Chainer, Dementia Master
Legendary Creature — Human Minion
Nightmare creatures get +1/+1.
, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer, Dementia Master leaves the battlefield, exile all Nightmares.
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|Commander / EDH||Legal|
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Chainer, Dementia Master Discussion
2 weeks ago
Good day to you!
You probably don't remember me. (You commented on my Chainer deck one time.) Now, that was some splendid advice, whereupon I would like to entreat your trenchant eye once more.
I have recently finished a Bladewing list, one that has had some pleasing results, but it hasn't felt as potent as my other decks. I enjoy drawing cards, I enjoy consistency, yet this strategy seems to lack both. I have playtested some of your decks, they all seem solid, so if you have the time I would love your input.
You may find it here: Lurid Revival
Thank you very much!
3 weeks ago
SufferFromEDHD if Null Brooch didn't have the "non-creature" restriction it would be in the deck, but it can't counter creatures which is the only thing Chainer, Dementia Master can reanimate. Also, hand discard effects would be a lot better if I had more creatures in my deck, with only 27 creatures in the 99 I prefer Yawgmoth, Thran Physician as a discard outlet that also provides me value.
1 month ago
budlaorf thanks for the suggestion, unfortunately Havengul Lich is way too slow for this deck. A much better alternative for it is Chainer, Dementia Master which was in the deck but got removed along side Kokusho, the Evening Star due to me wanting to move away from that combo. The card is incredibly powerful though and could eventually put back in the deck as a finisher. Without Kokusho, the Evening Star of course, either of those paint a huge target on your head.
1 month ago
I definitely understand that. There is a point in each deck's life where you just feel, "Wait, but I like all of these cards," maugre any good argument against it. Here is the opposing side, whereupon I have some arguments against a few cards, leastway to bring forth my opinion.
If you're not going infinite, Altar of the Brood is lacking, sometimes acting as an affliction. It mills the opponents, thusly furthering strategies such as Chainer or the selcouth and sparsely known Muldrotha (Who plays her, am I right?). The deck appears to have naught in terms of combo lines in its current variation, so meseems this is an easy exclusion.
Now, Unwinding Clock is great, but how are you actually abusing with this untapping? The payoffs seem to be Bident of Thassa, Spear of Heliod, Ethersworn Adjudicator, and a few instants, withal not being enough (There's more, yet I am indolent). Taffy can be interesting, though I think another draw engine would be more potent, or add more reward to the deck for the sake of this working.
You know what's great? Casting a Treasure Mage and "failing to find." There is distinct lack of 6 CMC tutor targets in the deck, thusly making this a worse Belbe's Percher. Red rum. Following their ensample is the esteemed Trophy Mage, which has a seldom few targets, yet is probably worth it, though notable for the guillotine pile.
I am biased, I don't like voltron, I kind of somedeal maybe perhaps don't quite very much enjoy Mace of the Valiant. It is slow, is bereft of any game betime, and requires much time being upon the table. The mace may very well be of use, though I personally would not run it. Must...keep...drawing...CARDS!
That shall be all, folk. Good luck with your cardboard murder conquest!
2 months ago
I've always had a soft-spot for land destruction. Mana Vortex is quite possibly my very favourite.
But, upon the deck! Aven Mindcensor is always a splendid lock-piece. Leonin Arbiter is a nuisance, Sanctum Prelate can be quite fun, Angel of Jubilation makes any Chainer player weep, Rule of Law or Eidolon of Rhetoric are both enticing, Spirit of the Labyrinth maintains equality, and Crackdown is oft one-sided for strategies such as this.
Ravages of War is another one as addition, if it is to be in the budget.
I have my own commander taxes list if you care to peer upon it.
Enjoy the suffrage! And do remember, fun is relative.
2 months ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
2 months ago
Well speaking of the devil, I was playing one of my friends yesterday, and low and behold, he was doing mono blavk reanimator/control! some of the cards he used (but weren't as budget friendly), were Slaughter Pact, Bone Splinters mainly for the sac, Kokusho, the Evening Star as the main win con, and some other cards that supported like Gray Merchant of Asphodel and Chainer, Dementia Master. I know that these cards arent really budget, but if you ever wanna dump more money into this cash grab we call a game, then go for it!
2 months ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!