Xiahou Dun, the One-Eyed
Start Commander Deck

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Xiahou Dun, the One-Eyed

Legendary Creature — Human Soldier

Horsemanship (This creature can't be blocked except by creatures with horsemanship.)

Sacrifice Xiahou Dun, the One-Eyed: Return target black card from your graveyard to your hand. Activate this ability only during your turn, before attackers are declared.

Recommendations View more recommendations

GutterbonesMan on This Deck Does Not Believe In Free Will

1 month ago

Profet93 thank you!

Deserted Temple is a good call, I think I want to look at the utility lands and see if I can cut some for that and more swamps overall.

With this deck you for sure have to be strategic with when you play the commander. Usually when I do my opponents actually keep her on the table as it benefits them as well. I can also use Xiahou Dun, the One-Eyed for recursion. I’m open to suggestions though.

For ramp it’s tough! I am aware it needs more but I’ve become somewhat attached at this point to the list. However I’m also open to some suggestions for black ramp.

SomeDipshit on Deliberate Denial of Death to the Dead

2 months ago

oo note on wincons! You can use Shirei to torture everyone to death, but there is also the sorcery speed infinite loop with Living Death, Thrilling Encore + Xiahou Dun, the One-Eyed,

and the Nether Traitor + Phyrexian Altar + something that makes a token loop

Sc000t on Xiahou Doom

2 months ago

Profet93

Thank you for your time looking at the list and input! This list has been experimental for a while but its finally getting to play in public and some of your suggestions are going to be added in! I understand the lack of spells for the scepter might make that card look like a dud, but thats why the list has tutors to grab the right spell depending on the situation. The list is convoluted with multiple different lines to take. It's designed like that so it wont play out the same way each game. Sometimes its a turn 3/4 win other times its a messy hour and a half long game. Yes, Head Games is nuts!!! Especially with recursion, everyone gets a meme hand!! Suggesting Opposition Agent will be useful and in some cases, SPICY! Since this list does not revolve around Shadowborn Apostles anymore, Infernal Darkness looks like the right replacement. (Although everyone at one card shop HATES that effect) Playing with more control might be the best route to take since this list gets a lot of threat. Adding Karn, the Great Creator 100% and with some cheaper kill spells that would slow the table down for enough time to assemble the right pieces to have more time to win.

1) Insidious Dreams is not usually cast unless you have citadel on the field. It's a spell that you wouldnt cast if you suspected someone would counter it.

2) Sacrifice works effectively when Razaketh, the Foulblooded or Rune-Scarred Demon are out for extra mana to cast the high cmc spells you tutored with them.

3) Warlock Class is used for it's loss of life effect to start the Sanguine Bond + Exquisite Blood combo for 1 mana. The second reason it's in the list is the level 3 effect that mimics wound reflection, and would kill any player that pays half their life to counter Temporal Extortion.

4) Darkness is useful against some friends' lists that dish out a lot of damage. The spell can be recurred with Xiahou Dun, the One-Eyed's ability but can also be put on the scepter.

From your suggestions: Karn, the Great Creator, Imp's Mischief, Syphon Mind, Opposition Agent, Mana Vault, Read the Bones, Sign in Blood, Peer into the Abyss, and Dauthi Voidwalker all seem to be good cards to add. Might consider moving Sensei's Divining Top from another list into this one for better card draw and also Skullclamp might make a return.

Arthursb on Devotion to Darkness - Erebos Control

4 months ago

About blue:

  • Very few blue control players, that's why I avoid the "gotcha" cards. There is a lot of green decks though, so I raised the number of boardwipes.

About Insidious Dreams:

  • A huge part of what makes it great is the fact it is an instant. Also, placing cards at the top benefits Bolas's Citadel, which is a win condition.

About Infernal Darkness:

  • Last time I tried, I attracted hate from the entire table without advancing my boardstate that much due to the upkeep cost. Sadly, mana rocks circumvent the stax too.

About Alhammarret's Archive:

  • Besides being expensive and winmore, it has the potential to be 5 mana "do nothing" card.

About 2 cmc mana rocks:

  • Adding some back in the next update. I thought I could simply add more tutors and fetch for big mana, like Nykthos, but it's not working well...

About graveyard recursion:

Profet93 on Devotion to Darkness - Erebos Control

4 months ago

Solid reasoning. Let me ask you this....

  1. How much blue is prevalent in your meta?
  2. How often do you cast insidious dreams and then immediately use your commander to put them in your hand? It costs 4 mana to cast, then 6 mana to draw 3 cards + 6 life for a total of 10 mana + 6 life. Would you not be better served by casting Diabolic Revelation for x = 3 for 8 mana to get the cards A) immediately in hand B) Less counterspell downside C) No lifeloss? I understand the discard aspect can be useful, but with all the discard black has, is that aspect of the card worth all of the 3 negatives listed above? I'm aware Sensei's top can dig one card deeper to assist you

To piggyback off of SufferFromEDHD's suggestion, if contamination does not seem to work for you, have you considered Infernal Darkness? It keeps your coffers active, is easy to sustain for 1-2 turns, and acts as counterspell/removal bait.

While not an entirely serious suggestion, have you considered Mind Stone? Only 2 of your artifacts ramp your commander our more quickly. This helps get turn 3 commander. Its ramp when you need it, draw when you don't Solid reliable and dependable.

