space to something else. That "something else" is the mystery. I have three tutors now, so running one-of answers is always an option, but not ideal. I don't want to muff up a good thing, but at the same time I feel like there is something I could put in here to really make it a very painful deck to deal with. It already is a pretty hated deck, mostly because it's not straight-ahead or as predictable as some other modern builds. So I want to keep it diverse. I've been thinking about going back to Throne of the God-Pharaoh , or possibly even bringing Crocodile of the Crossing back. Also tossed around Cryptolith Rite for extreme ramp. I'm just not sure if the process of replacing cards will ever end with this build. It plays on a pretty good level, but I want to make it a pretty amazing build.

dingusdingo on Aggro Tribe- Mono Black Vampires

4 weeks ago

The tribal base looks pretty nice, and I like the amount of 1x and 2x that you run. I might bump Vampire Nocturnus up to a 2x though.

Not a fan of Essence Extraction . Its spot removal that is expensive at 3 CMC, and doesn't guarantee removal. The extra life is certainly nice, but I would run more Fatal Push or Tragic Slip over them.

Chalice of Life  Flip is nice here, gives a colorless way to inflict a loss on opponents.

With the 2x Crypt of Agadeem and the 20 lands anyways, you could definitely fit 1 or 2 X spells in here for games that go longer. Torment of Hailfire is ridiculous.

A few draw pieces will help in case your creatures get hit by Wrath of God or some variant. I'm a real big fan of Mindblade Render , which isn't a vampire but worth a consider for a budget swinger/drawer. Asylum Visitor is less of a guarantee to draw, but its a 3/1 tribal creature with madness for 2 CMC so it might be worth a consider. Can help gas you when you're at no hand. Damnable Pact is an X spell that can refill you mid game at the cost of some life. Dusk Legion Zealot is a tribal that can replace itself, but doesn't beat down very well. Sign in Blood is a straight forward black draw card that can help you close out long games by acting as a shock too.

I think Dark Favor isn't that great, creature enchantments open you up to getting 2 for 1'd rather easily (they blow up or bounce your creature in response to the enchant, removing 2 of your cards with just 1 card).

I don't like Urge to Feed . It is mediocre removal, and the pumping of your tribe costs you an attack that turn.

Duress and similar effects as a 3x or 4x will help immensely. They let you deal with Enchantments and Artifacts, which are difficult for mono black to handle. They also let you get rid of board wipers, engine enablers, counterspells, and combo pieces before they are played. Finally, they reveal a lot of information about what your opponent can do, which helps you to make better decisions.

You should consider that there are some antisynergies with your cards. Captivating Vampire and Throne of the God-Pharaoh both want large amounts of creatures, while Kalastria Highborn and Indulgent Aristocrat both want you to sac creatures. Undying Evil wants to save creatures without +1/+1 counters, but Blade of the Bloodchief and Indulgent Aristocrat both want to put +1/+1 counters on creatures.

If this was my list, here's the changes I would make

In short, cull down to 8 pieces of creature removal. Up the amount of stealing vampire so serve as more removal and serve as a better tribal buff than blade of the chief. Add in hand disruption, add in Asylum visitors as cheap beaters who can help you if you're empty and benefits from opponents hand being empty too (from your Duress !). Move from the sac vampire to the guaranteed hits vampire because we don't want dead critters. Nocturnus gives all your vamps flying, so slightly upping total creature count while replacing 1x Nighthawk lets you get more benefits. Hope these suggestions make sense and are helpful!

Vlasiax on Who let the Vamps out? (Edgar-Commander)

1 month ago

I'd rather swap it in for Throne of the God-Pharaoh since it's too much of a "win more" card, while vampire might be used to rebuild boardstate.

And as I said already Quag Vampires might be unblockable so for 2/2 unblockable vampire with 1/1 friend doesn't look that weak - even better than Vampire Nighthawk especially when it comes to CMC for Ad Nauseam or Bolas's Citadel .

Also what's your experience with Impact Tremors ?

MurderForBrunch on Nicol bolas: punishment

1 month ago

Hi! First of all, I like the concept of the deck, it seems pretty cool. However at first sight I can see two issues that you might have with this deck. The first is that you have way too much land! Having 47 lands in a Commander deck is a ton, even with a 8-drop Commander, specially considering that you have quite some ramp.

That takes me to the second issue. You barely have any removal. I would cut about 10 lands and add more removal such as Hero's Downfall , Malicious Affliction , Go for the Throat or Doom Blade . Maybe even some board wipes, Black Sun's Zenith is a pretty cool and mosty unexpensive in black! Finally, you could add some counterspells if that's your jam, if only to protect yourself. Swan Song and Pact of Negation are specially useful in commander. Oh! Also Throne of the God-Pharaoh doesn't seem that useful, in that, you don't have too many creatures, and almost any of them have tap abilities.

As a final note, I like a lot this type of deck, and yours doesn't seem that bad (in spite of the length of my comment haha). Have fun brewing! :D

PookandPie on Marath, Will of the Wild

1 month ago

Saw your deck in the cycle list and thought I'd come say hi. I also regularly play Marath, my list is here for reference:


Marathematics

Commander / EDH* PookandPie

525 VIEWS | IN 1 FOLDER



I see you have Doubling Season, Parallel Lives, etc., but no Illusionist's Bracers . That particular card would be a great help as, when attached to Marath, it's a functional second copy of Doubling Season. Doubles the damage Marath deals with its ability, doubles the tokens, and lets you put counters back on Marath with excess mana.

One thing about Marath is that its a very, very mana hungry deck. More mana = more tokens, after all. For this reason, I recommend Cryptolith Rite and Growing Rites of Itlimoc  Flip, which let you turn your tokens into way more mana. Marath, being so efficient at making tokens once you get something like Ivy Lane or Doubling Season down (as 1 mana will equal 1 token, essentially), I would recommend you focus on using Marath to generate virtual card advantage.

Outpost Siege is fine in mono red, but this deck isn't mono red. A once-per-turn card 'draw' ability is okay, but you have access to better cards in Naya to draw ( Sylvan Library , Mentor of the Meek , Huatli, Radiant Champion , even Harmonize , all of which are the same cost or better). For the second ability, Goblin Bombardment does the same exact function but gives you complete control over when you want the damage. Throne of the God-Pharaoh can function essentially as a damage doubler (attack with or tap 20 tokens, one opponent loses 20 and then each opponent takes 20 more on top of that lol. Cryptolith Rite and Throne of the God Pharaoh can be hilarious).

I would recommend cutting:

Outpost Siege

Oreskos Explorer (you have access to actual ramp in green. Run Nature's Lore , Burgeoning , Devoted Druid (though note that Druid + Cathars' Crusade + Marath makes infinite tokens), etc., but don't run Oreskos Explorer. Since you're in green you have all the ability in the world to be the player with the most lands at the table).

Kazuul

And possibly a few other cards that similarly don't really help your gameplan that much. Hope this helps!

carpecanum on Goblins

1 month ago

Kyren Negotiations combos with Throne of the God-Pharaoh . Since Kyren Negotiations is tapping the goblins they don't even need haste.

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Throne of the God-Pharaoh occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.22%