Call of the Death-Dweller

Call of the Death-Dweller

Sorcery

Return up to two target creature cards with total converted mana cost 3 or less from your graveyard to the battlefield. Put a deathtouch counter on either of them. Then put a menace counter on either of them.

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Legality

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

Latest Decks as Commander

Call of the Death-Dweller Discussion

Brickhouse on Balls Lightning

1 hour ago

I really like the Bone Shards idea! I think it may be better than the Tragic Slip. I will move the Tragic Slip to the side board and main board Bone Shards to see how it goes.

I was running Assault Strobe for my initial draft of this deck. The problem is that it needs double strike at instant speed for Thunderkin Awakener. The way it plays I either draw or Flamekin Harbinger for Thunderkin Awakener nearly every game. Maybe a mix of Temur Battle Rage and Assault Strobe would be effective because there are situations where both are good.

Call of the Death-Dweller has won me a lot of games. It is expensive at 3 mana but by the time turn 3 or 4 comes I do have good use of it. It can get a Flamekin Harbinger and a Thunderkin Awakener at the same time. That doesn't happen very often but sometimes it does. If I find something better I'll try it out.

Thanks for the suggestions!

zapyourtumor on Balls Lightning

2 hours ago

Assault Strobe might work better than Temur Battle Rage since the combat trick aspect doesn't matter much and your balls already have trample. I think the 1/2 mana cost matters more.

22 Lands seems a little high for this kind of deck.

Call of the Death-Dweller always seems really underwhelming in this kind of deck but I'm not sure if I can find a good substitute, since Claim / Fame only works if you have Thunderkin Awakener in the yard.

Bone Shards pulls double duty as a discard outlet or catch all removal by sacrificing a ball during your second main phase.

Elsterooo on Phyrexian Fynnfect, or short: PFFFFFF

2 weeks ago

Hey there!

Thank you for the card suggestion. My card "awareness?" you'd call it is actually still developing, so this is a big help! I only started playing 4 months ago. Actually might manage to hit the delirium of Traverse the Ulvenwald rather consistenly.

I think I should explain what I've found through testing, and the choices for the two cards I've mentioned plus the added Street Wraiths, while I'm at it:

o At first the answer for me was the same, I need to put and keep Fynn on the board to really do much of anything. Fynn, the Fangbearer shares the spot for main-hitter with Phyrexian Crusader though. It's not that you have a 4 in 54 chance to hit the card you need, but it's 8 in 54. The deck is very much midrange with a fast start. The best one is Narnam/Foulmire into Fynn, the Fangbearer to hit a match off obviously. I added the 2 Wraiths just through playtesting, to drive the percentadge of hitting that start high enough, while also keeping the cards I felt necessairy.

o The removal is a get-you-there tool, except for Bone Shards . I actually thought about 2 Assassin's Trophy and 3 of Bone Shards . Discarding Crusader is important, because you want to pay a single for him. Which is why I choose Grisly Salvage . Because of it, I actually run this with 4 Street Wraith and 2 Mishra's Bauble a lot of the times. This card alone is the reason for 4 Crusaders, and for Bone Shards. I had about 1 in 40 matches where it hit truly badly, eliminating too many 1-drops, or more than half of Mishra's Bauble . Having 4 Wraiths solved this issue, at the cost of life total. In that scenario, even if you don't hit Fynn, you have dug six cards deep into your deck and smoothed out your draw in that situation. It fills the graveyard, fixes mana, I couldn't find any card working better for this deck. It's also the reason for precisely 1 Call of the Death-Dweller . If Traverse the Ulvenwald imrpoves this deck significantly, it would probably replace some Grisly, and therefore change the entire deck.

o Two of the fight spells are for mana fixing, just through playtesting I noticed that this deck struggled having sometimes one too many, one less mana than it needed. Khalni Ambush  Flip fixed that immensely. The only real fight spell I choose conciously was Primal Might , and that is because it doesn't only clear a threat, but it can also buff Crusader. I've won games specifically because of Might, buffing the crusader to a 4/4 was enough there.

I hope this helped!

Grubbernaut on Cleric Bond

3 weeks ago

Call of the Death-Dweller seems perfect for this deck.

Cheers!

aanimeeye on A Grave Ultimatum

1 month ago

I really appreciate both your comments :). What I'm trying to go for is a grindy/value deck

Hapatra, Vizier of Poisons : I'd be sad to see her go, unfortunately she does clash with herself being legendary and her effects are almost always blocked or fizzle if I don't target my creature. I put her in because I liked the menace interaction with Call of the Death-Dweller . Stitcher's Supplier -> Hexdrinker ?

Chevill, Bane of Monsters (and my maybeboard of Glissa, the Traitor + Mishra's Bauble ) is my attempt to fix my draw. I love Guul Draz Assassin , his value especially in winning contested boardspace games, the down side is that he is slow. KablamoBoom Driven / Despair seems awesome and I'd love to include it, sideboard tips too.

I would basically want to have deck which feels like I earned the win through skill. Looking at other decks Grim Flayer and Traverse the Ulvenwald seem like great additions, maybe Lurrus for the Tarmogoyf value. I'm just not sure there are enough/strong enough cards to win against the horrors in modern right now

wallisface on A Grave Ultimatum

1 month ago

So, I think the main thing your deck needs here is focus. As some examples:

I feel like the best thing you could do for your deck is to try and give it direction. I've built a ton of Golgari decks, and i'm happy to offer any specific suggestions if you'd like, once the brew has a direction it's trying to head in. At the moment, it's just trying to do too much at once.

The closest direction it has at the moment appears to be a grindy enabler for Chevill, Bane of Monsters , so perhaps this is a good avenue to base the deck around?

DarthDuckky on Rough BR Sacrifice

1 month ago

BrassLord, that's a good suggestion. I had tried Call of the Death-Dweller in an earlier version of the list that had more Forbidden Friendship s and that didn't work so well, but I think it could be good to go back to it here. I'll report back once I get myself back up to Mythic and start testing this thing again.

BrassLord on Rough BR Sacrifice

1 month ago

Admittedly it's a pet card of mine, but Call of the Death-Dweller seems REALLY good in your current deck. Turns Mayhem Devil into a repeated source of removal, and Dreadhorde Butcher into an escalating time bomb lol.

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