Deliver Unto Evil - Its recursion and politics (kind of). They either give you back combo piece like citadel or some good reanimation or removal spell. It's cousin, Xiahou Dun, the One-Eyed is an unblockable eternal witness for black cards. Given it's a creature you can recur it to recur important enchantments. Not too bad with Whip of Erebos either

Alhammarret's Archive - I'm sure you've considered it before, is the reason it's not included because its costly and winmore?

Profet93 on Shauku, End-the-game-bringer

10 months ago

For cabal stronghold, you need 4 basics swamps to net you 1 extra mana and 5 basics swamps to net you 2 extra mana. Assuming you actually draw cabal stronghold and nothing but basics, its a nice little bump. But the cost of the slot in your deck vs. the actual benefit is too much IMO. How often one would reliably actually get just stronghold and nothing but swamps in the early game? Seems unlikely.

Regarding Lili, I see your point. On paper, it seems like a solid card to add. You said you got the shell down, have you had any games in your meta? Would love to know her actual impact on games, times she was clutch, a waste, something in between, etc....

Eon Hub - This was super interesting the moment I saw this card many years ago. I get the point, bypass losing 3 life. You have atleast 4 cards that are anti synergy and 1 or 2 that are direct synergy, so I'm a bit mixed.

Profane Transfusion > Soul Conduit. More cost up front but can't be telegraphed, although the token might be an issue, or a benefit depending on the situation.

Necro + Venser's journal - Nice. I do wonder if it's worth adding venser solely for that synergy alone, especially given you don't run a lot of card draw. Syphon Mind is worth considering. Cheap $ and mana for you to draw 3 cards and each opponent discard 1. Another card draw spell to consider is Peer into the Abyss. Given you are already suicide black so to speak, this might be worth considering. Even more fun to use a soul conduit or profane transfusion after.

I notice crucible of worlds and no fetchlands, I'm assuming that's due to life loss and/or $. You are playing black, so I'm surprised you don't add more big black mana. Swapping out Dust Bowl for Thespian's Stage would be helpful to copy coffers, opposing utility land, cathedral of war, deserted temple, etc... (Also unrelated note: Deserted Temple + Rings + Coffers = Infinite black mana). If you do end up removing dust bowl, crucible should go with it, thus freeing more slots. Speaking of big black mana, Bubbling Muck might be worth considering. Do be careful playing this with urborg.

Damnation - Cheaper boardwipe, is there a specific reason why your using deadly tempest and killing wave over damnation? Another board wipe that might be up your alley is The Meathook Massacre. It removes creatures, pings them and heals you.

Deliver Unto Evil - Not needed but I like it. Politics. Bring you back a combo piece, a draw spell, removal, utility, etc.... Black has many ways to recur creatures, few to return non-creature cards. Speaking of creatures, if you are interested in more recursion (aside from Yawgmoth's Will), Xiahou Dun, the One-Eyed works lovely with corpse dance. Not an entirely serious suggestion but worth noting.

My apologies for the wall of text, can't wait to hear your thoughts. I love discussing deck card choices and maximizing value/efficiency when possible. Your deck seems lovely. Most people will do a double take at your commander which is nice, love playing more older, unique commanders :)

Pedrodamus on Tutorless Commander?

1 year ago

Tutors are an inherit part of the game that have been around from the very beginning. If your playgroup has an ironclad "no tutor" policy, then more power to ya. My playgroup doesn't play by those rules, but I, personally, have been limiting the tutors I include in my decks in lieu of new cards I want to test out. My tutor inclusion depends entirely on how strong I intend the deck I'm building to be.

That being said, I've limited a few of my decks to a single tutor. Like, my Rith, the Awakener runs a lot of enchantments, so I have an Enlightened Tutor in there. I run a Mystical Tutor in Neera, Wild Mage because it's just fun to search up a fun big spell to the top in response to her trigger. In contrast, I run quite a few tutor effects in my mono black Xiahou Dun, the One-Eyed and mono green Omnath, Locus of Mana decks because they're meant to combo out. I think this tutor sentiment depends entirely on how a playgroup feels about it.

Metroid_Hybrid on Fool, this isn't even my …

1 year ago

Over the past three years I have been slowly brewing, playing, and tweaking a cEDH-ish Yawgmoth, Thran Physician deck with a pre-Modern twist. I'm quite happy with what it's grown into, but now I'm looking into what would be the last few changes required to reach it's maximally calibrated "final form". I use the term "final form" because there is ultimately only a finite number of pre-8ED & cards to sort through.

First off, I plan on buying a Strip Mine— because reasons.. I also plan on effectively doubling the dollar value of the deck with an Imperial Seal— to flush out the last of the unconditional Tutors..

The other three that I am strongly considering are Xiahou Dun, the One-Eyed, Wasteland, and a Corpse Harvester. Would these add or take away from the competitive value of this deck?

Is there anything else that I am missing?

There are a couple of other thoughts that I have, but I wanted to start off the conversation with this...

Decklist for reference:


Yawgmoth - mk_I (Vintage Phyrexia)

Commander / EDH Metroid_Hybrid

SCORE: 35 | 12 COMMENTS | 4471 VIEWS | IN 11 FOLDERS


Load more