As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature or planeswalker.
|Want (2)||PTsmitty , Catastrophic2|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Bone Shards Discussion
2 weeks ago
Hey TheoryCrafter I really like your suggestions and think they are good improvements for this deck!
Overall, thanks for the strong advices - I will change the deck the way you suggested cause I think it´s the way I wanna go.
2 weeks ago
One thing I think you should lean into is the death triggers on Slimefoot, the Stowaway and Rot Shambler. Deathspore Thallid makes a good sacrifice engine to deal with indestructible creatures, but may I suggest you replace Vicious Offering with either Bone Shards or Mutual Destruction to give flexibility in taking out large creatures without wiping out your own board?
Other things you may want to consider are your ramp and +1/+1 counters.
While you have a lot of cards that help you access land, none of it costs less than 4 mana. May I suggest replacing 1 Corpsejack Menace, 1 Thallid Omnivore and Verdant Force with Enter the Unknown?
For +1/+1 counters May I suggest replacing both copies of Wild Onslaught with Two more copies of Fungal Behemoth? Combined with Corpsejack Menace, that should give about the same effect, if just at a slower pace.
If you're concerned all these changes will affect saproling production too much for your liking, instead of 2 extra copies of Fungal Behemoth replace them instead with 2 copies of Mycoloth, which will feed into Slimefoot and Rot Shambler.
And if you need sideboard cards Broken Bond is your best bet.
I hope this helps. Thank you for reading me out. Happy Hunting!
1 month ago
Blazing Rootwalla: Red version of the classic madness creature Basking Rootwalla, allows for better early board presence.
Kitchen Imp: Another cheap madness creature for aggro starts.
Bone Shards: Solid removal spell that enables madness, can also sack a rootwalla to it if your hand is empty. Takes care of everything Fiery Temper can't kill.
Thoughtseize: More t1 plays, disruption that can also be used on yourself in a pinch to discard something.
Necrogoyf: Both a threat, an enabler, and disruption for the opponent all in one. This was the main reason I started looking more at potential madness decks in modern.
1 month ago
Cards you should consider: Bone Shards, Bontu the Glorified, Bloodthrone Vampire, Plumb the Forbidden, Inquisition of Kozilek, Priest of Forgotten Gods, Severed Strands, Rankle, Master of Pranks, Fatal Push, Malakir Rebirth Flip, Callous Bloodmage, Sedgemoor Witch, Hunt for Specimens/Cram Session with Necrotic Fumes/Pest Summoning, Pestilent Cauldron Flip, Shamble Back, Valentin, Dean of the Vein Flip, Westvale Abbey Flip, Vampire of the Dire Moon
2 months ago
Ancient Excavation, Dihada's Ploy, Fact or Fiction, Frantic Search, Forbidden Alchemy, Otherworldly Gaze, Thirst for Knowledge, Thirst for Meaning, Winds of Rebuke, You Find the Villains' Lair, Careful Study, Funeral Rites, Notion Rain, Ransack the Lab, Perpetual Timepiece
2 months ago
I will have to respectfully decline some of your other suggestions, not because they're logically unsound, but because I think they aren't any better than what I have atm.
With Street Wraith, The Underworld Cookbook, and Bone Shards, the deck has ten discard outlets that cost one or fewer mana. We only need to naturally draw one discard outlet per game to cast Asmo because she finds another discard outlet in the Cookbook on her own, and we want them to be as cheap as possible so we can get Asmo into play early. Taking that into consideration, Vivien's Arkbow is a very expensive (cmc-wise) discard outlet for this deck, and it doesn't yield any additional benefit outside of discarding a card unless you pump a lot of mana into it.
I also don't think Vivien's Arkbow is a good replacement for Grisly Salvage, which has three roles: one, it finds Asmo or Street Wraith if we have an Asmo in hand; two, it fills our graveyard, which is perfect for finding Feasting Troll King, Cauldron Familiar, and Ovalchase Daredevil; three, it finds lands (the deck is very mana hungry when it has a Trail of Crumbs out). I value these things a lot more than an extra draw effect, because this deck's biggest weakness is its tendency to durdle when it doesn't have access to a payoff.
Glaze Fiend is tempting, but I think it's too susceptible to removal. All of our game-ending threats are recursive creatures, so it's very hard for opposing decks to win the long game; thus, the deck is better off playing spells that help it get to the long game rather than try to finish it quickly.
3 months ago
The deck looks good but seems somewhat slow. Some suggestions IMO would be:
Out 4 Cryptbreaker for 4 Undead Augur which gives a lot of card advantage with no life loss thanks to Zulaport Cutthroat and Wayward Servant. The problem with Cryptbreaker is that it needs 3 zombies to draw a card. The Augur also pairs great with Village Rites and Bone Shards for more card advantage. If any board wipe happens, you can sacrifice your zombies to Carrion Feeder to trigger the Augur to easily rebuild.
Out 6 Plains for Fetch Lands that can fetch a swamp (Marsh Flats is at it's cheapest)
Out 1 swamp and 2 Castle Locthwain for 3 Geralf's Messenger. With a smaller average CMC, you can cut a few more lands for more creatures. Keeping just 1 Castle is also good enough since Augur in the main deck gives more cards than the Castle's ability.
Unearth over Blasting Station if you already swapped out some land for Geralf's Messenger. These two, at the very least, makes the opponent lose 8 life; more with Cutthroat and Knight on the field. Reanimating other creatures is also another viable strategy to get out of a tight situation.
Ghoulish Procession over Jadar since it's a nonlegendary permanent that can potentially make more zombies to fuel an aristocrats strategy and trigger ETB and death triggers.
3 months ago
I like the concept. I might run a little more removal, especially early game. Something like Bone Shards maybe. Also, while Chromatic Lantern doesn’t see a lot of play in modern, I have seen a fair amount of decks with Utopia Sprawl and Abundant Growth. Fast colorless artifact heavy decks or decks with mana dorks could be a problem. A turn 1 Birds of Paradise or turn 2 Memnite with Colossus Hammer are very real threats.