Vraska, Relic Seeker
Planeswalker — Vraska
[+2]: Create a 2/2 black Pirate creature token with menace.
[-3]: Destroy target artifact, creature, or enchantment. Create a colorless treasure artifact token with "T, Sacrfice this artifact. Add one mana of any color to your mana pool."
[-10]: Target player's life total becomes 1.
|Have (2)||, metalmagic|
Printings View all
|Ixalan (XLN)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Vraska, Relic Seeker Discussion
2 months ago
Sure, you can ask. I could give you my discord too if that helps @ArgonathDK.
Greenwarden is just a 2nd witness and only used to recur one of my game winning instants or sorceries in case I haven’t found witness that game already.
Havengul lich is actually pretty good and underrated imho. It can steal creatures from my opponents graves but also brings insane value to my table. Let’s say you face aggressive decks and use spore frog every turn. Now you need to recast it with Muldrotha and that’s it, no more creatures from your grave. Havengul lich gets around that 1 creature per turn restriction to cast multiple creatures from your grave or from your opponents. In addition let’s say you got kokusho and havengul on the field. Now you cast Phantasmal Image from your grave and copy kokusho. You sac it to the legendary rule and get the kokusho trigger, pay 1 for havengul lich and 2 for the phantasmal image again and repeat as often as you can pay 2U. That’s 5 dmg for each opponent and 15 life for you for every 3 mana you spend in a multiplayer game. Add gravebreaker lamia and it’s only 2 mana, that’s some serious dmg and lifegain there.
Gilded drake is nice and I played it before, but at least in my meta it tends to backfire. My playgroup plays a lot of clones and stealing Muldrotha is about the best way to make you lose the game. So giving my opponents a tool against me by putting a gilded drake on the field isn’t exactly the best idea.
Vraska, Relic Seeker is again a hidden gem. It doesn’t look too great at first but look: the turn you play it it isn’t that great, 6 mana to destroy something and get a treasure is ok but not great. But every following turn it’s a beast. Destroy something again and get another treasure, vraska dies, recast it using your treasures and 4 colorless, use her again to destroy something and get a treasure. So every following turn she basically destroys 2 thing for 4 colorless mana. That’s a pretty good ratio for a single card and makes her a really good control tool to build your boardstate to an advantage.
2 months ago
Are these good as top-end value engines?
6 months ago
Witch's Oven- Good, but we could go faster!
Bloodsoaked Altar- Way too many hoops to be good? I want to win by casting 6-mana spells.
Devils' Playground- This is too expensive to not do anything on it's own. 6-mana makes win.
Blood for Bones- There are better methods of creature type recursion to run this deck on. Try on some of my lovely favorites below.
Whisper, Blood Liturgist- 4-mana, doesn't do anything. If it survives a round, you get revive a dude. I'd rather just revive a dude right now.
Syr Konrad, the Grim- Better for mill-type decks. Would be a keeper if you had an infinite loop though.
Predator Dragon- Can't argue that this isn't one of the better win cards in your deck, but I think this is the type of card that spells doom if you draw it on E.
Poison-Tip Archer- A little redundancy isn't bad, reach and deathtouch are great, too expensive CMC for the deck. You want your stuff like this to be cheap.
Living Hive- You should win if you have 8 mana. This is the type of card you cheat into play by playing a different deck.
Hissing Iguanar-Put that thing back where it came from or so help me. I think we can do better than this.
From Toilet Paper Horde:
Dockside Extortionist- Haven't dropped mine on the table yet, but I've noted several occasions this card would net me 6-12 mana. (especially when Kurt plays).
Phyrexian Reclamation- I think this just belongs here.
Phyrexian Altar- ($18 at this point, we'll check back in a few weeks/months/years).
What to Loot WTSHTF:
Viscera Seer - Think of it as a sac engine and not a 1-drop.
Sakura-Tribe Elder- Is perfect ramp for deck?
Anger- Haste means punch them now, what's not to love?
Rhythm of the Wild- Think of this as enabling a big punch. Tempo!
Krenko, Tin Street Kingpin- Just a good stand alone. Sometimes it just eats removal for your win cons which is hilarious to watch.
Siege-Gang Commander- Like, one of my favorite red cards, fits right on in.
Veil of Summer- Basically prevents you from the classic ?Does it Resolve? dilemma.
Heroic Intervention- Wrath of Who?
Dark Ritual- I would like to cast all of these spells early. All of them.
Krenko's Command- Just fast and easy. Good for fodder, refill, combo, etc.
Dread Return- Three other creatures for the one you need right now (and can cast it from graveyard wtf).
Maelstrom Pulse- Target Sol rings to pass the salt back around.
Vraska, Relic Seeker- Surprisingly effective casting pattern with your commander.
