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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Legendary Creature — Horror Pirate
Horrors you control have menace. (They can't be blocked except by two or more creatures.)
Whenever a Horror you control deals combat damage to a player, that player mills that many cards. (They put that many cards from the top of their library into their graveyard.)
At the beginning of your end step, choose a target artifact or creature card in an opponent's graveyard that was put there from their library this turn. Put it onto the battlefield under your control.
UltimateRoxas40 on It was Lier! In the West Vale Abbey! With the...!
1 day ago
This deck is fantastic! Innistrad is one of my favorite planes, and you do the lore of this plane justice. I've got a Captain N'ghathrod Mill/Horror deck that is inspired by the works of H.P. Lovecraft and other Gothic Horror/Weird Fiction stories, and Innistrad sets were essential to building the deck!
UltimateRoxas40 on Horrors and Nightmares
2 days ago
Looks fun! I've got a similar Dimir Horror/Mill deck, though mine is helmed by Captain N'ghathrod. I'm thinking about how to include Umbris, Fear Manifest in my own deck currently, since he has some fun effects and great flavor.
And you can actually substitute Everflowing Chalice in place of Mana Crypt for that infinite colorless mana combo, which you've already got in your deck. Just tap Sol Ring for , cast the Chalice for , then bounce the Ring, then cast it for , bounce the Chalice, etc, netting you colorless mana each time. No Mana Crypt required haha.
And he is a little pricey, but Toxrill, the Corrosive is a great finisher in these kinds of decks, and has a powerful synergy with Sludge Monster. With both on the field, you can turn all your opponent's non-Horror creatures into 2/2 (effectively 1/1's after the Slime counter's -1/-1 effect happens). You can effectively soft-lock your opponent's board, as very few of their creatures will stick around long enough to be impactful.
eliakimras on The Horrarrr
3 weeks ago
Hey! Joey from EDHRECast commented on upgrades for Captain N'ghathrod here: https://www.youtube.com/watch?v=obGhfxKWkk4. He focus more on the mill side of things, so he has more targets for reanimation.
Doing my research on topics he didn't touch on, you might want to consider:
- Some evasion for your Horrors: Intimidation, Vela the Night-Clad;
- Some recursion with Beacon of Unrest, Body Double, Boneyard Parley;
- Ramp that does something else: Heraldic Banner, Midnight Clock, Phyrexian Totem;
- Draw that fills your graveyard: Fact or Fiction, Hostile Negotiations, Scattered Thoughts, Scion of Halaster.
Just like what I did with Menacing Aura, it might be wise to stuff some utility into your lands, so you have more options when playing your matches.
- Access Tunnel is a second copy of Rogue's Passage. If all else fails, it at least works on Captain N'ghathrod itself.
- Talking about second copies, Tomb Fortress is a second Port of Karfell in your build.
- Bojuka Bog is a must for when another graveyard deck gets out of control.
- Memorial to Folly is a late game alternative for gas when your hand is depleted.
- Geier Reach Sanitarium lets you sculpt your hand and graveyard for recursion later. It may also put some fatties on your opponents' graveyards for you to reanimate.
- Hagra Mauling Flip is removal on a land.
- Terrain Generator ramps you when you have nothing else to do with your mana.
- Faceless Haven is another Horror at your disposal, as long as you run
- 7x Snow-Covered Island and 7x Snow-Covered Swamp.
- And to tie all together, Tolaria West, that can search any of the lands above.
Gleeock on New to commander help
1 month ago
I have a bunch of non-swarm decks that are very fun. Strange that your meta can't adjust well to token swarms. As FormOverFunction notes, alot of it can run off how much reliance you plan on having on the commander.
I will 2nd that mill/horrors Captain N'ghathrod would still be in the 'tribal' zone, but plays variable every time.
