Undying Malice

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Undying Malice

Instant

Until end of turn, target creature gains "When this creature dies, return this to the battlefield tapped under this creature's owner's control with a +1/+1 counter on this creature."

wisegreenbean on A Less Disappointing Boss Fight

2 weeks ago

feeling suspicious of Bartolome del Presidio and Gift of Immortality, are they just for suntitan combo? you have way less support for combos so it seems hard to assemble and those 2 pieces alone are kinda mid. 3 blood artists, 2 free sacs, 2 enchantments, and 1 sunny T seems tough to get a combo assembled w/ no tutors, so leaning into cards that are only good with your sun titan seems iffy to me.

Scorn-Blade Berserker seems like an alesha holdover

Resourceful Defense seems win-more

Ratadrabik of Urborg is questionable to me, i feel like you're mostly not saccing legends, but instead saccing your fodder

Alharu, Solemn Ritualist is a lil expensive as you have 16x token generators and I feel like that's your sac fodder.

ever 2 or less color black deck luvs Nihil Spellbomb

You might enjoy some combination of the Feign Death, Malakir Rebirth  Flip, Not Dead After All, Undying Malice effects

Dana_in_Love845 on Ozhov Devotion

1 month ago

Looks fun! I will say though that Not Dead After All is effectively better than Undying Malice. Discard isn't my favorite archetype to be honest, but still, good job!

Raven_of_Arella on Tourach and the Rats

1 month ago

This looks like a really cool discard deck! I am curious what your win condition is? It seems like you can pump your commander up pretty quickly so maybe commander damage for the win? I might consider adding a few more land and/or a couple pieces of ramp so you can keep the pressure up and not worry about missing your land drops. If your goal is to win with commander damage Fake Your Own Death and Undying Malice are some cheap cards for keeping him on the battlefield. I would also look at Victimize for some reanimation and Dash Hopes for a last ditch counter attempt. Some cards I think will help you dig into your deck and capitalize off opponent discards are Waste Not and Liliana's Spoils. I might also look at some cards like Invoke Despair, Indulgent Tormentor, and Seizan, Perverter of Truth to keep the pressure on your opponents and add to the ping effect. Lastly I would recommend Crypt Incursion for some massive life gain and as a piece of graveyard hate. All of these cards should be in that <$2 category. Happy building and playing!

wallisface on

9 months ago

The 4 copies of Kroxa, Titan of Death's Hunger feels like too many, i wouldn’t think you’d want more than 2 in a deck.

24 lands also feels like a lot here. Its probably fine if you’re really wanting to hardcast the Fury/Grief, but really you could get away with 22.

Have you considered adding in some amount of Feign Death and/or Undying Malice so that you can make full use of the Fury/Grief also?

Profet93 on Volrath Punch.

11 months ago

Cabal Stronghold - Budget cabal coffers. You need ramp in a deck with an expensive commander that will eventually get removed, not to mention ensuring he comes down quickly enough for you to be relevant and not outpaced by faster strategies. Moreover, ramp provides you with the ability to cast your more expensive creatures should Volrath inevitably be removed.

Mind Stone - Ramp when you need it, draw when you dont.

Defile > Disfigure

Hero's Downfall > Murder

Oversold Cemetery > Disentomb - Black has the best recursion in the game. While oversold cemetery is better than disentomb, you really should focus on bringing cards back to the field rather than your hand, especially given how expensive your creatures are. There are several cards that I can recommend at a later time, currently at work. Victimize,

Feed the Swarm - Enchantment removal

Phyrexian Arena/Syphon Mind/Read the Bones/Night's Whisper/Stinging Study- Draw, you desperately need draw

Diabolic Tutor - Tutors are black's greatest strength, be sure to utilize them to find what you need, when you need it.

Phyrexian Reclamation > raise dead - PR is reuseable while raise dead is not. Cost of life is minimal.

Dismember > Funeral charm - FC is cool, but its not impactful enough. Discard a card is alright, removal is horrible, swampwalk is not repeatable and often 2 for 1 loss. You need more removal in your deck, especially cheap to cast. It allows you to bluff interaction as well.

Supernatural Stamina/Undying Malice - Can be used to protect volrath for cheap.

Decree of Pain > Forced march - FM requires a lot of mana to use, 8 mana just to kill cmc 5 or less. I get the flexibility is nice, but the mana cost is too high. If you're going to spend 8 mana, you might as well be able to destroy everything and draw from it. Not to mention cycling at instant speed allows for a decentish floor as well. Worth considering.

FormOverFunction on Coulfner's Urn

11 months ago

To piggyback on some of what legendofa said: you might consider spells like Undying Malice that can keep creatures around while you’re getting situated but also put a +1/+1 on them, dropping your creature needs down to three toughness (to some extent). It gets pretty janky, but it’s an option!

legendofa on Sheoldred Reanimate

11 months ago

Tempo is basically the pace of the game. Slower, more attrition-y decks want to extend the game and gain value over time, which is where I think this deck is trying to be. Compare that to a high speed, high damage deck that tries to do as much damage as possible as quickly as possible. What I mean by saying those cards keep your tempo up and your opponents down is that they represent threats, while also disrupting your opponents' strategy by forcing discards and damage.

The mana curve is a measure of how efficiently you use your available mana each turn. A low-curve deck will be more aggressive and try to win in the first few turns. A higher curve will try to extend the game to get to its best effects. The idea of playing "on curve" is basically that you play a land and use all available mana that turn. Turn 1, play a land and spend 1 mana, T2 land + spend 2 mana, T3 land + spend 3 mana, etc. It's important to balance the amount of mana you have with what you can do with it--if you're consistently leaving mana unused, or if you regularly don't have enough to cast your key spells, you need to rebalance.

EDH games tend to run longer, so there's more opportunity to get to higher mana values, and I see a lot of single-use 2-mana cards in this deck. Once your Elderfang Disciple or Virus Beetle or whatever does its thing, it's basically relegated to the role of chump blocker. My suggestions, especially the enchantments, aim to give this deck a way to use and reuse them, so you can get more value out of them. Self-destructive cards like Crypt Rats and Fleshbag Marauder also are worth using more than once.

As another thought, there's a lot of counter manipulation, but only Liliana of the Veil, Undying Evil, Undying Malice, Blightbelly Rat, Oriq Loremage, Bloodchief Ascension and Contagion Engine actually use or create counters, unless I'm overlooking something. There's as many or more ways to move or add counters as ways to actually get counters. I'm not sure what role Power Conduit plays in here.

At this point, I should probably mention that I'm not a high-end EDH builder; I have a lot of gimmicky decklists and just design around whatever catches my interest at the moment. Still, I hope my suggestions and advice keep your wheels going!

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