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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Cavalier of Night
Creature — Elemental Knight
When Cavalier of Night enters the battlefield, you may sacrifice another creature. When you do, destroy target creature an opponent controls.
When Cavalier of Night is put into the graveyard from the battlefield, return target creature card with converted mana cost 3 or less from your graveyard to the battlefield.
1 month ago
Swapped out Death Cultist, Syphon Soul, Nether Shadow, Noxious Gearhulk,and Nezumi Graverobber Flip, for Gorex, the Tombshell, Cavalier of Night, Nullpriest of Oblivion, Beacon of Unrest, and Okiba Reckoner Raid Flip.
3 months ago
Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:
- Abomination: too weak in power level
- Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Birthing Pod: synergizes poorly with the rest of the card pool
- Black Dragon: too weak in power level
- Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Bloodcurdling Scream: too weak in power level
- Cavalier of Night: too on-theme for a black card
- Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Dack Fayden: too powerful
- District Guide: synergizes poorly with the rest of the card pool
- Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
- Dread Reaper: too weak in power level
- Edric, Spymaster of Trest: too powerful
- Eviscerator: too weak in power level
- Grim Strider: too weak in power level
- Hypnox: too weak in power level
- Jungle Creeper: too weak in power level
- Mind Bomb: too weak in power level
- Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Nicol Bolas, the Deceiver: too weak in power level
- Nix: too weak in power level
- Obelisk of Alara: too weak in power level
- Patagia Golem: too weak in power level
- Phantasmagorian: too weak in power level
- Prismite: too weak in power level
- Rootcoil Creeper: synergizes poorly with the rest of the card pool
- Shattering Blow: too strong of an answer to the artifact archetype
- Shatterskull Smashing Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
- Smelt: too strong of an answer to the artifact archetype
- Smog Elemental: too weak in power level
- Spirit of the Night: too weak in power level
- Storm Spirit: too weak in power level
- Tibalt's Trickery: introduces too much variance for an enjoyable experience
- Unholy Strength: too weak in power level
- Vampiric Link: too on-theme for a black card
- Wooded Bastion: this was included on error instead of its Golgari counterpart
- Alpha Authority: an interesting enchantment that should help protect large creatures
- Archfiend of Spite: a strong value play or reanimation target for black, which was deemed the lowest in power level upon initial testing
- Blade Splicer: works well with the artifact and golem archetypes, plus is a human for tribal matters cards
- Chillbringer: works well with the blue aggro archetype, plus is an elemental for tribal matters cards
- Comet Storm: an interesting damage spell that will be replacing more typical red board wipes
- Crippling Chill: works well with the disruptive blue plan
- Darksteel Forge: a strong payoff for the artifact archetype
- Diabolic Tutor: a solid addition to black
- Distant Melody: a strong value play for tribal decks
- Door of Destinies: another tribal matters card
- Dread Presence: a solid addition to black
- Flashfreeze: a conditional counter spell
- Funeral Rites: a solid addition to black
- Golem Foundry: works well with the artifact and golem archetypes
- Gyruda, Doom of Depths: companions are now part of the card pool! This one fits well with the reanimation archetype
- Icehide Golem: works well with the artifact and golem archetypes
- Illuminated Folio: an artifact draw engine, common in this card pool
- In Bolas's Clutches: a strong and fun card
- Infernal Contract: a solid addition to black
- Jegantha, the Wellspring: this companion is an elemental for tribal matters cards
- Keruga, the Macrosage: this companion is an incentive to play with some of the clunkier but more fun cards in the cube
- Kokusho, the Evening Star: a solid addition to black and a dragon for tribal matters cards
- Lifecrafter's Bestiary: a strong draw engine for green creature decks, an archetype not well supported in this card pool
- Loyal Retainers: works well with the reanimate archetype, plus is a human for tribal matters cards
- Mindleech Mass: a strong reanimation target and payoff for black decks, plus is a horror for tribal matters cards
- Moldervine Reclamation: a strong draw engine and another enabler for lifegain decks
- Monastery Mentor: a strong payoff for prowess decks, an archetype not well supported in this card pool
- Morophon, the Boundless: another tribal matters card
- Nicol Bolas, God-Pharaoh: a strong card used to bolster Grixis in the card pool
- Pact of the Serpent: a strong value play for tribal decks
- Retrofitter Foundry: works well with the artifact archetype
- Skeletal Wurm: a strong reanimation target and payoff for black decks
- Sludge Monster: a good creature that works very well with Toxrill, the Corrosive, plus is a horror for tribal matters cards
- Sorin's Vengeance: a payoff for black that may add diversity to deck archtypes
- Soul Foundry: yet another artifact engine that is a major part of this card pool
- Storm the Vault Flip: this card was meant to be included in the pool originally for the "treasure matters archetype"
- Teferi, Timebender: another Teferi planeswalker, included mainly to justify the continued inclusion of Teferi's Sentinel
- Time Elemental: a soft lock with Stasis and also a good interactive card for blue decks
- Torgaar, Famine Incarnate: a strong reanimation target and payoff for black decks
- Twilight Mire: this card was meant to be included in the pool originally and is good fixing for Golgari, a color combination encouraged in this pool
- Worldfire: a very wacky card that is the epitome of Cumly Cube
9 months ago
You kind of caught me at a bad time, haha. Over the last few days I've been moving over to Moxfield.
