Chevill, Bane of Monsters
Legendary Creature — Human Rogue
At the beginning of your upkeep, if your opponents control no permanents with bounty counters on them, put a bounty counter on target creature or planeswalker an opponent controls.
Whenever a permanent an opponent controls with a bounty counter on it dies (is put into the graveyard from the battlefield), you gain 3 life and draw a card.
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|Commander / EDH||Legal|
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Chevill, Bane of Monsters Discussion
3 weeks ago
So, some further thoughts:
going down the route of a grindy GB deck, you’re best bet is to ditch all your creatures except for Chevill, Bane of Monsters and Tarmogoyf . Then add in the other Rock-Staples like Grim Flayer , Dark Confidant , and Scavenging Ooze .
with Grist, the Hunger Tide , imo he’s just not as strong as other walkers, unless you can abuse him alongside 4x Collected Company and 2-3x Unearth . That’s a tricky path to go down, as it means you’d probably want to splash a third colour and go Azban (you’d need around 28 total creatures, incl. Grist). Assuming that’s not the path you want to go down, Liliana of the Veil is the better walker.
The Rocks ideal hand disruption package is 3x Inquisition of Kozilek and 2x Thoughtseize . As far as killspells, you want a healthy smattering of Abrupt Decay , Assassin's Trophy , and Fatal Push , in relative equal quantities.
GB grindy decks play out a lot like Jund decks, but without the red.. so you can take a lot of inspiration from those builds
3 weeks 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
3 weeks ago
So, I think the main thing your deck needs here is focus. As some examples:
Your deck has Hapatra, Vizier of Poisons , but then no way other than that card to apply -1/-1 counters, so the creatures ability isn't being fully utilized.
There appears to be a disconnect between what your creatures want to do. Chevill, Bane of Monsters , Hapatra, Vizier of Poisons and Guul Draz Assassin all want to be controlling the board and keeping the opponents board empty. Tarmogoyf and Questing Beast however exist only to beat-face.
Guul Draz Assassin seems too slow to be practical here, unless you venture towards a much more grindy build. I feel like this card is the only reason the deck is having to run 23 lands? (otherwise you'd be able to get away with 21-22ish I think?)
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?
1 month ago
I think Chevill, Bane of Monsters over-performs as a commander, despite being a simple value generator.
G/B doesn't need a lot of help from the commander to work well, and Chevill tended to fly under the radar most of the times I used him, rarely being seen as an important threat.
2 months ago
It's a solid start, but there are a couple of changes I would make, first, drop damnation, it's about 35% of your budget and only so, so in this deck. Next I would have a look at your removal packages (over the last year standard has done wanders for budget options)
I would seriously consider Bonecrusher Giant as a solid body and nice removal. It's a really nice hit by bloodbraid due to its duel nature
And Vraska, Golgari Queen it's a card draw engin late game and normally 2 abrupt decays. Which is always welcome.
I would also consider 2 copy's of Chevill, Bane of Monsters as he's solid card advantage and your offen going to be killing stuff.
As your not running dark confident or goyf your probably should be running 2 Tasigur, the Golden Fang as it's a solid mid game beater and late game card advantage engin.
Stone rain is ok but far from ideal in this deck, offen it's a do nothing card.
Also if your running blighting I'm a big fan of Chandra, Acolyte of Flame as she's basically a 2 snap casters mages. (She dose need some help for teh double red mana but it's with the range of workability)
On the subject of plainswalkers apart fro vraska (which is your best budget option) your other solid options are Domri, Anarch of Bolas , ramps, protects against control lists, it pumps and it removes stuff. He's probably the best option. After that there's also Liliana, Waker of the Dead (as close to lilly of veil as where going to get) and Nissa of Shadowed Boughs who is deceptively good over a long Grindy match, bringing back your best creature with counters, and being triggered twice a turn but evolving wilds.
Hope some of this helps.
