|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Common|
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Target creature gains undying until end of turn. (When it dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
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Undying Evil Discussion
2 weeks ago
This is a fantastic idea! When Solemnity was released, I hated it because it was hate against my favorite playstyle which is +1/+1 counters. However you've used it in a way that I absolutely love.
From the MTG Comprehensive Rulebook:
"400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence."
When you give the creature Undying, it has that ability until it comes back from the graveyard. Then it doesn't have it anymore because it enters the new zone in its original state. So you can use Undying Evil to get an extra ETB or Blood Artist trigger, but it won't go infinite. Just thought you should know.
The deck is still really awesome! I'm considering throwing together something like this in the future now.
+1 from me!
1 month ago
Rather than ritual mana and focusing on a t1 hasty eldrazi that requires a minimum of 6 cards to be exactly what you need, instead focus on increasing consistency.
Bring a t2/t3 eldrazi every time. Cathartic Reunion and Stinkweed Imp.
More protection for the combo like Undying Evil and Apostle's Blessing are good additions.
1 month ago
Brute Force +2 // Uncanny Speed -2 // Fists of the Anvil -1 // Temur Battle Rage -2 // Undying Evil +2 // Soul's Fire -2 // Spell Pierce +3 //Cryptborn Horror -2 // Goblin Electromancer +2 // Jeskai Sage -2 // Vampire Hexmage +2 //Fate Foretold -2 // Skin Invasion -2 // Cathartic Reunion +2 //
Quite the rebuild but, you have so many different cards at different mana-speed-levels that the deck won't perform very consistent
1 month ago
Thanks simplebricks for your comment and recommandations.
I added a Undying Evil. I don't know yet if I like it.
With this deck, it is suprinsing easy to keep your hand full, thanks to Cavern Harpy So far, I have trouble against most of top tier decks...
Have you tried it? Thanks again for your comments!
1 month ago
I would recomend running a Mortuary Mire. With aqueduct bounce it can bring back enough cretures to matter. The opportunity cost of running one instead of a swamp is low and it can help coming back after an initial bout of creature removal or control if the game goes long.
All of the cards above are recomendations with varying levels of utility. What I would slot in a hearbeat is some sort of fetch-land. In either of the three flavours they come in pauper: Ash Barrens, Terramorphic Expanse or Esper Panorama, I am partial to Ash Barrens as it can act as a janky mana-fix by tutoring the color you are short on and can add colorless if you could use another mana and don't need more colored mana for anything. The land tutors help thin out your deck, with this strategy you can't afford many dead draws. What draw/Scry effects you have can help keep a hand full of action but I have a feeling they may not be enough (if you have playtested the deck that obviously overrides this last comment).
2 months ago
Ahzrei I really like the theme of the deck you have here, but right now I see a few issues.
First of all, you have 62 cards in the deck right now.. Assuming you want to be running a 60 card deck, that should be fixed.
Arc Runner is a nice card, but think of this.. If your plan is to hard cast him, and then play Rite of Consumption before end of turn.. this is a combo that'll have to wait until turn 5 at the soonest. Not to mention that he is easily chump blocked once your opponent has the slightest idea of what you're up to (since he doesn't even have trample).
Here is what I would do:
-4 Arc Runner (Too mana intensive to allow for shenanigans)
-4 Demigod of Revenge (Not sure he fits the theme like you may think. Official ruling of the card states: "This ability triggers when you cast Demigod of Revenge as a spell. It wont trigger if Demigod of Revenge is put directly onto the battlefield.")
+4 Demonlord of Ashmouth (This is your win con. He also allows you to sac him once at no cost = profit.)
-4 Apprentice Necromancer (Soonest he is useful is turn 3, after some thought on this one, I am thinking this:)
+4 Undying Evil (...fits the theme a little better than the Necro, & useful in more situations.)
-2 Sneak Attack (With the new lowered mana curve here, I don't see as much need for this card in the deck.)
(You should also look at fixing your mana base. Even without making changes to the deck, you should be more swamp-heavy than mountain-heavy.)
4 months ago
Thanks for the deck links cool-cat, I've updated my own deck a little after looking at them.
I can see Undying Evil working quite well with Bloodbond March, and could as be used as a sort of pseudo protection for Shirei if he becomes targeted. I'm unsure of what to take out to make room for it though, since everything else seems pretty necessary to me.
5 months ago
Sounds like an awesome community of deckbuilders. Can I get in on it? My deck is Exploding Tokens for Pauper. It's a Mardu deck where you abuse the Undying Evil and Ponyback Brigade combo to make tons of triggers for Impact Tremors.