Awaken the Erstwhile

Awaken the Erstwhile

Sorcery

Each player discards all the cards in their hand, then creates that many 2/2 black Zombie creature tokens.

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Set Rarity
Ravnica Allegiance (RNA) Rare

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Legality

Format Legality
Limited Legal
Highlander Legal
Brawl Legal
Pre-release Legal
Tiny Leaders Legal
Casual Legal
Pioneer Legal
Oathbreaker Legal
Arena Legal
1v1 Commander Legal
Standard Legal
Leviathan Legal
Modern Legal
Canadian Highlander Legal
Duel Commander Legal
Historic Legal
Commander / EDH Legal
Block Constructed Legal
Legacy Legal
Vintage Legal
Unformat Legal

Latest Decks as Commander

Awaken the Erstwhile Discussion

SynergyBuild on TINYBONES: TINY PUNISHER (Mono-Black Stax)

1 month ago

Personally when tuned this probably wants a few more pieces to properly abuse the graveyard, specifically your opponents' graveyards, as they, when stocked as this list does so well, can be value your opponents gain in the cases of Kess, Gitrog, and many other decks. Cling to Dust acts as a cantrip that exiles a card, as does Cremate, and while both can be run, cling is repeatable from your graveyard, however is perfectly fine for gaining life for a Necro or for Tinybones triggers when need be.

Cling is my best suggestion for this build.

Separately, I would suggest Mikokoro, Center of the Sea and Dark Confidant (however for confidant, I'd make sure to drop Awaken the Erstwhile, Beseech the Queen, and a few other high rolling cards).

Mikokoro serves triple in the deck. It draws you action in a pinch, and can be played politically in a pinch too, however secondly can fill opponent's hands when they are empty just for the discard triggers. Thirdly, it can stop all Thassa's Oracle combos, as when the trigger is on the stack if they draw a card and have no cards in deck, they die.

Yes, it's worse than Geier Reach Sanitarium, however is a second copy for consistency!

Spell_Slam on Kaervek Group Hugging Slug

2 months ago

I know this is probably one of the worst cards for multiplayer ever, but Grip of Chaos seems legitimately good for your deck as an on-curve way to protect Kaervek pretty much forever against any targeted removal.

Captive Audience is both a hug and a slug at once. Seems to fit the bill here.

Allure of the Unknown seems like a great way to get some card advantage and also get an opponent to cast a spell for you and trigger Kaervek.

Koskun Falls is a good way to dissuade attacks. You won't mind tapping even your Commander for this.

Xantcha, Sleeper Agent seems good to get opponents to spend mana to kill another opponent and get cards out of it.

Forcing opponents to discard their cards will also encourage them to play more aggressively. It also gives opponents less answers for your main strategy. You wouldn't want to focus on it too much, but a few key cards could be really fun. Rankle, Master of Pranks is pretty versatile, Sire Of Insanity might be overkill, Awaken the Erstwhile is still group-huggy, and then there's Bottomless Pit, Necrogen Mists and Cunning Lethemancer for continual discard.

Dash Hopes is one of the first cards I would remove from the deck. Gremlin Infesation, Tibalt and Judith all seem underwhelming.

Azeworai on Tinybones the card thief

2 months ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Artatras on The Scarab God / Zombie Tribal / Mill / Token

3 months ago

First things first, good choice! The Scarab God is an extremely fun and powerful commander, so I believe you're gonna do well in the tournament. Your decklist seems pretty solid, especially considering the budget restrictions. A couple of general advices would be to include as much mana ramp as possible as your commander's ability is very mana intensive, and as many instants as you can considering you can use the Scarab's ability at any time. This way, you'll be able to play a very interactive game. Here are a few specific considerations:

I'm not a huge fan of Bontu's Last Reckoning. I don't know if you have tested it enough, but having to basically skip two turns to have the board cleared is a terrible deal. If the better boardwipes are out of budget, you can consider Crux of Fate, Decree of Pain, Languish and Life's Finale (which has nice synergy with your commander, although it costs a bit too much mana).

Walk the Plank is also a little suboptimal, as it's sorcery speed (which is a nonbo with your commander). There are plenty of instant speed removal spells to choose from, like Cast Down, Dismember, Go for the Throat and Victim of Night.

I'm also not a fan of symmetrical draw effects like Howling Mine, because giving extra cards to your opponents is very dangerous. Maybe a more traditional draw spell would be more appropriate.

I think you are aware, but Yawgmoth's Bargain is unfortunately banned in our format.

Personally, I would include a slightly more prominent token subtheme to get the most value out of your commander's first ability. You can consider cards like Dread Summons (good for milling your opponents' creatures AND create some tokens), From Under the Floorboards (even when you are unable to cast it for its madness cost, three 2/2s for five mana is an ok deal) and Open the Graves.

Awaken the Erstwhile is amazing in this deck, as it fills every graveyard with -hopefully- creatures to copy as well as provide some 2/2s.

Every graveyard-based deck should have a decent number of free sacrifice outlets, and while I see you included some, I think you are still missing the best one for this kind of deck: Altar of Dementia. Apart from the amazing utility of being able to sacrifice a creature in response to an exile removal spell, it has the huge benefit of fueling your (or your opponents') graveyard for your commander. At some point during the game, depending on your board state, it can even become a win condition. Ashnod's Altar is another one I would include.

Considering your commander's ability is at instant speed, I would include Vedalken Orrery (if it's not our of budget) and Leyline of Anticipation to be able to play your spells on your opponents end steps, in case you didn't use the Scarab's ability.

A couple of auto includes, I think, should be Living Death and Havengul Lich for when you don't have the God available.

Rooftop Storm is rather expensive at six mana, but is basically an Omniscience for all your zombies.

Good luck for your tournament and keep updating this list!

_Putrefax on Message from Surgeon-General Yawgmoth Re: COVID-19

5 months ago

As a fellow Phyrexian at heart, I love this deck. I have my own attempt at a Phyrexian masterpiece in Chainer, the Spoop Lord and have really liked some of your inclusions since our strategies are very similar. I might look into Awaken the Erstwhile too. You reckon you could spare a look? I'd love some feedback.

How do you find the ramp situation in your deck; do you find yourself wanting, or do the rituals keep you mostly covered?

Same question with the lifegain, since i find having the ability to pay life on your commander really takes you into a dangerous position a lot of the time.

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