|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Exile target nonland permanent. You lose 3 life.
|Have (3)||rockleemyhero , , PapaBudz|
|Want (15)||achrist , C-4567 , dyfrigp , Popengton , LaShrew , Pokedude512 , RumplesForeSkin , PAHamster , Zerxes_WolfHawk , tkjanacek , Mythdefy , Sergiosucks , earthwave97 , mokniker , Leviathan102|
Anguished Unmaking Discussion
2 days ago
Hi, I play in a non-cedh environment, with decks at power level 6-8.
I'm thinking of making an Abzan (GWB) lifegain / hatebears deck aiming to tempo and last extended games. The target commander is either Anafenza, the Foremost or Tymna the Weaver / Ikra Shidiqi, the Usurper , using utility creatures like Vona, Butcher of Magan and Ayli, Eternal Pilgrim .
What constitutes as the 'core' of a blood pod deck? If I remove Red, does this still achieve the same intended purpose as bloodpod, sans- Blood Moon ?
What boardwipes would you recommend for this type of deck? And how many would you run?
3 days ago
Hey N3M3S1S! Welcome to EDH. I hope you find it fun... I like this format the most. Hopefully you'll find these suggestions helpful:
Card-draw is one of the most important elements of any EDH deck -- in a format with three opponents, you typically want any source of card advantage you can get. Not being in blue means you don't have access to Windfall and friends, but Mardu has its fair share of mass-draw effects. I highly suggest Painful Truths ... You'll frequently be casting it as a three-mana draw-three, and the life-loss is more than worth it. Other draw-spells to consider: Night's Whisper , Minions' Murmurs , Faithless Looting , Syphon Mind , Read the Bones , Commune with Lava , Sign in Blood ... I'm sure there're more, but they aren't coming to mind. Permanent-based card-advantage is even better, since it's... well... permanent. Consider some of the following: Twilight Prophet , Phyrexian Arena , Arguel's Blood Fast Flip, Greed ... I love that you already have Necropotence .
Multi-for-One removal is another way to build card-advantage -- cards like Go for the Throat , Anguished Unmaking , Mortify and Path to Exile are good in two-player formats, but in multiplayer I've often found them not to be good enough. Some cards to consider instead: Fire Covenant , Grasp of Fate , Wear / Tear ... Though it's a one-for-one, I think you should include Swords to Plowshares . It only removes one thing, but it's like... REALLY efficient. Path to Exile ramping your opponent is actively dangerous.
Consider Cover of Darkness as another way to capitalize on your tribal theme. Other tribal-powering cards to consider include: Cavern of Souls , Patriarch's Bidding , Vampire Nocturnus , Bloodlord of Vaasgoth , Malakir Bloodwitch and Champion of Dusk . I suggest removing Gifted Aetherborn Paladin of Atonement , Pitiless Pontiff and/or Vampire Cutthroat for some of these.
Your artifact-ramp package has room for improvement. I like your signets... two-mana rocks are much better than three-mana rocks. Consider some or all of the following: Talisman of Conviction , Talisman of Hierarchy , Talisman of Indulgence , Mind Stone , Fellwar Stone , Arcane Signet , Prismatic Lens or even just Coldsteel Heart .
I think Lightning Greaves is probably better than Swiftfoot Boots , if you want to be able to equip frequently. If you need to get around the shroud, you can move the boots to something else, do what you need, and then return the boots to the first creature.
If you take my advice from (5), you can cut some lands. In general, if you have ramp and your curve is low, you can run 31 or 32 lands. With your current curve, I suggest 35 lands plus ramp. If you want to keep your basic land count high, you can run things like Blood Moon , Ruination , etc. Otherwise, here're some non-basics to consider: City of Brass , Mana Confluence , Prismatic Vista , Godless Shrine , Blood Crypt and Sacred Foundry .
Right. Good luck have fun!
1 week ago
RNR_Gaming I have both White Sun's Zenith and Swords to Plowshares I just don't know what I should remove from my current deck to add them in! Also, Hidden Stockpile is something i'll definitely have to add along with Spawning Pit . Both Vindicate and Anguished Unmaking are great cards but they are out of my budget but if I could trade with anyone at my local magic shop for these cards i'll be sure to look out for them!
1 week ago
Hmm if this is in a budget...
1) Hidden Stockpile - repeatable token generation
2) White Sun's Zenith - a great mana dump; very good in the mid and late game
Also, I noticed you have very little interaction
1) Swords to Plowshares - is probably whites best removal spell definitely pick one up :)
2) Disenchant - lots of pesky stax cards can get in the way of your token army; most decks try to have some way to deal with em. Granted, Anguished Unmaking and Vindicate are just better I'm not really sure what your price point is on a card.
3 weeks ago
Thank you SideBae! I see what you mean in most of your points, though I have a reason for not including most of them:
- My meta has a bunch of tribal decks (including dragons and dinos, which I don't want to have reanimated), so Patriarch's Bidding will be much more symmetrical. My current plan in case of a boardwipe is to either have drawn a bunch of cards or to use Varina's activated ability to rebuild my board, so not all hope is lost without mass reanimation.
- I like path and snuff out due to their cheap cost and see Varina zombies as more of an aggro deck akin to a more resilient elfball, so I wanna be dumping zombies onto the field and getting additional attack triggers, not paying a lot of mana to shoot down opponents' things. I haven't been liking Anguished Unmaking for this reason, but its near-universal reach is what's preventing me from taking it out completely.
