Diabolic Revelation

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Diabolic Revelation

Sorcery

Search your library for up to X cards and put those cards into your hand. Then shuffle your library.

DreadKhan on bungo

2 weeks ago

I'm not super familiar with Zombie decks (and have zero experience with Crime decks), but I think I can spot a few cards that you could probably cut for something better. Brain Pry seems like it'd be embarrassing to cast, I'd cut this unless you want actively bad cards (I keep them in some decks so I know when I'm drawing truly awful, but it's very suboptimal). Crippling Fear seems pretty small when there is Kindred Dominance and even Necromantic Selection, either of these is a much bigger, beefier effect. Diabolic Tutor is not a very good card IMHO, if you have access to large amounts of mana potentially (and you do from multiple sources) Diabolic Revelation is a much bigger, better effect, I like to run it with Emergence Zone. Gravestorm is a pretty uneven card if your Commander isn't out, I'd cut this for Phyrexian Arena, your Commander comes out late and resolving Arena on turn 3 feels amazing, if you miss 2 or 3 free cards you might not even be able to cast Gisa. I feel like I'd run Sadistic Hypnotist over Cabal Therapist, even at 5 mana the effect is so much stronger. I might be missing something with Hunted Bonebrute, it's not a Zombie, and Hunted Horror exists, offering a much stronger political play. I usually like Keen Duelist, but your MV might not be high enough to support this kind of effect, in general you should be regularly walloping your opponent with huge MV stuff to justify this. I guess if you throw in Kindred Dominance and/or Necromantic Selection Duelist gets a bit better, but your MV probably needs to be closer to 4 or this will just give free cards to opponents unless your Commander is out (and people are going to be wiping you a lot I suspect). Unless you throw an Urborg, Tomb of Yawgmoth in I don't know if Oblivion Sower is good enough, ymmv. If you already have it by all means keep it in, but I feel like Urza's Incubator is not a very good card in here? You have a lot of mana requirements, and your zombies aren't especially big overall, I'd switch this for Sceptre of Eternal Glory if possible.

This is a bit out in left field, but can you imagine if you have Zombie Trailblazer out with your Commander and an Amulet of Vigor? That's infinite, right? Not sure if you want infinites or not, just wanted to mention it (because it'd be a sweet combo because you'd still need Haste or your Altar of Dementia, so it'd still be a 'look out next turn!' thing at 3 cards).

Generally I'd say discard effects are a lot less powerful the less of them you use, but I get that you want to commit crimes in here, perhaps you could look into repeatable removal sources? Drana, Kalastria Bloodchief is a budget card that can commit a crime for BB, and if you have extra mana you can also pump Drana while killing off Blockers. You might also try out Transmogrifying Wand, this can commit 3 very useful crimes, 2/4 vanillas are about as useful as floppy carrots in Commander, especially compared to 3 of the best creatures on the board (which you can reanimate I guess, since it's a Destroy effect). There is always good old Royal Assassin, this is SO MUCH better than Urza's Glasses in practice, and it's only BB more to make a gigantic impact on the board.

Here's some stuff you might consider adding, Night's Whisper is a very good low-to-the-ground card draw effect, as is Sign in Blood, both can help you get your Commander out on time more consistently. Sign can even be used to finish off a vulnerable opponent in a pinch. You also might be curious about War Room and Bonders' Enclave, both are lands that can draw, very useful with Urborg, Tomb of Yawgmoth.

Sorry if I missed some synergies, I like the idea of this deck but am a bit agog at how much this Commander can do if properly supported, Ward seems like major overkill! Have fun out there!

DemonDragonJ on Mind Over Matter

2 weeks ago

I have replaced Diabolic Revelation with Rune-Scarred Demon, which increased the average converted mana cost of this deck from 3.85 to 3.89, but that increase is deceptive, since I would need to spend at least 7 mana on the former card to truly receive value from it, and I also am very fond of demons, so I am very pleased with this decision.

DemonDragonJ on Diabolic Revelation or Rune-Scarred Demon?

2 weeks ago

Most of the users here seem to be suggestion that I use the demon, and I agree with them, but I simply wished for reassurance, so I shall make that change, since Diabolic Revelation is a nice card, but I would need to spend at least 2 mana, ideally at least 3 mana, on to truly receive good value from the spell, which may leave me with no mana to cast any of the cards that I find, whereas the demon shall provide me with a sizeable creature for attacking and blocking while I wait for my next turn, on which I can cast the card that I found, presuming that I do not have sufficient mana to cast it, on the same turn that I find it.

RiotRunner789, my Sen Triplets deck does not have major focus on reanimating creatures, as it is a control deck, so I shall need large and powerful creatures to protect myself while I assemble my forces and then finish off my opponents, once I have sufficiently established my presence in the game.

Niko9 on Diabolic Revelation or Rune-Scarred Demon?

3 weeks ago

Hmm, I think in general I'd say Rune-Scarred Demon is better, but in your deck you have a lot of interaction and a lot of cards that are good for specific situations, and I actually think Diabolic Revelation might be better to set up multiple plays, or get something to counter another player and something to further your board at the same time.

I almost hate to suggest it because it may be too mean, but what do you think about something like Overburden or Mana Breach to load up opponent's hands with lands? Expel from Orazca is a favorite card of mine and might also work, return a card you want to play with Sen, or if in ascend, then it's brutal because you remove a threat and screw up their next draw.

Also, there's no way it works, but Patron of the Moon doesn't work with Sen Triplets does it? It does say your hand, so I assume you can't play lands with patron from an opponent's hand, but maybe? It would just be a fun play to bounce lands back to their hand and then jam them out on your field. Doubt it works, but hey, the patron kami's will get their day!

RiotRunner789 on Diabolic Revelation or Rune-Scarred Demon?

3 weeks ago

How many times has Diabolic Revelation netted you 3+ cards? Did you win the same or next turn? How many times has it been a dead card or only netted 1 or 2 cards?

7 mana is also a lot for a tutor. Does your deck have decent recursion? Can you play Entomb then Reanimate?

In a vacuum, I'd go with the demon but personally I'd play a mana rock or some synergy piece over expensive tutors.

DemonDragonJ on Diabolic Revelation or Rune-Scarred Demon?

4 weeks ago

I have a copy of Diabolic Revelation in my Sen Triplets EDH deck, although I am considering replacing it with a copy of Rune-Scarred Demon, since I like having a powerful 6/6 creature with flying, which I could potentially summon repeatedly, to use its ability multiple times.

What does everyone else say about this? Should I replace Diabolic Revelation with Rune-Scarred Demon, or keep the sorcery in that deck?

CickNason on Prosshy Prossh

2 months ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

DemonDragonJ on Diabolical Machinations

3 months ago

I have replaced Diabolic Revelation, Elder Mastery, and Lightning Reaver with Archfiend of Depravity, Indulgent Tormentor, and Rune-Scarred Demon, because the newer cards far better fit the theme of this deck than did the older cards, which, unfortunately, increased this deck's average converted mana cost from 4.40 to 4.42, but that increase is deceptive, since I would need to spend a minimum of 7 mana on Diabolic Revelation to truly get a good bargain from it.

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