|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Uncommon|
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Return target creature card from your graveyard to the battlefield.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Unburial Rites Discussion
5 days ago
Hm. Under the radar suggestions for artifact synergy...I have an Oloro, Ageless Ascetic deck that I've geared toward artifacts (no pun intended) and here's what I've learned from piloting that deck:
Recursion is easily available in Black for any artifact creatures, such as Phyrexian Reclamation, Unburial Rites, etc. Artifacts are also good at recurring themselves, like through Scrap Trawler and Myr Retriever. So I wouldn't worry too much about recursion in Esper colors. Furthermore, you've got insane tutors in your colors, from Sphinx Summoner to Thalia's Lancers to Djeru, With Eyes Open...and since you're in the best flicker colors, you can use Conjurer's Closet, Ghostly Flicker, etc to re-use those abilities and other ETB abilities like Sharuum's or Filigree Angel.
I really love playing Chief Engineer and Inspiring Statuary for hidden little mana advantages. You could also go Thopter "tribal" with Sharding Sphinx, Thopter Spy Network, Efficient Construction, etc. All of that kinda lends itself to an "artifact aristocrat" deck of sorts, but other synergies just depend on how you want to build the deck. However, if you get a list put together, I'd be glad to take a look!
My comments lean away from combo, since that's not my playstyle, but you can also build using the aforementioned infinite combos.
1 week ago
I had Massacre Wurm in, and didn't really care for it. Elesh Norn, Grand Cenobite does the same thing ETB besides the burn effect, but when it comes in with Unburial Rites It's all around more powerful, especially if I have a Grave Titan come into play.
Cloudshift is another one I will look into as well.
Thanks for the suggestions!
2 weeks ago
@Force_of_Willb - I don't play Bloodghast for a few reasons. First one being it doesn't block. This deck is not near as fast as jund dredge, and is more looking to inevitably win the late game with an Unburial Rites that to have the agressive draws. Secondly, Bloodghast doesn't help me when I have cards that I want in the graveyard in my hand, like a Stinkweed Imp or a Craterhoof Behemoth. Lastly, 2 bodies from Haunted Dead can be relevant when getting back a Craterhoof Behemoth. (3.5 I don't own Bloodghasts and they're hella expensive.)
2 weeks ago
I figured it might as well serve that purpose. But I dont think they are worth a saving spell, since they are so cheap and you have so many of them.
Mercy killing can use green already, the forbidden orchards give you any color, and maybe 2x breeding pools will be enough to mana fix.
With green, another interesting option is Hunted Troll. Although it doesnt synergize with CoCo.
Other options that come to mind are:
Jace, Architect of Thought, to keep the tokens from damaging you.
Ghostly Prison, also to deter the tokens from attacking, aswell as regular creatures.
Yahenni's Expertise to kill a whole bunch, while also allowing you to cheat a phantasm.
As it is, your deck works really smoothly. I got a lot of T5 kills when playtesting it. So all my suggestions are not aimed at improving it, but rather give you other alternatives or approaches to toy around, just for the fun of it.
2 weeks ago
I would recommend adding in several more mana rocks and a few more lands as well. There are also lots of cards in the deck that pretty much don't help you and can be cut. I will list some below:
Serra's Blessing - vigilance to all your guys doesn't really do much in general, especially when they come in tapped with Kaalia. Something like Dragon Tempest that gives Kaalia haste would be a much more useful enchantment.
Dread Cacodemon - it doesn't usually do anything other than be a vanilla 8/8, which isn't really what you are looking for in a Kaalia deck. You want your creatures to provide utility, be hard to get rid of, or be so destructive that your opponents are forced to get rid of them or lose. This could technically be hardcast I guess, but those occasions will be extremely rare. It doesn't destroy stuff when Kaalia cheats it out. This block applies to Reiver Demon as well.
Exalted Angel - unless you're super set on playing the entirety of FtV Angels, this card just isn't good enough. Other underwhelming cards I would consider cutting include Seraph of the Sword, Serra Angel, Serra Avenger, Voice of All, Subjugator Angel, Sunblast Angel, and Soulflayer
Firemane Avenger - Battalion is a little harder to do than you might think, and it has the problem of being a "when this attacks" Trigger, which doesn't happen when it comes down with Kaalia. The trigger not happening, by the way, can very easily be abused to great effect. See Rakdos the Defiler and Master of Cruelties (the latter of which, if unblocked and brought in with Kaalia, will immediately drop your opponent's life to 1, at which point Kaalia will deal two and kill them). I would cut Mana-Charged Dragon for similar reasons.