- Varina is all the card selection I need. Why play all these cantrips when I could be playing zombies to get attack triggers off of? Just isn't as good.
- I can definitely see myself needing a skullclamp and will be testing it out. It's a really efficient engine. As for FoF and truths, I would rather have an engine that can draw me many cards over the course of the game, and Varina's card selection is invaluable in finding those pieces.
- I can see myself cutting a few lands, though I'm not really trying to ramp into anything, just play a bunch of zombies every turn. My overall plan is to get to Varina, after which I'll be able to discard unneeded lands or keep digging for more, so I need enough lands to get to that point.
- Demonic Tutor is really good, but I just dislike the idea of non-land tutors in commander. Variance is a part of what makes it fun, and tutors take away from that variance a ton.
3 weeks ago
I would cut a lot of your tutors, particularly the ones with a CMC of 4 or greater. Consistency is a good thing, but you have to remember--any tutor you cast is a turn you're not casting a more useful card. That's fine with tutors that costs 1-2 mana, and a bit more iffy at the 3-mana point; that's a big problem when you're forgoing the casting of a 4+ mana spell because you want to tutor.
That said, one tutor I would consider adding is Razaketh, the Foulblooded .
You might want to consider running some card draw options. You're a bit limited on that front since you're not running blue, but you can at least slam Necropotence for some tremendous card advantage. Vilis, Broker of Blood might be another good option, since he can both remove enemies and draw you cards.
You mentioned your opponents were winning before you could, and wanted advise on how to speed up your deck. However, speeding up your victory is only half the battle--you also have to keep opponents from winning.
A more aggressive removal package would probably help you. Winds of Abandon and Toxic Deluge are both great cards that can demolish opponent boards while leaving the demons you need to win relatively unscathed. Path to Exile and Dismember are great, and easy to cast for just a single mana. Anguished Unmaking and Vindicate are a bit slower, which can be problematic, but can hit any permanent if you find that's something you need. Vandalblast is pretty nifty, and often hits a large number of combo pieces or annihilates your opponents' ramp.
I would also focus on adding more creatures with short term enter-the-battlefield effects. That way you get immediate benefits when they hit the battlefield. You can cheat some pretty impressive ETBs into play, which can allow for fairly significant tempo swings.
All that said, I think your deck still might be a bit too fragile. Currently, your primary win conditions are an enchantment that requires some fairly specific setup to go off and then using your creatures as beatsticks. You might want to add a few more game-winning combos--since you can cheat cards like Vilis, Rune-Scarred, and Razaketh into play, finding your combo pieces shouldn't be too hard. Some good options include:
- Mikaeus, the Unhallowed (a solid card for your deck regardless of whether you're comboing or not) and Triskelion , which produces infinite damage;
- Rest in Peace (which is a great card combo or not, hosing graveyard-matters decks) and Helm of Obedience - when you activate Helm for X > 0 with Rest in Peace in play, you mill an opponents' entire library;
- Worldgorger Dragon and Animate Dead results in infinite ETB triggers on your creatures (which would be extra helpful if you add more ETB effects, as outlined above).
3 weeks ago
So I want to start by saying everything in my previous comment still stands, so I won't go over anything I already discussed there. That said, let's take a look at what you've changed.
The Good Show
The Okay Show
3 weeks ago
Hey, nice upgrade of the precon, but consider cutting a lot of the fat for more low mana cost support?
There's 16 four drops here includes Atraxa and there's 12 five drops. This is too many four/five drops especially four drops because the main one you want to play is Atraxa since she's in the Command Zone. My advice is consider cutting a lot of these four and five drops for lower CMC cards that are within the budget here?
- Gyre Sage
- Everflowing Chalice
- Birds of Paradise
- Nature's Lore
- Mystic Remora
- Eladamri's Call
- Diabolic Intent
- Sage of Hours
- Skullbriar, the Walking Grave
- Good-Fortune Unicorn
- Evolutionary Escalation
- Orzhov Advokist
- Grateful Apparition
- Deathrite Shaman
- Eternal Witness
Higher mana cost cards to consider cutting:
- Enduring Scalelord
- Ajani, Valiant Protector
- Armorcraft Judge
- Citadel Siege
- Fuel for the Cause
- Herald of Secret Streams
- Ishai, Ojutai Dragonspeaker
- Angel of Invention
- Cauldron of Souls
- Elite Scaleguard
- Inexorable Tide
- Verdurous Gearhulk
- Vulturous Zombie
- Ajani Goldmane
- Bloodspore Thrinax
Other cards to consider adding:
- Mirrodin's Core
- Llanowar Wastes
- Yavimaya Coast
- Ash Barrens
- Simic Ascendancy
- Tamiyo, Field Researcher
- Swords to Plowshares
- Arcane Denial
- Anguished Unmaking
- Beast Within
Other cards to consider cutting:
- Vivid Grove
- Vivid Meadow
- Vivid Marsh
- 1x Plains
- 1x Forest
- Servant of the Scale
- Tuskguard Captain
- Hungering Hydra
- Darksteel Ingot
I offer more advice if you have questions about any of these suggestions. Good luck with your deck.
Anguished Unmaking occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.13%
WB (Orzhov): 1.46%
WUB (Esper): 1.14%
BGW (Abzan, Junk): 3.28%
RBW (Mardu): 1.6%