Cauldron Haze

Cauldron Haze


Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it's put into a graveyard from play, if it had no -1/-1 counters on it, return it to play under its owner's control with a -1/-1 counter on it.)

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Cauldron Haze Discussion

ChaoSpydr on "I am become Death..." [PRIMER]

3 weeks ago

I love to see Cauldron Haze in use. I wonder if I might try to make an aristocratic build centered more around token generating... Cool build!

sergiodelrio on Durkka durkka

11 months ago

Here are some ideas you might like:

Vexing Devil is all upside in your deck.

Then, maybe think of other cards that bring back creatures from the grave like Unearth. I don't like undying evil because you only have a tiny window to cast it. Cauldron Haze could be interesting also.

Then, you might want some creature that can bring back themselves from the grave, like Gravecrawler. You'll find a lot more on Gatherer.

Then, you might want a sac outlet like Viscera Seer in case your opponents don't kill enough of your stuff or exile them.

Village Rites is card advantage.

Finally, Spark Harvest over Bone Splinters all day every day.

Happy Brewing!

sergiodelrio on Removing X counters, when X …

11 months ago

Bonus: Consider running Cauldron Haze in you list if it's not in there already. Kills their stuff with an active Horobi, or saves yours without

Snowmen1 on Undying Retribution

1 year ago

Unfortunately, you cannot go infinite with either of those cards. If there was a static ability that gave my creatures persist, that would work, but with the way those cards are worded. After the first time a creature that was targeted by Cauldron Haze it a Cauldron of Souls dies, they would come back, but since they left the battlefield, they would no longer have persist. An example of this in a different context would be if you targeted some creature with Giant Growth to give it +3/+3, and then later bounced it with Eldrazi Displacer, the creature would come back without having that +3/+3 from giant growth.

Snowmen1 on Undying Retribution

1 year ago

Thanks for the comments and suggestions! SynergyBuild, being lower to the ground is exactly why I am down to just two yawgmoth. While it is a great midrange value play or just a combo backdoor finish, the card is just to expencive and awkward to justify playing more. You will see that the deck also only plays six three drops, and that is for the same reason. The deck is just really low to the ground. This is also the reason why the deck doesn't play more tutors. While having them essentially brings up the count for undying creatures and sac outlets alike, they also raise the curve very high, which the deck can't really support very well.

As for running a suite of discard spells in the main: someone who I worked with on a previous version of the deck, skookes, went with a similar route to the one you are suggesting for their version of the deck, and to great success. I see that there's plenty of reason behind playing these cards, and I do play Collective Brutality and Thoughtseize. I keep these cards relegated to the sideboard for the matchups I would need it the most though. I do this just because the main plan of being an aggro deck is already so strong and adaptable in my experience that I think it's just better to put down a mass of creatures. This combined with the mana stuff I was talking about is also why I haven't gone the route of playing like a rock deck.

As for Liliana of the Veil, this was my thinking for the card (expanding on what I stated above) Why spend the three mana for a Liliana of the Veil when I can cast Retribution of the Ancients and activate it to simultaneously grow a Carrion Feeder and clear the opponents board for attacks? In my opinion, the deck has better stuff to do, and the deck can't really leverage Liliana of the Veil as well as other decks that play it. You will find more often than not that either attacking or developing your hand or the board is preferable.

As for your other rock deck suggestions, here's my thoughts on those:

Abrupt Decay is clearly a very good card, and the deck already running three assassin's trophy clearly shows the deck wants these types of effects. Having a few of these types of cards just allows the deck to continue to function smoothly through hate, or just remove a threat that is too big. What worries me about Abrupt Decay is I can't hit a Leyline of the Void or a card like Primeval Titan with the card. That being said, I'm not going to say that I haven't been punished by giving my opponents lands with Assassin's Trophy, and I'm not going to say my assassin's trophys haven't been countered before. I think that for me, running a mix of these cards is correct, but honestly, I'm not sure what that is really. I opted for Assassin's Trophy for all of these slots for the time being because the range of things it can target means I'm not so worried about what cards I should prepare to face more.

As for Fatal Push, obviously the card is good, but just two has felt really good. I get gummed up with them if I draw the two, and they aren't the most useful when I have a Retribution of the Ancients online to use anyways.

As for Vraska, Golgari Queen, I did not really like the card, but I think it may have a slot in the sideboard after thinking about it some more. Currently, I am playing Evolutionary Leap in the sideboard for grindy matchups. While that card is very good, especially when facing graveyard hate and spot removal, it does little to nothing if the opponent sticks a clock or something that needs to be removed. I feel like Vraska could replace this card because the versatility makes the sideboard plans for the deck more potent. You can draw out opponents by sacrificing creatures, destroy graveyard hate, and even gain life for what it is worth. What kept me off of playing this card was the Mana cost, but when you think about what you would be siding in if Vraska wasn't in that slot, Mana cost would not be that big of a deal anyways. Great suggestion!

Finally, I just wanted to talk about Village Rites just since you mentioned it. You are absolutely on point with this card! I think that this card really brings the deck together in a way that contributes to the gameplan and adds consistency as well as some great value. I do want to run the full four, but I do worry about not being able to cast it or just drawing too many. That being said, I have had no such issues with three, and I am really thinking about what to cut in order to slot that last copy in. What are your thoughts?

Thank you for the comment!

DeinoStinkus, thank you for the suggestions! Unfortunately, Cauldron of Souls costs too much Mana to justify playing. I did like your suggestion of Cauldron Haze though! Being that it can save all of the creatures on the board from a board wipe, or even just "reset" undying creatures. Seems valuable versus control, it seems like a solid "gotcha!" card against control. I'll give it a try!

Thanks for the comment!

I just wanted to say, I really like having dialogue about the deck and talking about potential card choices/numbers of cards. If you have any ideas please let me know! Try out the deck as well if you get the chance.

Thessali on Ayli/Lurrus Companion

1 year ago

I've never even seen Cauldron Haze before. That's a cool idea

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