|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Commander 2014 (C14)||Common|
|Duel Decks: Jace vs. Vraska (DDM)||Common|
|Dark Ascension (DKA)||Common|
Combos Browse all
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.
Price & Acquistion Set Price Alerts
|Have (22)||frederiklw , JAT0 , bakunet , LPrats , damo_rox , rikertchu , XxCataclysmiCxX , Loading_Error , itheoryz , bfarber91 , bakeraj4 , ironax , CAPTAINxCOOKIES , Mousemke , Joblaska , webdokkeren , acbooster , Spinalripper , Va1mar , bburt17 , ACCG ,|
|Want (39)||vaerth , GS10 , marsp44 , Rakkzi , kovellen , Turtlelover73 , Ariumlegion , kodie53 , rco , cubandoc , ElCamino , Unjust_DiabIo , sleepy104 , HehaGardenHoe , CoastWizard , dansface , TmanToxic1337 , Mikitta , Slymaster9 , gamerhat , JordonTheGinger , BringerOfStorms , Killingfool , MrSage , Lazysaurus , Imprisoned-Fire , bpm4 , CrazyLittleGuy , RoninH3RO , craileys , TGAAM , Rose , masterglencour , blaze333 , Trupie , ColdFire , mini_tb , darkdisciple , iamdead173|
Tragic Slip Discussion
6 days ago
Aether Hub and Tendo Ice Bridge both seem bad in a control deck, as they only make 1 colored mana each, and you can't really afford to have colourless sources in a deck with Cruel Ultimatum, you just won't be able to cast your spells.
Disallow, Dissolve and Electrickery all seem mediocre in modern, the counters have more efficient/better options like more Mana Leak/Remand/Logic Knot and more Cryptic Commands, and Electrickery is just a bad board wipe, something like Damnation or Languish is likely to be much better.
23 lands is almost always too few for a control deck, you tend to want at least 25/26 to make sure you hit your land drops consistently
A lot of cards in the sideboard have better alternatives too, like Consume the Meek, Electrickery and Yahenni's Expertise could all become Damnation or Languish which kill the more common creatures in modern, the Duress and Harsh Scrutiny could become Collective Brutality as additional discard which is more flexible, and better in more matchups and Tragic Slip should probably just be more Fatal Pushes.
1 week ago
Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.
Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.
Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.
Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.
Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.
About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.
About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!
With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:
Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)
Sacrifice tapped dork - > tutor for LED, play it
Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -
Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!
2 weeks ago
lets say i have Elenda, the Dusk Rose with 9 +1/+1 counters on her. And someone would put 10x -1/-1 counters on her. So she will die because of state based action by 0 toughness. Will she gonna make any tokens ?
Same question but with Tragic Slip with morbid
Thank you very much.
2 weeks ago
So I took a quick glance at some things in this and I'm no expert in deck building but you seem to be trying to do a whole lot and sort of make it work if you get the cards. Unless I missed something, to me it seems like you found cards and made a deck.
Try and get more than 1 ofs on staples of the deck. This will let you draw into the cards you need more often. So with that said, try and get some card draw too. I'm not too familiar with white so I can't recommend anything in that but black has some good cards. Phyrexian Arena is good for a 3 drop but look around for something you might like more.
White is a lot of removal, healing, and protection. If you can, try to find low cost spells to play. Swords to Plowshares is a good one drop as is Path to Exile. Lots of their spells will heal or protect too. Brave the Elements is good for a team wide protection or you can just beef them up with instants or enchantments.
Black is more in the destructive side so deathtouch, -1 counters and whatever else they can get to kill but they also get lifelink and a lot of distruption. Duress and Thoughtseize and other cards of that ilk are good for early game hand disruption while Fatal Push and Tragic Slip can be used to get rid of things.
I'm not a huge fan of artifacts but if you like using them, I would pick something that offers up some power up and other perks. Whatever you like most is fine but usually pack more than one.
Lands are essential and it's almost universally agreed on for 24 lands but it depends on your mana curve. Try out a couple more, at least 22, and there are plenty of dual lands that offer both types you need, each with their own stuff like gaining life or scrying.
2 weeks ago
You are INCREDIBLY land heavy. Most commander decks run 32-38 lands, with decks based entirely around lands usually only playing up to 45. In a deck like this with a curve like yours, probably drop down to 35. That also gives you 21 more card slots to fill.
Seems to me you're pretty light on removal - you might find it hard to keep up with your friends if they're playing more 'Hardcore' creatures. For some budget-ish options try Hero's Downfall, Ruinous Path, Beast Within, Putrefy, Tragic Slip, Sever the Bloodline, Murderous Cut. There's plenty of other playable removal spells but those are some of the best. Have fun!
2 weeks ago
Generally looks good.
The "each player sacrifices" theme of Merciless Executioner fits very well with the deck. Perhaps you should have a bit more than those three. Have a look at this Gatherer search to see if anything fits your taste.
Also have a look at my sacrifice deck -- although having another focus, there are quite a few cards that could potentially fit this deck too, for instance Tragic Slip is almost a must-have in sacrifice/morbid decks :)
4 weeks ago
That would actually go good into the deck, however I think that I would like to keep Nameless Inversion, as I can get it back because its a changeling, thus its a zombie card by technicality.
but bringing it up does make me think, I already have lifegain via Gnawing Zombie and may want to opt to Remove the Gutless Ghoul and in the sideboard for the 2xTragic Slip in order to put in 2x Dash Hopes into the mainboard.
5 damage to an opponent and the possibility of stopping them late game AND being able to get back a spell that pumps my creatures by +3/+3 might be a good idea to include both.
4 weeks ago
I like the deck a lot. Deathtouch creature control is a great mechanic (I do it with UR pingers!). I would say since everything you have is first strike deathtouch you might not need Murder or Tragic Slip, and instead could possibly introduce something like Ulvenwald Tracker to have a doomblade on a stick.
Great deck, keep building!