Bloodchief's Thirst

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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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Bloodchief's Thirst

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Destroy target creature or planeswalker with converted mana cost 2 or less. If this spell was kicked, instead destroy target creature or planeswalker.

wallisface on

3 months ago

Some thoughts:

  • don’t include either of those sideboard cards into your deck, they’re bad.

  • Profane Tutor is much better than both Grim Tutor and Diabolic Tutor. I’d just run the Profane Tutor and ditch both of these other tutors entirely in favour of more early game interaction (killspells).

  • your land count of 28 seems good, especially as Cabal Coffers ”isn’t a land” and won’t be helping you at-all until you have 3 other lands in play anyway. However, you could replace some swamps with Troll of Khazad-dum, as they can act both as land-fetches early game, and large creatures late game.

  • if you’re planning on making big mana, Tainted Adversary is going to be a lot more useful than Gifted Aetherborn.

  • you never want to be paying more than 2 mana for a killspell. In that vein i’d recommend either Infernal Grasp, Bloodchief's Thirst, or Sheoldred's Edict instead of Murder.

  • I don’t think Hypnotic Specter is very useful - a lot of decks will already be empty handed by their own play-patterns before this thing swings. I’d swap it for one of the before-mentioned killspells (or Damnation),… if you really want a creature, maybe something like Tourach, Dread Cantor.

I think the biggest hurdle to this deck is that while you’re probably going to be able to play a land every turn, that’s still pretty slow ramp-wise, so you should be investing a lot more resources into ensuring you can slow the game down in those early turns (by killing your opponents threats) so that you can reliably do stuff with your big spells in the late game.

amicdeep on

9 months ago

guessing your trying to stay budget so will try to keep that in mind in recommendations

Dauthi Voidwalker unlockable, utilises discarded cards, alows you to steal opponents removal and tempo plays. run 4

Thieves' Guild Enforcer play a couple of rogues and shes a 3/2 deathtouch for 1. ideal 1 drop run 4

Changeling Outcast strictly better than boggart or stinger, run 4

Vampire Cutthroat runs better than boggart or stigger most of the time, use as extra 1drop if needed

Bad Moon you have only one load effect, this doubles your lord run 3-4

lands Castle Locthwain run 2-3 Hive of the Eye Tyrant run 2-3

as your a creature deck sometimes you get wiped an need to rebuild (this is not a budget card) Agadeem's Awakening  Flip run 1-2 Takenuma, Abandoned Mire literally no downside and makes the deck slightly better, run 1

if you have a land slot left unused Ifnir Deadlands also exists and is solid removal in the late game.

you ideally need some more and better removal literally anything. a mix of Victim of Night, Eliminate, Infernal Grasp, Bloodchief's Thirst

in an ideal world you'd also run 4 Bitterblossom (if you do run 4 Morsel Theft which you should be running 4 of anyway the 6 life shift on a cantrip for 2 is on of the main reasons to run rogues)

cards to drop. Oona's Prowler, Frogtosser Banneret, Noggin Whack, Defile, Prickly Boggart. all have better options for the slot

i also find that Earwig Squad tends to do much better in the sideboard (its an excellent hate card agaisnt some decks but a bit useless against others)

Darth_Savage on

10 months ago

My first thought was add maybe 1 or 2 Nighthawk Scavenger to give a couple more rogues that can close out the game. Something else to consider is utility lands Castle Locthwain and Hive of the Eye Tyrant being the most obvious, though I could see a case for Blast Zone too. Varragoth, Bloodsky Sire could have a place as a tutor.

To really work you need a sideboard, so here are some suggestions;

2x Lithoform Blight (land strategies)

2x Cunning Nightbonder (control)

2x Bloodchief's Thirst (more removal, can hit planeswalkers)

2x Fatal Push (more removal)

4x Duress (for combo or to remve sweepers)

3x Faerie Macabre (grave hate or a rogue at worst)

Elsterooo on The pioneer GOYF - A selfmill deck

1 year ago

Hey. I'm happy I made a deck to enjoy. Let me know any suggestions depending on how it will go or what I should work on!

It depends on whether you intend to keep this deck a budget deck, so I'll suggestion budget sideboard cards.

Fading Hope (Scrying can ensure you mill a creature as well), Divide by Zero (Especially since it's a multi-purpose counter that provides value and you can discard a creature card if you don't learn), Soul-Guide Lantern (Graveyard hate nowadays), Bloodchief's Thirst, Perpetual Timepiece against GY hate directed towards you, Spell Pierce, Make Disappear (Lots of 1 power things to sacrifice) and Ertai's Scorn.

The deck has a slow start, so countering early game aggression or an opponent developing their strategy, basically.

zapyourtumor on Scam Rack

1 year ago

I actually really like the inclusion of 4 Voidwalkers since it gives the undying cards another target besides Grief, especially since one voidwalker can cast cards exiled with a different Voidwalker (or its past dead self).