2 months ago
Timan, Agent of the People
Legendary Creature - Human Assassin
At the beginning of each players end step, that play may choose a creature other than Timan, Agent of the People without a bounty counter on it. Put a bounty counter on that creature. If its your endstep, choose target creature with a bounty counter at random then destroy that creature and remove bounty counters from all creatures.
Just another name off the list
5 months ago
Anyway, that's an interesting take on the poison counter deck. It's a clever idea to use Rune of Might and Setessan Training to get through blockers with deathtouch. Actually I don't want to nitpick too much but an enchanted Varragoth, Bloodsky Sire would actually do 1 damage to the blocking creature and 2 damage to face because of the +1 attack. This means that it would work nicely with any 1/1 deathtouch creature, not just with Varragoth, Bloodsky Sire as you seem to imply.
Speaking of 1/1 creatures, this is a deck that ideally wants to win quickly by throwing as many deathtouch creatures at your opponent as possible to reach that 10 poison counter with Fynn, the Fangbearer asap, and just a quick look at your curve tells me that you would benefit a lot from having more 1 drops. You should definitely run 4 Foulmire Knight and probably even some extra Moss Viper . It would also improve your chances of having a target for your enchantments on turn 2, just in case.
I don't think you want too many Chevill, Bane of Monsters since he's legendary, and while Nighthawk Scavenger can be a powerhouse in the right decks, it's not really at home here since it's expensive, slow, and the amount of damage it deals should be mostly irrelevant. Vengeful Reaper in comparison seems like a great call to get that surprise finishing blow, I would run more than 1.
I'm not sure what you're trying to achieve with Garruk's Uprising since you already have the trample plan covered and giving trample to 1 power creature doesn't do anything for you. If you want card advantage, you might as well just run Call of the Death-Dweller instead to bring back 2 creatures from the graveyard, especially since giving one of them menace can be a big deal. Then if you get to enchant that creature it would really become a nightmare to block.
For your sideboard, running 4 Heroic Intervention under any circumstances will always be too many, it's too situational on top of taxing your mana. If you want boardwipe protection you might as well just remove like 2 of them in favor of more recursion spells again like Call of the Death-Dweller .
Another card you might want to consider is Binding the Old Gods because it's an amazing card already even in decks that ignore the 3rd chapter, but for you it could make your Toski, Bearer of Secrets even more annoying to manage.
Hopefully these are useful, cheers!
6 months ago
Hello! I feel bad for drawing you into this deck but I figured I needed a second opinion and good testing cannot happen without events. Do not feel bad if your responses seem to all be negative. This is a combination of two lists so it will look like yours but vary. For the future, I can test this deck on occasion with an aggro list I have but, to test against anything else would not work as I am not the original pilot of any other deck. Anyway, I love the criticism and I'll start my responses in order, but do remember, I haven't tested anything. So I will be taking consideration but not making any changes yet until I have been able to play enough to decide. Sorry for the long response. Without further ado:
I really like Kroxa, Titan of Death's Hunger. The ability to remove a card from their hand, more notably a nonland card unless they take life as well, is great. Having a 6/6 beater seems a little less important as there are many other creatures in the deck. There is great value in the choice to escape the card while maintaining Grim Flayer and fueling the escape cost. At this point I can see a direct swap of Tasigur, the Golden Fang and Kroxa, Titan of Death's Hunger. While Kroxa reduces the opponents recourses Tasigur gains resources in the opposite manner. It is more by choice of the opponent but by exiling the graveyard with it's delve ability the choices are better. Tasigur's ability can be activated multiple times in a late game setting at end of turn after holding up responses but not needing to activate them, it's another thing to do. I could see this getting in the way of say clue tokens but we have yet to test that out as I see this issue coming in against late game which aggro does not go to. I do like that Kroxa is a recurring threat. All said and done I see the choices being keep how the deck is or swap 1x Tasigur for 1x Kroxa. I say only 1 because the recursion on Kroxa is just so strong if she gets milled she can come back, dies can come back sometimes the next turn if a Grim Flayer is on the field. In the end it comes down to testing but it is a wonderful consideration.