Things I would recommend adding:
A ton of two-cost ramp: signets, etc. It gets Kaalia out a turn earlier, unlikely Darksteel Ingot.
At LEAST two more lands. Probably more.
Swiftfoot Boots - slightly worse lightning greaves is still amazing
Graveyard recursion like Unburial Rites - sadly, your stuff will die :( Recursion mitigates that!
You could definitely be a lot more liberal with cuts than I have suggested here, but these are the edits that jumped out at me most. Check out my Kaalia deck Dies Irae for more inspiration! I'm very happy with the creatures I've narrowed that deck down to, so feel free to look through those for replacements for cards you have found not especially useful.
Finally, being mardu, you could consider a Sunforger package. Always a fun time.
I could go on quite a bit more about Kaalia things, but I am out of time. Check out my deck or ask questions if you want more help!
Thanks for reading and best of luck!
2 weeks ago
Hellkite at worst is a 6/6 flying beatstick. Gifts is a lot less complicated than people make it out to be. It does alter your deck to play more 1-2 ofs for more targets. What you gifts for depends entirely on how the match is progressing. For the sword combo, I'd perhaps do sword/foundry, a way to tutor so either whir or muddle(though muddle may be the prefred of the 2 depending on your board state), and buried ruin since this is budget and you aren't running Academy Ruins. A fun one is Unburial Rites and a big fatty like Elesh Norn, Grand Cenobite or Iona, Shield of Emeria to lock your opponent down. A budget good target also would be Inkwell Leviathan gifts power comes from information. you DO NOT have to grab 4 things. it is up to 4
3 weeks ago
@Sgt.Pickles: I haven't written out a description, but I should.
The gist of it is to cast Gifts Ungiven. Notice the wording says "Up to 4 cards" and "opponent chooses 2 of them to go into the graveyard."
You cast Gifts Ungiven, find only Unburial Rites + large creature, then your opponent is forced to choose to put them into your graveyard. You then flash back Unburial Rites, dumping a game-ending creature into play. Usually, that creature is Iona, Shield of Emeria, which prevents your opponent from casting anything while she beats them in the face.
What's different about this list is the second creature. Normally, that would be Elesh Norn, Grand Cenobite. However, there's a lot of control players in my area. Iona, Shield of Emeria doesn't do enough on her own against 3-color control decks. Elesh Norn, Grand Cenobite becomes just a beat stick. Sun Titan is okay, but it doesn't really end the game. By grabbing Godo, Bandit Warlord, I also tutor up a Batterskull and put it into play. Now my opponent has to kill 2 threats: a 3/3 that attacks twice and a 4/4 with vigillance...that attacks twice if Godo, Bandit Warlord isn't killed.
There's also another package of Crucible of Worlds, Academy Ruins, and Trading Post. No matter which 2 my opponent chooses, I'm going to get all 3 of them in play. This creates things like Ghost Quarter locks, board wipes every turn with Engineered Explosives, etc. Or an impossible to kill Batterskull.
The other significant change is this list cuts green in favor of red. Typically, Gifts Ungiven has so many different options that you want 4 colors so you have a wide variety of things to choose from. A lot of lists choose green for the mana ramp, Abrupt Decay, Maelstrom Pulse, sometimes Tarmogoyf, and so on. Red, on the other hand, gives far cheaper and more efficient removal. It also lets you play the deck just like you would Jeskai control of smacking your opponent with a Snapcaster Mage a few times before you burn them to death with a bunch of Lightning Bolts!. Snapcaster Mage, Lingering Souls, Lightning Bolt, and Lightning Helix can make for another game-ending Gifts Ungiven.
3 weeks ago
To answer as best I can, gifts has a couple variants, but each are a mix of a control/combo deck. You normally wanna grind out until you can cast gifts, or naturally draw what you need. It's a tool box style of deck, and normally you want to run mostly one-ofs of similar effects to grab for gifts. I also have been running 2-3 snaps, but have cut down to one(The norm for most gift decks depending) as to experiment with different cards. As for gifts piles, that entirely depends on the match, for your combos, you can just grab Unburial Rites and Elesh Norn, Grand Cenobite(Or whatever other fatty), the thopter/sword combo and a way to recur it; Academy Ruins,Noxious Revival etc etc. Even just grabbing a removal package, gifts gives you the advantage of information and making your opponent pick their poison, cause it's UP TO, you don't have to grab 4 options. Any other questions?