Having so many fetches in mono B for deck thinning is probably not necessary imo. I would probably put like 2-3 Urborg, Tomb of Yawgmoth along with 3-4 Urza's Saga. Urborg also goes pretty well with a couple horizon lands like Silent Clearing. Force of Despair is a cool card that a lot of 8rack players were excited to test out when it got spoiled, personally I don't think running 3 copies is a great idea in a deck already pitching cards to Grief but you could maybe run 3 combined between mainboard and sideboard.

Path of Peril is a really funny boardwipe since a) you can sack your Dauthi anyways and b) it doesn't hit Grief. Obviously some antisynergy with Saga but its probably fine if you sequence plays correctly.

This is definitely a deck where I would put some copies of Surgical Extraction in the sideboard.

20 lands is probably on the low side, although you aren't running any Raven's Crime. Need testing for that one.

The tweaks I'd make before playtesting would probably be:

Mainboard:

-4 Bloodstained Mire -4 Verdant Catacombs -2 Force of Despair -2 Shrieking Affliction

+2 Urborg, Tomb of Yawgmoth +4 Urza's Saga +1 Godless Shrine +1 Silent Clearing +1 Pithing Needle +1 Nihil Spellbomb +1 Path of Peril +1 Bloodchief's Thirst/Funeral Charm/Dismember idk

Reasoning: with Saga, you can cut on Afflictions since you can tutor racks more consistently, Needle and Spellbomb are just mainboard saga target staples, and then some other removal to replace Force of Despair. Funeral Charm can let a big construct through with Urborg. What removal you choose to run is probably meta dependent.

Sideboard:

This is definitely a lot more meta dependent so I can't comment as much.

Here Necromentia can probably be replaced with Surgical Extraction.

Go Blank is decent grave hate but can be replaced with extra Nihil Spellbomb or 4 Leyline of the Void, personal preference. Also good to note that Go Blank can sometimes be too slow (vs grinding breach) and also doesn't shut down some decks as effectively as leyline like Murktide, Scam, Grinding Station, Yawgmoth, Living End, etc while Leyline stops all of those in their tracks.

Delirium Skeins is a sideboard card against Leyline of Sanctity if thats ever a problem.

Path of Peril or Bontu's Last Reckoning can replace Damnation if you find yourself badly needing a t3 boardwipe.

Collective Brutality classic sideboard card against burn, and probably much better than March of Wretched Sorrow in 95% of situations.

You can also move the Spellbomb + Needle package to the sideboard if you think mainboard is too crowded with the scam package.

zapyourtumor on How Not To MTG

1 year ago

Necrogen Spellbomb is cute but a really weak card even with saga. I recommend 1 Pithing Needle and 1 Nihil Spellbomb in the main, both are really useful and the spellbomb can be cycled if graveyard hate isn't needed. To be honest, I know you want a lot of artifacts to tap for Herald, but Necrogen Spellbomb and Chromatic Star are probably getting sacrificed anyways so I don't think they are worth including. Grief is also kind of a bad card if you aren't building around it with flicker effects or like in BR scam decks so I'd cut both copies. And since Herald is a fat 7 cmc creature I'd definitely go down to 3, and maybe 2 copies. Most 8rack players have tested Davriel, Rogue Shadowmage since it was released and agreed that it isn't that good. 1 copy is sometimes played though.

I would probably replace them with removal like Bloodchief's Thirst, Fatal Push, and maybe 1x Dismember, and you also probably need the 8rack classic Raven's Crime which is absolutely amazing when getting mana flooded.

There is also the nonbo of Ensnaring Bridge preventing your Herald and constructs from attacking, which is why most rack players running saga cut down on mainboard bridge copies, but on the other hand ensnaring bridge is an artifact that taps for herald.

Also neither Animate Dead nor Dance of the Dead are legal in modern. A way to reanimate herald with Persist after discarding it with lili sounds interesting but probably not feasible unless you find a few other ways to discard herald. And at that point you'd be trying to fit too many things into one deck.

johnnythexxxiv on Oathbreaker Nightmares!!!

1 year ago

Just a heads-up, Sol Ring is banned in Oathbreaker and Fiend Artisan is illegal in this deck due to its color identity.

If you're looking for recommendations, I would work on lowering your curve. Hypnox and Void Beckoner are basically never going to get cast and Psychic Symbiont does far too little for its cost. Chainer hurts your deck more than it helps at the moment, you don't have much mill/discard so you won't be able to reliably pull cards from your opponents graveyards and you'll exile-wipe yourself when it gets removed. You also don't have any flash synergy with Slitherwisp, so it's basically just a hard to cast flash 3/2, which we can do better than for that kind of mana investment.

As for what to replace those cards with, I will always be an advocate for cheap, flexible removal like Baleful Mastery or Bloodchief's Thirst but I get that you want to go really heavy into the nightmare theme, so your 1-drop nightmares like Banehound and Zagoth Mamba will make sure you have early plays while cards like Braids, Arisen Nightmare and Dream Eater provide flavorful removal and card advantage/filtering.

I also made an Ashiok, Nightmare Muse deck. Although mine was a mill deck, there may still be some inspiration for you in there: https://tappedout.net/mtg-decks/03-10-22-ashiok-mill/

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