|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Uncommon|
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Creature — Human Rogue Ally
Whenever Zulaport Cutthroat or another creature you control dies, each opponent loses 1 life and you gain 1 life.
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|Have (22)||Tommuz , ibraJG84 , ironax , Sparky41 , bakunet , pskinn01 , the.beanpole , Yawkcorb , bakeraj4 , Psycheretic , MattN7498 , TheRealPeaches , Candyman949 , PTsmitty , Hootiequack , Portwood , , Friedrice24 , dplerner , Daddy1ong1egs13 , frederiklw , TheDuggernaught|
|Want (4)||Turtlelover73 , Ariumlegion , Berilio , TheDuggernaught|
Zulaport Cutthroat Discussion
16 hours ago
What are some of your favorite cards to abuse?
I've recently fallen in love with Killing Wave in my suicide decks. When you have out guys like Zulaport Cutthroat and throw down a Killing Wave, you get to laugh like a madman and my friends hate me for it lol.
6 days ago
For a wincon, this deck LOVES to run a bunch of creatures death triggers and then drop Blowfly Infestation for infinite deaths, and game. A few cards you might want for this include Blood Artist, Grave Pact (not game but it certainly sways the game in your favor), and Zulaport Cutthroat. Obelisk Spider does that too, which you already have.
Also, Beseech the Queen is a wonderful tutor and Necropotence is arguably the best draw engine you have available to you, Id suggest adding those, not to mention maybe an Oracle of Mul Daya, just because its that good.
1 week ago
I'll third the suggestions of Blood Artist and Nim Deathmantle, and would like to add in Zulaport Cutthroat, Far Wanderings, Read the Bones, Jarad's Orders, Sheoldred, Whispering One, and Reclamation Sage.
1 week ago
Hey again Kaleo42, i appreciate all these comments! :)
Yeah there are a ton of ways to build blood pod. This one is an inbetween the slow, grindy stax version and the fast hard-into hulk versions. Hence the title of being an adaptive combo; it transitions fluidly between stax and combo on any given turn in the game based on the current boardstate.
I actually had raz in the earliest renditions of this deck and was one of the reasons i built the deck. Like raz and hulk are probably 2 of the best creature based wincons in the format and excel in reanimator shells. However I found that raz was kinda awkward in here. There werent a ton of ways to land him and win that turn. We dont play fast mana or like flash hulk stuff, so i typically needed to chain 2 or 3 tutors off him + needed extra mana leftover to use it. Right now we have plenty of ways to get our combo, and they dont really layer well with raz lines:
- Reanimate, sneak attack or natural order for and sac hulk
- Birthing pod Tymna into felidar gaurdian, karmic guide, and kiki to win via combat damage
- Academy rector + sac outlet to get hulk combo
- Buried alive with reanimate spell (getting #2)
- 2 primary hulk lines: 1 if free sac outlet is present, allowing us to get complete protection on our combo with Grand Abolisher, the other doesnt but instead searches up our sac outlet. Both can win M2 or end step with infinite Zulaport Cutthroat triggers.
Out of those 5 ways to win, ive had trouble figuring a way to add raz into them without adding more cards to play around raz. Like if im going to pitch and reanimate something, its usually gonna be hulk.
1 week ago
Hey! I play almost exclusively cEDH. Nice to see cEDH get a mention and some tread on t/o. Here are my current decks if you're looking for something new.
My pride and joy Rafiq deck. This deck loves to get under people's skin by winning through combat damage and going for the long game. I've spent about 7 or 8 years tweaking this deck or starting over from the base up literally hundreds of times. It's an obsession and this is my best list to date results wise. Very fun and challenging to play; it requires minimal errors on your part and attempting to knife into your opponents by hitting them in their most critical weak spots. Can really punish greedy decks with a well timed stax piece or counterspell. Essentially plays as a control deck that shifts into a tempo deck once you land an engine like Cold-Eyed Selkie. Think of a hybrid between rashmi control and edric turns.
My take on the infamous blood pod deck of recent popularity. However, this deck is unique in the sense that it plays Sneak Attack and Protean Hulk lines. At it's heart it is an adaptive combo deck that can win out of nowhere as soon as t3. It can easily grind out opponents with tymna and a plethora of stax pieces you can easily work around as well. It utilizes a layered combo system that ultimately wins of a kiki-jiki combo with Grand Abolisher protection and/or with Zulaport Cutthroat without combat damage!