My labor of love Birdlock is a nice combo of aggro, battlecruiser, & superfriends. It actually fits together better than you'd think, it is not a common Breena build, & it would still run a bunch of aggro, but more in a white-weenie/midrange capacity & not in a token-swarm capacity at all. It would have a bunch of room for you to tweak as you see fit. I just threw a bunch of vigilance in because I like rolling the pain-train without crackback concern, then when I start popping down walkers all those midrangeblocker/attackers/breena triggers can be really nice.
PanOtter on What happens to creatures I've …
2 months ago
For example, someone uses Captain N'ghathrod to take someone's creature after they've milled. The Captain player is knocked out of the game - where do the stolen creatures go? Do they go to their owners graveyard or are they exiled? This has probably been asked but I was having a hard time finding it. I know after a "gain control of target" has those cards go back to the equivalent zones.
K1ngMars on "Library.exe has stopped working" | Phenax Primer
5 months ago
Hi Syndras, thanks for the comment and sorry for the (very late) reply.
Regarding Bloodchief Ascension, I agree with you with both observations: in fact, I tend to never play that card on turn one as all my opponents will just start attacking me. However it happens sometimes that I am able to get some form of large blocker early on against aggro decks, at which point they are forced to attack else where and "gift" me one or two counters. I can rarely get the enchantment to three counters, as that generally means I immediately win/kill someone, but that speaks to its undoubted power. Moreover, it is a good lightning rod for removal, for just one . Do not forget, that due to how life exchange works, Tree of Perdition's effect meets the condition of "life loss" required by Bloodchief Ascension, so long as the opponent we are targeting has at least 15 life.
As for Ruin Crab, albeit being powerful in 60 card formats, it is generally too little too late for commander, at least in my opinion, unless you start looping large amounts of lands, something probably more suited for a Muldrotha, the Gravetide deck.
Regarding Bitter Ordeal, actually the main issue is that Gravestorm counts each permanent put into a graveyard this turn, but milled cards, despite featuring permanent card types are not permanents since they do not go to the graveyard from the battlefield, and as such do not count towards Gravestorm. Moreover, as you already said, due to my playgroup's additional rules, this card is not playable as it would count as a "reverse tutor".
Captain N'ghathrod is certainly interesting, as it could provide incidental advantage to the 5 Horrors in the deck. However, the most important effect would be its last ability, which albeit powerful, would probably suffer from the same fate as Wrexial, the Risen Deep. I will keep an eye on it, I could try it out and see how it performs, thanks for the suggestion.
kirbysan on [Primer] Helming the Host of Heaven *Update*
5 months ago
Buddies cancelled so I played 3 pub games instead:
Starting hand: Emeria, The Sky Ruin, Plains, Plains, Path to Exile, Angelic Page, Archangel of Tithes, Sanctuary Warden
As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.
I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.
At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.
As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.
Starting hand: Windswept Heath, Sol Ring, Pearl Medallion, Angel of Vitality, Mangara, the Diplomat, Soul Warden
Perhaps this was a risky hand to keep but with the Sol Ring and Pearl Medallion I could literally play everything in my hand if not disrupted so I kept it.
Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.
Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.
With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.
Starting Hand: Flooded Strand, Path of Ancestry, Soul Warden, Luminarch Ascension, Pyre of Heroes, Folk Hero, Angelic Curator
I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.
However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.
For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.
Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.
The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.
Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.
While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.
cptinsaneoman on Filthy wHorrors
6 months ago
I've been looking into doing something with this precon since I saw it pop up, but haven't pulled the trigger yet. I do enjoy mill decks, but I think you've got two competing things going on here: Captain N'ghathrod makes your horrors mill stuff, and then you can steal creatures that hit graveyards. However, Undead Alchemist does the same thing with your zombies, but then exiles those creatures to go wide with zombie tokens - when this happens, you won't be able to steal any of them with Captain N'ghathrod.
I suppose if you just pick which direction you want to go, based on your first few turns and card draw, it doesn't really matter. You just won't be able to make use of your commander much if Undead Alchemist is the way you roll that game.
Neat deck either way.