|Commander / EDH||Legal|
Printings View all
|Duel Decks: Divine vs. Demonic (DDC)||Uncommon|
|Masters Edition (MED)||Uncommon|
|Fifth Edition (5ED)||Uncommon|
|Fallen Empires (FEM)||Uncommon|
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At the beginning of your upkeep, sacrifice Breeding Pit unless you pay (Black)(Black).
At the end of your turn, put a 0/1 black Thrull creature token into play.
Breeding Pit Discussion
4 weeks ago
Akroan Horse seems...like it could be something better. Cards like Verdant Force and Tendershoot Dryad would do better, and Verdant Embrace enchants another creature to do the same. Endrek Sahr, Master Breeder is another one that could probably benefit from your current build, since you're running a lot of creatures. Kher Keep could be a fun land for you to run.
Evolutionary Leap would be a good sac outlet for you to run, and you could probably use a few more. Viscera Seer should be in the main deck. Izoni, Thousand-Eyed could produce you tokens under the right circumstance, and also provides sac and card draw. Krav, the Unredeemed works similarly to your other devour creatures, and will draw you double cards with Korvold on the battlefield. Vampiric Rites is another sac and draw outlet.
Other cuts I'd recommend: Ramunap Excavator and Crucible of Worlds (better for lands-matters themes), Chancellor of the Forge (high CMC, and to boot is tough to cast), and possibly Breeding Pit (tying up each turn might prove to be a pain in the ass).
Hope that helps!
1 month ago
What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.
First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'
You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).
If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).
If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)
I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:
I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.
In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.
Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.
A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.
Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.
Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)
Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.
Only good things! Hope this helped.
2 months ago
Whisper, Blood Liturgist 's ability is instant-speed. This means that even the shuffle-eldrazi can be reanimated with her ability. Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre are both valid reanimation targets. Unfortunately, because reanimation does not trigger the cast triggers, you may just want to run Ulamog, the Infinite Gyre rather than both... being indestructible is helpful, and annihilator 4 is a big deal.
Your lands have room for improvement. Hall of the Bandit Lord lets you activate your general the turn she comes down. Ancient Tomb will allow you to land a two-mana rock turn one and conceivably land your general turn two. In my experience, Crypt of Agadeem is worse than a normal Snow-Covered Swamp , as entering tapped is tough and the mana-advantage is often times going to be marginal.
Token generators are a good way to find bodies both to sac and to chump block with. I notice you're not running Bitterblossom or Breeding Pit ... you may want to experiment with them. Additionally, Call the Bloodline can generate tokens and discard reanimation targets.
Lightning Greaves seems like it'd be awesome here. First, it gives Whisper haste for free, as its equip cost is zero. Then it gives whatever you reanimated haste. Swiftfoot Boots is similar, but costing one to equip makes it slightly worse.
Whip of Erebos is an interesting idea for a secondary reanimation-enabler. It doesn't matter if your general is out, and it allows you to smack face with haste.
Depending on your preferred level of sadism, Mindslicer may be worth including. Sac-ing him and something else to reanimate a fatty makes everyone discard everything, so it's a sort of built-in protection. It's also pretty good at deterring attackers.
Once you have a token-generator/sac-enabler and Whisper down, Winter Orb seems like a good way to hold on to an advantage.
If you want to blow ninety bucks, Liliana of the Veil is exactly what you want here. Her +1 discards a reanimation target, and keeping pressure on opponents' hands is a good thing to do. Also, her edict effect and ult are not insignificant at all. Similarly, Necrogen Mists provides a discard outlet and hand-pressure.
Grave Titan is a great reanimation target, and costing six mana means you can conceivably hard-cast it. Kokusho, the Evening Star seems good to reanimate, sac, and then repeat. Massacre Wurm is similar.
That's all I got. Good luck!
4 months ago
Do you know of Breeding Pit ? May be useful in a more budget version.
11 months ago
After checking out my Thrull Tribal deck....I'd recommend the following:
1 year ago
0 Put a Loyalty Counter on Bolas, Spark-Stealer for each Planeswalker you control
-4 Search your library for a non-Bolas Planeswalker card and put it onto the battlefield under your control. If it is black, it enters the battlefield with an additional Loyalty Counter on it.