It's boring, predictable, and easy mode (for you). Just a run of the mill Kess deck. Runs storm lines, high tide lines, and control options to make Kess stand out in light of her heavily debated twin, Jeleva. Pretty standard list though for when I want to feel like a villian. Usual broken cEDH MVPs ad nauseum and Yawgmoth's Will.
2 weeks ago
2 weeks ago
Nice one, but I feel like you kinda went to heavy into the token strategy, because those don't trigger your Commanders abilty. That's why I think more creatures and less token producer would be helpful and adding some value.F.e. Drain: Blood Artist, Zulaport Cutthroat, etc.; Mana: Black Market, Revel in Riches (with an extra-cheeky win-con); Thiefery: Grave Betrayal; Card-Draw: Harvester of Souls Commander Boosting: Eternal Thirst If you really like tokens than you may include: Overseer of the Damned And maybe Necromantic Selection as an very good Wrath and even a finisher like Rise of the Dark Realms.I hope you still are interested in the deck and think that my suggestions are helpful.
2 weeks ago
Welcome to the party :)
Creeping Mold and Slice in Twain are basically the same except Mold gives you the option to destroy a land and Slice draws you a card so I'd say either one is good. Instant speed might be better? I usually have all of my mana sunk into Faith so I don't think I'd ever use it on their turn. The reason I have Mold over Slice is that drawing a card isn't as useful for most situations because of the added draw I already get from Midnight Oil and with so many mid range decks running three or more colors the land destruction can be devastating to their color pie. I do already have the ability to destroy non-basics like dual lands with Field of Ruin and then replay the Ruin with Ramunap Excavator to keep doing it as often as I want to, but I don't know if that's enough reason to change it out. At the end of the day I'd probably be bringing in Mold for the Enchantment removal more than anything else so you could go with either card and probably be just fine. I don't remember why I went down to just one though, I should probably go up to two three and get rid of Dissenter's Deliverance because it has more choices for just two more mana which is no big deal. Originally the entire sideboard was made up of cards with Cycling to give me more ways to Discard on purpose, but since adding Key to the City I can do that for free while making something unblockable.
Gonti's Machinations I'm not a huge fan of. It's probably sweet in multiplayer which is a format I play pretty regularly, but the need for energy just isn't there. I'd say a better generator of energy and use for it all in one card is Demon of Dark Schemes since it would wipe out all of my tokens and generate a ton of energy that can be used to buy creatures back from the graveyard while also being on a big flying body. Even still, I don't think it's the right deck. I could get behind a deck that generated tokens for that specific purpose, in fact I have a few, but the loss of Zulaport Cutthroat from Standard pretty much neutered the strategy. In a duel I'm not sure the 3 life gain after 2 turns of losing life is enough. Although, for one black mana it is sort of like an Alms of the Vein with Suspend 2. This deck would benefit greatly from a playset of Alms... too bad... I see what you were going for there, a pair on the field in the late game gives you a 6 damage bomb to edge in lethal damage if you need it. Could be nice against Ramunap Red to mitigate some damage early on as well. I'll consider that one. I still like it better in a deck that already has an energy package to be able to pop it right away, but I can see its usefulness I suppose.
Honored Hydra I like. Discard = Discount, love it. Great against removal as you said since it takes two shots to kill it for good. I also like that it has Trample. He reminds me of Penumbra Wurm which I ran in a green deck back in the day along with his other Penumbra friends. I can definitely get behind this one over the Monitor. I thought I'd have more reanimation and the Cycling for ramp/trigger was enough reason to run the Monitor but I haven't really used him either. The Hydra would be great in a lot of situations and since I could play him by turn 5 pretty easily it should be a larger threat than what my opponent would be able to play. It does suck that the flip side can just get Pushed and either side can Walk the Plank, but again that's just drawing out my opponent's removal and tying up their mana. If they don't have it then it should provide some pretty hefty beats.
Thank you for your suggestions! I'm never super attached to sideboards since they are always situational and meta dependent and there are always things that might work better. I definitely should upgrade the Monitor the the Hydra, and I'll retool the numbers for access to more Enchantment hate. I'm still on the fence about Machinations. Sometimes I'll have an auxiliary sideboard with a few extra cards for multiplayer and I could certainly toss a few of these in the box for that without hesitation.