Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.
Printings View all
|Rise of the Eldrazi (ROE)||Common|
|Mercadian Masques (MMQ)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 month ago
Those are great suggestions. I'll definitely have to find a place for Rise Again and Vendetta can easily be swapped in for one of the less useful removal spells. Feed the Swarm is incredible and I haven't had time to swap it in yet since the release of ZNR. Evincar's Justice definitely deserves a spot to kill the green players pesky Elf tribal he's running. Thank you for the suggestions! This is the first pauper deck I've created so I'm still learning the good commons.
1 month ago
Cool deck, might I make some card suggestions. Evincar's Justice for some more boardwhipe effect/mana dump, Feed the Swarm very good creature removal and enchantment removal (the latter of which is the first of its kind in black at common), Vendetta is more great removal ecepecialy since no one has any black creatures except for you, Rise Again the best black unconditional reanimator spell at common, Stir the Grave is a better reanimator spell if ur trying to reanimate low CMC stuff.
I am also interested to see the other 4 decks your group came up with.
1 month ago
Cool deck but might I suggest Carrion Feeder or Viscera Seer for a more reliable sac outlet and possibly Mortician Beetle or Bloodbriar for some more value. When I goldfished a few times I would draw into a morbid creature but have no way of triggering morbid.
I found that Putrid Leech is just not that good in most situations. Face value you have a 2 mana 2/2 that each turn can become a 4/4 for a price.
4x Festerhide Boar seems like a bit much seeing as its cmc 4. I would include it as a 3 of.
I also think that the 4x Ash Barrens is too much. Most of the time they will just slow you down. I would go to 2x ash barrens and replace them with a basic of each type.
2 months ago
4 months ago
You don't have enough creatures for Aether Vial, it's more of a dead draw than it is a way to cheat on mana. Devour in Shadow is terrible, if you really want a removal spell that makes you lose life Dismember is much better. Vendetta is just as bad as Devour in Shadow, Fatal Push is better. You can add some fetches to make revolt work. Phyrexian Totem is nothing but a homage to an old card which wouldn't be playable now and totem itself is just a worse version of said old card with nothing to ramp into. Sangrophage will kill you before it does anything useful, I know that you want to keep the spirit of sicide black but these 'undercosted beaters' are frankly quite bad. Death's Shadow is your only payoff for losing life, and with no way to find it/get it back none of these cards that make you lose life are acctually giving you an advantage. If you want a competetive deck based around Death's Shadow there are plenty of options. Vampire's Bite dosen't do enough, pumping a creature for three isn't playable unless there is another reason for it (i.e. infect), and with the amount of life this deck is losing lifelink isn't going to save you. Treacherous Pit-Dweller is a two for one in your opponents favor, I can see many games where you play it, it gets killed, and none of your creatures are big enough to attack throgh it so you need to wait until you find a removal spell. Inquisition of Kozilek hits pretty much everything you'll need to hit early game but you don't lose two life, losing life is not an advantage. It should probably be the 4-of over inquisition.
5 months ago
Deathspore Thallid can be used to turn your saporlings into some sort of alright removal while being another slow rolling producer.
Night Soil is a great card that can just devastate people's graveyards and you get saporlings for doing it.
Mycologist is another slow rolling card but he is low cmc and is outside green to spread colors around as well as sacrificing for life being good.
Going to do one more part for ramp + good stuff
7 months ago
Defile - You're running a 3 color deck, where the majority of your lands are likely to be non-basics. This won't do anything reliably.
Divine Verdict - Very expensive for the effect, could just be an outright kill spell. There are cards that force your opponent to sacrifice attacking creatures that would get around indestructible and hexproof/shroud if you wanted that sort of effect. Ex. Blessed Alliance
Ray of Revelation - Flashback for this is Green homie, counts as both white and green so you can't run it in a Mardu deck.
Shatter - Just make this something like Shattering Spree and give yourself the chance to hit more than one thing. Or something like Crush Contraband to get more than one target exiled instead of destroyed.
Victim of Night - already going to be difficult at times to use due to the 2 hard black in the cost. Why not have it be something like Hero's Downfall and get unrestricted creature removal and planeswalker removal as a bonus? Murderous Rider serves a similar function and doubles as a creature. Vampires and Zombies are popular, so there will be times where it won't work for you.
Arcum's Whistle - It's a rather expensive effect to force a creature to attack, but it is repeatable. You don't get a choice for where the creature goes, so I'm not sure if that was your intent.
Scarab of the Unseen - Are you going to be running a lot of enchantment auras to put on your creatures? If not it seems like this is only there to draw a card. You should be running something like Sign in Blood or Night's Whisper for more value at the same cost.
Enters the Battlefield Tapped Lands - The nature of these lands is for a budget deck. If you have access to lands like the ones I threw in the maybeboard, you're increasing your chance of playing things on curve as well as reducing the likelihood of having to wait to play the threats/answers in your hand. Even if the condition for them to enter untapped is conditional like with something like Dragonskull Summit, shocklands and basics will make it possible to have access to more colors sooner, which can make a world of difference in the early game. The temples at least offer a benefit with the scry, so that's going to help you draw into what you want/need (ex. bottoming a land you don't need or a spell you don't want/can't cast).