-14 Bolas, Spark-Stealer deals 21 damage to target player. You may draw up to 21 cards.
Nicol Bolas, Spark-Stealer can be your Commander.
Here's my idea. I wonder if his initial loyalty is too high, though, although I wanted to keep the theme of Bolas and his sevens.
Also, since I missed the double-Planewalker challenge I'd been waiting for, I'm just going to make those anyway.
Legendary Creature - Thrull Wizard
Whenever you cast a Thrull spell, create two 0/1 Thrull creature tokens.
Vigarae Sarrweaver can't be sacrificed.
When Vigarae dies, flip her.
Partner with Scorliax Sarrsblade
"My sister wants to seek new lands, but I believe that Sarrpadia's safety remains enough for the Children of Sarr."
+1 Create two 0/1 Thrull creature tokens.
-1 Put a +1/+1 counter on each Thrull creature you control.
-6 You get an emblem with "Whenever you cast a creature spell, create X 0/1 black Thrull creature tokens, where X is that spell's converted mana cost."
Legendary Creature - Thrull Soldier
Whenever you cast a Thrull spell, Scorliax gains Double Strike until end of turn.
Scorliax Sarrsblade can't be sacrificed.
When Scorliax dies, flip her.
Partner with Vigarae Sarrweaver
"My sister would sit idly by and wait for another swarm of monstrosities to invade Sarrpade, but I would take whatever else makes up this world for the Children of Sarr to inhabit ."
+1 Sacrifice a Thrull. If you do, destroy target crature.
-1 Thrull creatures you control get +1/+0 and gain First Strike and Vigilance until your next turn.
-6 You get an emblem with "Whenever you cast a creature spell, each creature you control gets +X/+X until end of turn, where X is equal to half the number of creatures you control that share a type with that creature."
Those girls above are what I imagine the leaders of Sarpadia's Thrulls to be like in the current era. Apparently, Thrulls took over the entire continent of Sarpadia. Later, after they'd been established for a while, the Thrulls were attacked when Sarpadia was chosen as the invasion point for the Phyrexians.
That didn't go well. For the Phyrexians, that is. They got beaten so badly Yawgs decided to pack it up and not bother fighting Thrulls anymore.
As for the appearance of the two Legendary Thrulls I designed, think the woman's face on the art of the original Breeding Pit card from Fallen Empires. My design is that the Thrulls want to emulate their creators, but they don't quite get it right. This leads them to have a similar impossibly-beautiful-porcelain look as Achroma, while still maintaining the Thrullish possibility of having tentacles for arms, because having tentacles is useful and Thrulls are nothing if not practical.
1 year ago
Building and testing my Omnath, Locus of Rage deck I realized that 2 mana for fetching a basic land is good, 4 mana for fetching two lands is great, but 6 mana for fetching three lands is a terrible deal. If you are casting such an expensive sorcery you should get a way bigger effect on its own before adding any synergies. Boundless Realms is a great card but Nissa's Renewal and Verdant Confluence are lacking heavily.
Getting three cards form graveyard from Verdant Confluence instead is okayish, but for that end is way better Seasons Past it usually gets me five to seven cards form the graveyard.
Traverse the Outlands is just a lower cost sorcery that in this deck will usually fetch you at least five lands.
I'd also add some sacrifice outlets such as Goblin Bombardment, Ashnod's Altar, Altar of Dementia, Breeding Pit, High Market, maybe even Skullmulcher, three of them should be good enough. Being able to kill your elementals on command in order to trigger Omanth is crucial.
You may have troubles with flyers so I'd swap Molten Disaster for Chain Reaction, in multiplayer it will be like a second Blasphemous Act.
Ulvenwald Hydra will also be a nice response to flyers. It isn't an elemental but it still synergizes greatly with the deck mechanics. I also like Cloudthresher and Tornado Elemental to fight those pesky flyers.
Spitebellows is a good removal for an Omnath deck, when yopu evoke it you can get a lot of triggers for just three mana.
2 years ago
white - Mobilization
to name a few
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