Combos Browse all Suggest
- Bitterblossom + Essence Warden
- Bitterblossom + Braids, Cabal Minion
- Bitterblossom + Skullclamp
- Ayara, First of Locthwain + Bitterblossom
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Tribal Enchantment — Faerie
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
wallisface on Spinjutsu
1 week ago
22 lands feels a little low for a deck that is trying to juggle being both proactive and reactive. Personally i’d go to 23 - though i haven’t played the deck to know which number feels better.
Cunning Evasion feels really pointless to me, its going to mess with your own tempo heavily, for really limited gain. You’re better-off just kill-spelling a creature that’s blocking your stuff, or not worrying about it.
your creature count is too high, giving you too few means of interaction. I’d drop both Silver-Fur Master and Ornithopter (while also playing the full playset of Changeling Outcast, as it helps with your faerie count). That gives you 6 extra slots to control the boardstate.
Kaito, Dancing Shadow is probably a sideboard card at best. If a game goes long enough to get value from him, you’re in trouble. I’d leave him in the sideboard and just bring him in for super grindy matchups (or, ditch him entirely).
I agree the deck would perform a LOT better with Bitterblossom. Your best solution fir playing without it is to try and build the deck as aggressively as possible - you don’t want the game to go long because you’ll get out-valued.
fluffyeel on Yuriko, The Tiger’s Shadow
1 month ago
Ninjas are awesome: one of my EDH decks is a Yuriko deck that makes people "very happy". And it's a good start that you have! Some thoughts about things to add that vary in budget-friendliness:
- I like a lot of spells that you don't pay full price for, but that will hurt if Yuriko flips them. Commit / Memory, Dig Through Time, The Magic Mirror, Shadow of Mortality, and Commandeer are all, if memory serves, not so expensive price-wise and also quite powerful. (Force of Will is another classic, but I don't recommend it unless you have it because it's quite pricey!)
- Other good evasive creatures/enablers are Krydle of Baldur's Gate, Wonder, Nighthawk Scavenger, and Vampire Nighthawk. If you have one, Bitterblossom is also another great generator for nuisances.
- One of Yuriko's main tricks (or how I play her) is really being able to adjust your library on demand for maximum pain and suffering (for your opponents). Of course, Vampiric Tutor and Mystical Tutor are (expensive) classics, but Lim-Dul's Vault is a go-to I use, as is Sensei's Divining Top. For any of the instants, Isochron Scepter is great for repeatable "fun" with a lot of your stuff.
- Another option to maximize pain is any of the double-faced spell/land cards from Zendikar Rising, like Sea Gate Restoration Flip, Zof Consumption Flip, Umara Wizard Flip... not all of them are good, but they are great things to flip with Yuriko.
DemonDragonJ on Phyrexia: All Will Be One …
2 months ago
Gleeock, which card is a "white Bitterblossom," as you call it?
soul_knightmare on Braid's killing spree
2 months ago
Mind Stone, Fellwar Stone, Arcane Signet for more ramp and remove three basic lands. You can run 37 or less
Skullclamp, Reassembling Skeleton, Treacherous Blessing, Victimize, Gray Merchant of Asphodel for more card draw and recursion and remove Cordial Vampire, Xathrid Necromancer, Bloodcrazed Paladin, Undead Augur, Maskwood Nexus, and Doomed Dissenter. They are all different tribal cards and you can't rely on seeing Maskwood Nexus every game.
If looking for long term updrades you can never go wrong with Cabal Coffers, Urborg, Tomb of Yawgmoth, Black Market Connections, Bitterblossom, Crypt Ghast, and Pitiless Plunderer
Grind on Tenticlats
3 months ago
To mitigate the downside of your background you could consider Reassembling Skeleton or Bitterblossom.
Also would consider Sol Ring over mind stone.
Cheers and have fun!!
Profet93 on Edgar Allen poe
3 months ago
shrieking affliction is listed twice
Deserted Temple - Untap coffers, politics and combo piece.
Rings of Brighthearth - Synergy with your commander. In conjunction with deserted temple and coffers allows you to make infinite black mana. If you were to add fetches (which you should for crucible of worlds, as well as top deck manipulation), then it would be a way to ramp without artifacts and would further fuel coffers. It has synergy with 10 other cards, not including your commander
Urborg, Tomb of Yawgmoth - Not necessary but allows you to perform the above combo with less swamps and allows you for more nonbaiscs in your mana base which you should take advantage of being in black.
Blinkmoth Well - Synergy with Static/Winter orb + politics
Expedition Map - To find coffers, temple, blinkmoth, not miss land drops, etc...
Buried Ruin - Not really needed but nice to have. Allows for recursion of rings. Moreover, it brings back crucible and crucible brings buried ruin back. Combine with fetches to not miss a land drop.
Infernal Darkness - Similar to contamination but A) Doesn't shut off big mana producing lands (pro + con) B) Doesn't require a creature but rather some life and mana. At worst, it's counterspell bait. At best, it timewalks them. Being unable to cast spells gives you a greater probability of being able to make them discard.
Bitterblossom/Reassembling Skeleton - Tokens for skullclamp, blockers and soft lock with contamination. \
I would add some tutors (can provide more detailed suggestions of those later if you are interested, let me know) to ensure consistency. Tutors are blacks greatest strength and are valuable
Crystal Chimes - I personally hate this card, but given over 20% of your deck are enchantments, it might be worth considering. Especially given how you don't run Yawgmoth's Will or Magus of the Will. Deliver Unto Evil is another recursion spell worth considering.
Ill-Gotten Gains - Not an entirely serious suggestion, but worth noting.
While not a combo I enjoy, bloodchief ascension + Mindcrank = Good times.
I would remove some of your win-more discard damage enchantments for interaction, draw, recursion, utility or whatever you feel your deck is lacking.
All these enchantments and no Necropotence, I'm assuming due to the exile clause?
Let me know what you think of each idea and if you want more suggestions for cuts.
king-saproling on The Newspaper
3 months ago
Sure thing Benjimain! I think you picked a great partner pair. They offer the late-game resilence that Orzhov (WB) decks are known for while also enabling big combat damage which is rare in WB.
Here are some other swaps I would make:
Quag Sickness -> Plaguecrafter
Underworld Dreams -> Bitterblossom
Forever Young -> Black Market
Pick the Brain -> Grand Crescendo
Artificer's Hex -> Lightning Coils
Duress -> Rootborn Defenses
Pit Keeper -> Captain's Claws
Triad of Fates -> Haunted Library
Deathpact Angel -> Mardu Strike Leader
Mark of the Vampire -> Blight Mound
Confront the Assault -> Veteran Soldier
Primevals' Glorious Rebirth -> Spirit Bonds
Soul Salvage -> Militia's Pride
Alchemist's Gift -> Oketra's Monument
Lash of Thorns -> Wand of Orcus
Village Rites -> Grim Haruspex
Pheardemons on Mishra's Relentless Horde
4 months ago
Gleeock - I see where Captive Audience could work, but I don't think I'm going to include it in this list. Despite how much I love that card in a different deck I have. I forgot all about Calculating Lich and I think I own one. I'll definitely look into that. Bitterblossom and Kazuul, Tyrant of the Cliffs were both cards I was looking at taking out because Bitterblossom is so slow and Kazuul, Tyrant of the Cliffs relies on my opponents. Most likely they won't attack me until they can pay or get rid of it. I'll keep that in mind as I playtest as well. Shiny Impetusand Curse of Opulence were both considered but I thought they were a bit too slow for the slow. I might do Professional Face-Breaker if I decide to add in some more ramp in that form.
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