Chill of Foreboding

Chill of Foreboding


Each player puts the top five cards of his or her library into his or her graveyard.

Flashback {{7}}{{U}} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Format Legality
Custom Legal
Legacy Legal
Vintage Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Tiny Leaders Legal
Modern Legal
Block Constructed Legal
Casual Legal
Highlander Legal
Unformat Legal
Commander / EDH Legal
Leviathan Legal
Limited Legal
Canadian Highlander Legal
Duel Commander Legal

Latest Decks as Commander

Chill of Foreboding Discussion

Daedalus19876 on das mimeoplasma

2 years ago

So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD

With that being said, there are several places I might tune this deck, sorted into the rough categories below:

Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.

Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)

Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.

Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.

Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.

I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.

I hope that helps!! :)

Tyr_W on ☭ Soviet Russia: The Deck ☭

3 years ago

Pricey cards you can do without in my opinion:

That should bring the deck down on budget.

Some ideas to add:

More ideas here

Squirrel_of_War on

4 years ago

I would recommend going down to 36-38 lands and in place of a few basics drop in the sac lands if you can afford them.

Since you are trying to use Mimeoplasm to steal from your opponents you should put in some cards to mill them. Cards like:

If you are milling, you'll want some stuff to control your opponents graveyard so you don't Living Death and have them over power you. Stuff like:

Other notable suggestions would be:

That's all I an think of at the moment. I hope this helps. Check out my build when you get a chance.

Judge Dredge

Commander / EDH Squirrel_of_War


Xyrael on

4 years ago

The mana curve seems high given the general cost of the creatures in this deck. Access to them comes relatively cheap through cards like: Animate Dead, Necromancy, Survival of the Fittest, Entomb, Reanimate, Victimize, Zombify, Epiphany at the Drownyard, Grisly Salvage, Buried Alive, Chill of Foreboding, Commune with the Gods, Dread Return, Dread Summons, Gather the Pack, Jarad's Orders, Life from the Loam, Endless Obedience, Boneyard Wurm, Dimir Doppelganger, Fauna Shaman, Ghoultree, Golgari Grave-Troll, Dakmor Salvage, Hell's Caretaker, Jace, Vryn's Prodigy  Flip, Jarad, Golgari Lich Lord, Lazav, Dimir Mastermind, Lotleth Troll, Mortivore, Necrotic Ooze, Nemesis of Mortals, Prized Amalgam, Splinterfright, Tarmogoyf.

If you look at all these cards you'll realize that this deck is designed to run on 4 - 5 mana, at most. Which I've never had a problem getting onto the field. Mana rocks and lands just take up space that I could use for more destructive entities.

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