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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Abnormal Endurance
Instant
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control."






Necrosis24 on Cards that buff zombie tribal?
2 years ago
legendofa on Commander Help
2 years ago
Black and green have ways to keep their creatures active, from something like Abnormal Endurance to Golgari Charm to Heroic Intervention on the spell side, and cards like Asceticism or Horror of Horrors on the permanent side. Hexproof, regenerate, and indestructible are all ways to keep your commander around, and specializes in surviving anything.
dnthymamai on
X gon' give it to ya' [Xantcha EDH]
2 years ago
Great Deck! First time I see something this interesting on a Xantcha deck.
Can I ask you please why do you choose to return Xantcha under your control when you are trying to save her? (with the black instants) Here, you may also add Malakir Rebirth Flip which is a bit cheaper than Abnormal Endurance to cast.
If you want her to remain under the opponents' control may I suggest some other options for your black instants: Armor of Shadows ,Boon of Erebos, Without Weakness and Unlikely Aid
Sorry If I am not seeing the trick where you want her under your control.
Nice deck!
Ca1m_down on
BlitzKrieg
2 years ago
Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:
Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil
"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher
Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap
I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.
Things in your current list that I'm a little skeptical of:
Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.
Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).
Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.
Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.
All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)
Legendxp on
Tivit, seller of secrets
2 years ago
Hey, I'm glad someone else saw the potential of this guy. I'm making a deck with him as well.
I went a slightly different route with using the following cards as psuedo blink spells;
1x Feign Death
1x Undying Evil
It helps that they can also be used to surprise an enemy during combat to get one of their creatures killed. The rest of my deck is basically stuff that gets stronger based on the number of artifacts I control.
kazeoishii on
Skullbriar, the Moon Walking Grave
3 years ago
removed Abnormal Endurance
Added
Snakeskin Veil
Assassin's Trophy
Binding the Old Gods
Mask of Griselbrand
The First Iroan Games
Belt of Giant Strength
Branching Evolution
Tyrite Sanctum
Loxodon Warhammer
Kusari-Gama
Sword of Truth and Justice
Ruinous Intrusion
Sword of Hours
Witch's Clinic
Reliquary Tower
Grave Endeavor
Duskshell Crawler
Fractal Harness
Wand of Orcus
Eternal Thirst
Lucille
Vorrac Battlehorns
Return of the Wildspeaker
BrassLord on
Necromancy
3 years ago
As for suggestions... Malakir Rebirth Flip, Undying Evil, Supernatural Stamina, Abnormal Endurance, and Feign Death are all ways to double down on ETB triggers or responding to opponents removal, allowing you even more venture!
Giving your commander evasion can also come in handy! Things like Hot Soup, Trailblazer's Boots and the like will help give you consistent adventuring!
Some weird low cmc cards that I think you'd like are Kami of False Hope and Gift of Immortality. Alone, Kami is like a spore frog, and has saved my butt more times than I can count. Gift of Immortality is just that, it makes it so your opponents effectively need to kill your creature twice. When paired together or with your commander, the Kami puts a soft lock on combat damage, allowing you to continue to grind out the game for advantage!
Gravebreaker Lamia and Silversmote Ghoul also form a neat little engine when paired together, also helps set up your graveyard! Speaking of grind Desecrated Tomb can easily turn into a win condition if your commander goes online early!
Daxos, Blessed by the Sun is a decent life gaining trigger that fits with your theme! Bounty Agent is a repeatable commander destruction card! Alseid of Life's Bounty and Selfless Savior are both cheap cmc guys that can give your commander protection and you can still fetch them from the grave!
The deck does look a bit light on removal or interaction, so I'd recommend adding any plethora of options for creature removal in black and white!
All in all though, play with the cards you have! Have fun refining the deck, and don't be afraid to lose! It helps you see what your decks strengths and shortcomings are, and you're able to make changes! Hope these recommendations give you some ideas to work with! May your she dwarf beard grow ever long!
multimedia on
The Undying
3 years ago
Hey, nice casual budget version, but are undying creatures other than Mikaeus and Flayer really worth it?
Consider more enablers to get +1/+1 counters on your creatures?
If you're going for an attacking strategy then consider a few more fliers that have some added value when they die or when they ETB?
Bloodtracker + Sword of Hours is a nice interaction. Some sac outlets are helpful to sac creatures who have counters to get their die or ETB triggers.
You have several high CMC creatures here, more reanimation and enablers could help.
Olivia, Mobilized for War is a +1/+1 counter enabler and an enabler for reanimation.
Some cards to consider cutting:
- Essence Backlash
- Redirect
- Kumena's Awakening
- Abnormal Endurance
- Pharika's Libation
- Butcher Ghoul
- Invisible Stalker
- Taurean Mauler
- Demonlord of Ashmouth
- Hound of Griselbrand
- Mer-Ek Nightblade
- Falkenrath Marauders
- Thunderblust
- Silumgar, the Drifting Death
- Blood Tyrant
- Sphinx of Magosi
Good luck with your deck.
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Want (2) | C0LDE , AjaxSlumbering |