Whip of Erebos

Whip of Erebos

Legendary Enchantment Artifact

Creatures you control have lifelink.

, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.

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Trade

Have (4) lorddarkstar , metalmagic , gildan_bladeborn , DoctorDax
Want (5) isharpu , Archlibrarian , LoudZoo , adam1floyd3 , ArtyWitDaParty

Printings View all

Set Rarity
Theros (THS) Rare
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Whip of Erebos occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Black: 0.45%

Rakdos: 0.39%

Latest Decks as Commander

Whip of Erebos Discussion

dresmith on Michiko life tune

2 days ago

I was able to get the remainder of the cards I needed for this deck for under 10.00 (tix). I have a couple of ideas:

Since you have gift of immortality, why not pair Gift of Immortality with Palisade Giant or Pariah's Shield maybe the mana cost is too much?

Since you have enchantment return lands Spear of Heliod. Lots of lifegain decks run Whip of Erebos

Just some thoughts.

LukeWorthy on Ob Nixilis, Search and Destroy

1 week ago

I know Desecration Demon is an absolutely amazing card, but I would probably take one or two copies out for some more control-focused elements to help protect you while you're ramping up to Ob Nixilis, Unshackled. I would run 4 Ob Nixilis, and I wouldn't run Whip of Erebos in the main. Something like Remand might really help you seal the deal right before Ob Nixilis goes off. Maybe a two-fer.

Joyninja on The More Interesting Athreos Deck

2 weeks ago

KnightofDurin, good question. I feel like this altercation of Athreos is a little more diverse in term of playstyle in comparison to the Nyx version, whereas most Athreos, God of Passage decks tend to optimize on the Shadowborn Apostle strategy. I named the "The More Interesting Athreos Deck" not as an attack to other Aethreos decks but as an assessment to why I thought this version of Athreos had more potential to amalgamate some sort of synergy by running a bunch of cards that you normally wouldn't run in a aristocrat deck. Cards like Sundial of the Infinite are not usually not common in a Orzhov deck, but in this case it compliments the theme of reanimating creatures that you've killed and eventually duplicating them because Sundial of the Infinite negates the temporary effect of Mimic Vat/Mirage Mirror/Whip of Erebos etc.

This is a very old deck of mine, I thought it would just be fun to throw in some cheeky synergy. I know it might not be the most efficient, but it was more for the shits and giggels. If you have any suggestions to improve the deck, please leave them in the comment.

Steamboy on K'rrik - I put the pay in pain

4 weeks ago

Hey Tacovine! Well, Sundial of the Infinite is more of a personal choice for a "protection" card. Often opponents don't think of it, when they interact with your board during your turn. I use it as a "Emergency Button", if things go south. There are smaller shannanigans: you can use it to bypass Whip of Erebos or Pestilence, if it happen to be the situation you have those cards in play and want to keep the revived card or Pestilence (even if there are no creatures left anymore).

Feel free to replace it with a protective card or any card of your choice.

TypicalTimmy on Inverter of Truth Ability

1 month ago

So there are several locations in the game, which she called "Zones".

  • Library
  • Hand
  • Battlefield
  • Graveyard
  • Exile

Some formats have their own Zones, such as Commander and Brawl and also the "format" Oathbreaker having:

  • Command Zone

There is also a Zone specifically made for Planeswalkers where Emblems go, should you acquire one. This is your:

  • Emblem Zone

Another format with it's own Zone is Archenemy where you have Schemes.

In our case, we care about four specific Zones:

  • Battlefield
  • Library
  • Graveyard
  • Exile

Firstly, let's clarify that you don't need to cast Inverter of Truth for it's ability to function, aka trigger. It merely says: "When Inverter of Truth enters the battlefield (...)". What this means is, yes you can cast it from your hand and let it resolve but you don't need to. Perhaps it's in your graveyard and you use Whip of Erebos to bring it into play. Maybe you get it from Chaos Warp or Eldritch Evolution. Perhaps it is copied as a result of Clone. However it enters the battlefield doesn't matter, only that it DOES

From here, three Zones are important. Let's go over what happens.

Firstly, let's suppose you have 36 cards in your library and you are playing with a normal 60 card deck. Of the remaining 24 cards, you have seven lands on the battlefield, three creatures, and five cards in hand.