In the future I'll mostly be active on that site. My Araumi lists -- budget and full power, both updated -- exist over there as well, so if you want to ask future questions I'd do it there: https://www.moxfield.com/decks/Cx0f3NJkDU203YLF6K3kqQ and https://www.moxfield.com/decks/bW0uHT957kORx7N5V1uCPA
But before I go, I can answer your questions real quickly :)
Araumi is honestly my trickiest deck to pilot. Have you read the primer in my full-power version? It helps a bit.
In the early game you want to prioritize dumping cards into graveyard -- either by self-mill, looting, or Entomb effects.
IF you can get Araumi to survive on the battlefield, everything is great: nearly all the creatures in the deck have overwhelming effects when encored. Nearly all of our "spells" (removal, ramp, etc) are on creature ETBs.
If you can't get Araumi to survive, that's fine -- in that case, you want to prioritize finding reanimation spells in hand, then assembling a combo from the cards you've milled into graveyard. This is the part where the primer is very helpful. Some common combos are Mesmeric Orb + Aphetto Alchemist, or Scholar of the Ages + any reanimation spell + Sacrifice, or Glasspool Mimic Flip + Cavalier of Night + any sac outlet.
In response to your other question, about improving your own decks... The guiding rules that I live under are:
- I want to ramp as fast as I can, so I run almost zero tapped lands, and I like mana rocks which cost 2 and produce 1 and come in untapped. Similarly, draw is good, particularly repeatable effects which say "Whenever X, draw a card".
- Any spell which you're paying 4+ mana for should threaten to win the game very quickly, if not answered. Something like Force of Will would count as zero mana for this sort of rule, by the way.
- Play lots of removal, but mostly at 2 mana or less. You don't usually want to hold up huge amounts of mana for removal / interaction, because you waste those resources if you don't have a good opportunity to use the "trick" you're holding up.
- It's very tricky to win non-casual games via combat damage. This is because most cards are balanced for "I need to deal 20 damage to an opponent", and in Commander you have to do 120 damage instead. TLDR, combat is weak in Commander, though certain commanders can make it work.
- Combos and tutors are great, and help win games without paying attention to life total (thus, dodging the problem above). However, I would not run ANY card which is bad outside of a single combo. If you're building with combos, I'd try to find redundancy where you can, multiple cards which can all fill different roles and replace each other. That way, you're less vulnerable to a single point of failure!
I hope all that helps!
11 months ago
Balaam__ Thanks for saying! I was pondering some +1/+1 counter spells, but black isn't exactly known for those, and it's hard to find one that feels worth the slot. Slitherhead has the added bonus of being good fodder to feed to Cavalier of Night or Fain, the Broker, and it's a one-drop so it can round out a Call of the Death-Dweller if you're bringing back a two-drop. Retribution of the Ancients also plays nice with Slaughter Specialist, turning counter into kills and kills into more counters.
11 months ago
RAMP: Deranged Assistant, Gilded Goose, Rootcoil Creeper, Sakura-Tribe Elder, Skull Prophet, Solemn Simulacrum, Phyrexian Tower, Binding the Old Gods, Titans' Nest, Cultivate, Kodama's Reach, Nissa's Renewal, Chromatic Lantern, Dimir Signet, Golgari Signet, Lotus Petal, Simic Signet, Sol Ring, Wayfarer's Bauble, Kiora, the Crashing Wave.