Vraska, Golgari Queen rounds out the 4 drop slot with more removal on a stick and I would have to argue the token generation of Tireless Tracker is exceedingly wonderful for her. In testing against my aggro deck she honestly comes down to -3 then dies the next turn fueling delirium for Grim Flayer so it's hard to say what would go in this slot but it appears as though she is definitely not great in the aggro match up but I could see her excelling in other match ups with her continuous ability. Perhaps another planeswalker would fit the bill better but we have tried Liliana, the Last Hope and she does not make the cut. It's ideal if her +1 could kill something every turn but it typically would not happen and if it does the game is heavily in our favor already. For now I would keep her in but I feel there may be other options out there other than the discussed walkers. I'm not entirely sure any walker is good in the aggro match up so the answer to this question will have to wait until different testing can commence but if I do find an answer I will let you know.
I like Bonecrusher Giant, but I feel only hitting for 2 damage hurts a lot more than it helps. Having another big body is great too, but I feel like that role is already played even in your list with all the other creatures we share and Kroxa. It's basically a direct swap of Bonecrusher Giant and Oath of Chandra. The most we have Oath acomplish in the deck is to bolt something then hit the graveyard (Vraska typically sacrifices Oath, the 2 damage at end step is a trigger that if it would occur is a forgotten trigger). So in this way it's with an instant speed shock or a sorcery bolt. I feel as though we have enough instant speed threats and could use these sorcery speed slots. It's just a unique card to fuel delirium at worst and a bolt with upside at best. I see the reasoning to remove it for something better as most other cards have many modes behind them but I have to admit the amount of multicolored cards in the deck hinder it and having more mono colored removal really helps the deck out in the event of multi colored protection. I find that due to the redundancy of Giant in the list and lackluster damage vs a unique card type that can enter the graveyard fairly easily is a little better. Against aggro it is a good card but I would say otherwise the card would get taken out for something else which isn't necessarily a bad thing it makes cutting cards easier for sideboarding.
Speaking of which, a disclaimer: the sideboard is not complete I just threw in cards and was somewhat in the process of removing some. We want the sideboard to work on match ups where we have difficulty but the hard part at this present moment is trying to figure out what match ups are the tough match ups. You can see we have some cards for aggro: (Abrade, Radiant Flames, even Scavenging Ooze). We have cards for midrange / control: (Agonizing Remorse, Shifting Ceratops). We have graveyard hate: (Scavenging Ooze and Soul-Guide Lantern). And lastly we have cards against combo: (Necromentia and Slaughter Games). Some of these cards can overlap for different needs we just don't know what needs need to be met.
I have had the discussion over Anger of the Gods and we are playing Radiant Flames because of the modular capabilities (playing it for 2 damage or 3, hardly ever 1 as explained here) and getting double red on turn 3 is much harder than getting all colors by turn 3. That, and the off chance we hit our own creatures they remain exiled and not destroyed. That is why we have Radiant Flames over Anger of the Gods. This slot in the sideboard is basically filled. Otherwise I agree Anger is the card to have.
Lastly about Necromentia and Slaughter Games. It is very much redundant to have both of these in the list we just haven't figured out which is better and would only run one, and not sure the amount of that one meta dependent. For Necromentia it can hit a turn earlier, and the off-chance it makes a token we can very much kill it with anything and possibly get value from it with Chevill, Bane of Monsters. For Slaughter Games it can't be countered but hits a turn later. I'm not sure if the ability to get non-basic lands with Necromentia is very relevant but Slaughter Games can only get nonland cards but as mentioned Slaughter Games can't be countered. So for now both of them sit in the sideboard until we can figure out which is better.
Perhaps you may have some insight on the topics mentioned above? If not I do appreciate the constructive criticism and all mentions will be placed in the sideboard for further testing with. Thanks!