(((((Various Expensive Lands))))) PURCHASE LAND YOU PEASANT! :wink:
6 months ago
Ugin, the Spirit Dragon Temple of Silence Temple of Mystery Temple of Enlightenment Temple of Malice Temple of Deceit Temple of Malady Temple of Epiphany Temple of Abandon Temple of Plenty Temple of Triumph Manalith Goblin Engineer Boundless Realms Terramorphic Expanse Acidic Slime Fact or Fiction INSTEAD OF Brainstorm Dovin Baan Elspeth, Sun's Champion Garruk, Cursed Huntsman Kiora, the Crashing Wave Ob Nixilis, the Hate-Twisted Tamiyo, Collector of Tales Narset Transcendent Ob Nixilis of the Black Oath Vraska, Golgari Queen Vraska, Relic Seeker Vraska, Scheming Gorgon
7 months ago
Try Kethis, the Hidden Hand to reduce the cost of your 'walkers and bring them back from the grave.
Vraska, Relic Seeker is also a good card to try out since it ramps, provides a little defense, and puts someone on the ropes.
And finally, Atraxa, Praetors' Voice can boost all your planeswalkers at end of turn.
10 months ago
For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.
What I would consider banishing:
Tainted Wood - The deck doesn't have a lot of swamps.
Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.
Viridian Zealot - a bit costly for what it does.
Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.
Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.
Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.
Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.
Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.
Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.
Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.
What I would consider adding:
Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.
Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).
Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.
Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.
Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.
Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.
Dread Return - Efficient reanimation and the same from the graveyard.
Buried Ruin - Recursion in the land-base is always lovely.
Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.
Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.
Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.
Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.
Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.
Assassin's Trophy - If it's within budget, this is as good as it gets.
Vindicate - Hits it all and does it all.
Rampant Growth - Ramp and more ramp.
Wood Elves - Fodder and ramp.
Explosive Vegetation - Lots of ramp.
Paradise Druid - Fodder and ramp.
Lots of fodder, lots of ramp.
You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.
That's what I have for you. Now wreck them all.
11 months ago
Hey, you're welcome.
You want to try to limit the amount of high mana cost cards (four drops or higher) you have in your deck.
- Prossh, Skyraider of Kher
- Avenger of Zendikar
- Liliana, Dreadhorde General
- Vraska, Relic Seeker
- Bolas's Citadel
These are all better high mana cost cards then Brass's Bounty . Bounty makes treasures, but that's all it does and it costs seven mana. There's better cards for less mana that make treasures. Bounty makes treasures equal to the amount of lands you have therefore you can't even ramp into Bounty with nonland sources such as mana rocks or mana dorks.
You don't need Butcher of Malakir if you have Dictate of Erebos . Butcher is seven mana redundancy (the same thing) which is too much. If you didn't have Dictate then Butcher would be fine. There's too many five drops here especially since Korvold is a five drop and it's the five drop you want to cast more then the rest. The other five drops that are worth keeping are:
- Sidisi, Undead Vizier
- Dictate of Erebos
- God-Eternal Bontu
- Crux of Fate
- Revel in Riches : if you want to try to win with treasures.
I'm not a fan of Revel I would cut it because I think treasures are better to sac and make mana or to grow Korvold and draw then keeping ten of them on the battlefield hoping to win with Revel.
Sidisi, Undead Vizier is a good tutor, consider more tutors? Diabolic Intent is worth clearing $10 to add. It makes you sac a creature before you can tutor which is has synergy with the sac theme of Korvold. Consider cutting Growing Rites of Itlimoc Flip for Intent? Rites is a fine card, but for your deck it's not better than Intent since Intent can tutor directly for Dockside Extortionist .
Eternal Witness is great with Intent and Temur Sabertooth . Witness can recur Intent letting you cast it again. Sabertooth can bounce Witness back to your hand to cast it again and recur Intent or something else. Having the ability to recur any card is very helpful when the strategy with Korvold is to sac your permanents. To make room in the budget for $5 Witness consider cutting $6 Mazirek, Kraul Death Priest ?
Because Dockside Extortionist is so good with Korvold then having other tutors that can get him are helpful.
These are good budget creature tutors. Evolution goes with the sac theme since you sac a creature before you tutor for another one and put it onto the battlefield. Signal can tutor for three different creatures and then randomly you put one into your hand. Empath can tutor for Prossh or Avenger. Summons can tutor for both Extortionist and Sabertooth.
Korvold is five mana and you kind of want him on the battlefield before you start sacing permanents to get the value. The problem is you need more ramp to do this. More early game ramp is good with Korvold; it can be used to cast him faster and then ramp permanents can be sac fodder for his ability. The nice thing about Korvold is even if you all draw are ramp and nothing else it's fine because ramp lets you cast him faster and then the ramp or lands can used to sac to grow him and draw.
- Elvish Mystic
- Elves of Deep Shadow
- Orcish Lumberjack
- Llanowar Elves
- Springbloom Druid
- Fellwar Stone
- Talisman of Impulse
- Talisman of Resilience
One drop mana dorks are some of the best cards for ramp in Commander.