CARD DRAW and SELF MILL: Baleful Strix, Deranged Assistant, Glowspore Shaman, Prime Speaker Zegana, Satyr Wayfinder, Sidisi, Brood Tyrant, Skull Prophet, Solemn Simulacrum, Stitcher's Supplier, Underrealm Lich, The Binding of the Titans, Titans' Nest, Vessel of Nascency, Buried Alive, Rishkar's Expertise, Victimize, Aether Spellbomb, Altar of Dementia, Kiora, the Crashing Wave.
REMOVAL: Acidic Slime, Agent of Treachery, Bane of Progress, Cavalier of Night, Hostage Taker, Kraul Harpooner, Massacre Wurm, Polukranos, Unchained, Ravenous Chupacabra, Shriekmaw, Binding the Old Gods, Pernicious Deed, Seal of Primordium, Beast Within, In Garruk's Wake, Languish, Aether Spellbomb, Vraska, Golgari Queen.
PROTECTION and RECURSION: Eternal Witness, Genesis, Gisa, Glorious Resurrector, Glen Elendra Archmage, Siren Stormtamer, Spore Frog, Animate Dead, Kaya's Ghostform, Pattern of Rebirth, The Binding of the Titans, Rise of the Dark Realms, Victimize, Kiora, the Crashing Wave.
ATTEMPTS TO WIN: Avenger of Zendikar + Fabled Passage ... Eternal Witness + Time Warp ... Avenger of Zendikar + Altar of Dementia ... Massacre Wurm + Thassa, Deep-Dwelling ... Muldrotha, the Gravetide + Kaya's Ghostform + Lotus Petal + Altar of Dementia ... Rise of the Dark Realms + Eternal Witness ... Vraska, Golgari Queen emblem ... Underrealm Lich + Prime Speaker Zegana OR Rishkar's Expertise
1 year ago
iammute: It's not hard to force them all to die simultaneously -- just encore during your second main :) I do highly recommend the Wake the Dead / Cavalier of Night loops, because the keep the deck from being dependent on Araumi. But I wouldn't remove the Araumi payoffs entirely, because 1) there's decent overlap, and 2) Araumi is cheap enough (mana-wise) that a little commander-dependence isn't too bad. If you went for the combo-win more than the value plans, I'd test with all of the powerful tutors of course. Enjoy the deck, it's SUPER fun to pilot! Just complex, haha :)
1 year ago
I second the idea of cutting down to just 60 cards in 2 colors. Then, I'd try to identify the main gameplan you like to follow when playing the deck. That will inform any cuts, additions, and other revisions you make down the line.
The first archetype that jumps out at me is definitely knights. They are often Mardu () these days, but just Rakdos () should work just fine for casual play. You already have
Belle of the Brawl
Garna, the Bloodflame
which can definitely fit such a style. Most of the lower cost creatures and spells wouldn't be that bad either. I'll list some cards from the modern card pool under $5 that I think could be strong additions to such a deck.
Ashenmoor Liege , Bloodcrazed Paladin , Cavalier of Flame , Cavalier of Night , Champion of Dusk , Elite Headhunter , Embereth Shieldbreaker , Foulmire Knight , Hanweir Lancer , Hero of Oxid Ridge , Knight of the Ebon Legion , Kulrath Knight , Midnight Reaper , Murderous Rider , Olivia, Mobilized for War , Stormfist Crusader , and Weaselback Redcap are all knight creatures with various effects, costs, and price points that I see as playable. For more general knight synergy, Blacklance Paragon , Fervent Champion , Joust , Sigiled Sword of Valeron , Tournament Grounds , and my favorite, Smitten Swordmaster are options too. Toss in some solid removal like Lightning Bolt , Terminate , or Bedevil and you have the recipe for a strong tribal aggro deck.
The other major archetype I see being possible here is some sort of angel/dragon/demon big stuff deck. The problem is that such a deck is likely to be much slower, making it tougher to keep up in 1v1 games. Plus, a lot of those cards are legendary, so they tend to come with a hefty real-world price tag. Still, I've seen Kaalia of the Vast do some very scary stuff in casual. Such a deck would support your larger creatures as well as spells like Cauldron Dance and Victimize .
1 year ago
Ok, make sense, you have fetchlands, not me, so Brought Back is more than ok. And I just receive my Monologue Tax and I will test the card instead of Smothering Tithe , just to have a less average CCM :)