  • 24 - (7+3+5) = 9.

You have 9 cards in your graveyard.

Let's establish what you have first:

  • Inverter of Truth is in your hand
  • 36 cards in your library
  • 9 cards in your graveyard
  • 0 cards in exile

When Inverter of Truth enters the battlefield, you are going to take your 36 cards in your library and move the whole entire thing into your exile zone, face down.

  • Sidenote: You only lose the game if you draw on a library that has zero cards. All of these events happen in succession as a singular ability. So for the very brief moment your library has zero cards in it, no you won't lose the game.

Okay, so now you have 36 cards in exile. Great.

Now you'll take your 9 cards from your graveyard and shuffle those 9 together like a new deck of cards. You ONLY shuffle these 9 cards together. Put all 9 into your library, meaning they become your new library.

From here, you now have the following:

  • Inverter of Truth on the Battlefield
  • 9 cards in your library
  • 0 cards in your graveyard
  • 36 cards in exile

So what Inverter does is it moves resources and information from different zones into new zones.

Why is this important, you might ask?

Well there was a card called Hedron Alignment. If you already had one on the battlefield, one in hand, and one in your graveyard you could use Inverter to force the last one (which would be in your library by default) into exile. Draw and get the last one back into your graveyard and you win the game.

You can also use Inverter to win the game if you have someone such as Jace, Wielder of Mysteries or Laboratory Maniac. This works by having a graveyard with 0 cards in it. You bring Inverter into play, get a library with 0 cards and you draw using something simple like Opt.

Similarly, if you can stall a game out long enough until you have maybe 40+ cards in your graveyard and you bring Inverter into play, now you have 40+ cards in your library again.

It's true that back then there was not strong exile synergy, but that is changing. There are cards being printed that is making Inverter viable, but it requires setup to win.

TypicalTimmy on Champions at War

1 month ago

Mardu wants to attack as often as possible, which makes this a bit of a mechanic fail as it restricts mobility on the boardstate. However, it's a bit of a vorthos win as it funnels combat down to 1v1 battles. If you are able to build around this, it really makes a powerful card.

Champions at War

For example, if you run Iroas, God of Victory or Angrath, Captain of Chaos then all of a sudden no opponent can block your incoming assaults as they may only block with one creature each, and they need a minimum of two. It also ties in nicely with Phyrexian Obliterator if they only control creatures with a relatively high power. Because you want to attack and are allowed up to three attackers (EDH designed), Eldrazi with Annihilator become quite impactful as well since they have both vigilance and haste now.

You can also build this into a prison deck using things such as Norn's Annex, Ghostly Prison, Archangel of Tithes, Sphere of Safety or even just go entirely on lockdown and have out Blazing Archon.

Boldwyr Intimidator and Brutal Hordechief can also force opponents into harder decisions if you take out their best defense.

You can also play it into Mathas, Fiend Seeker decks to reign in his terror. It slows games down, meaning you have more time to take full advantage of his bounty counters.

Beautiful synergy with Zurgo Helmsmasher, as well.

There is also a very nasty work-around with this card, too. Not only do creatures with Myriad (Link) become horrendously more powerful, you can also take advantage of cards that either create or drop creatures into play attacking, such as Moonsilver Spear, Mardu Ascendancy, Ilharg, the Raze-Boar, Alesha, Who Smiles at Death and Kaalia of the Vast This is because they aren't being declared as attackers, and therefore not restricted to this card's rules.

You can also take more advantage of cards such as Ankle Shanker, Whip of Erebos and True Conviction as you are able to funnel more appropriately your attacks and blocks.


I'd really love constructive criticism on this one, if you don't mind. I feel really quite proud of this design.

TypicalTimmy on Just Chatting I

1 month ago

That's what I was leaning toward, Dylan. Here's why:

Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.

So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.

Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.

Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.

If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.

This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.

Sphinx's Revelation works really well for this, as would cards such as Whip of Erebos, True Conviction and Titanic Ultimatum. However this leaves me 8 cards left.

I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:

This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.

The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.

Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.

Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.

I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.

Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.

Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.

So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.

I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.

That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.


Having said everything I did in here, the truth is I am building this deck as an excuse.

I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.

One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.

So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.

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