Creature — Vampire
Whenever Cruel Celebrant or another creature or planeswalker you control dies, each opponent loses 1 life and you gain 1 life.
|Have (2)||orzhov_is_relatively_okay819 ,|
|Want (2)||Teth , TheDangalangMan|
Combos Browse all
|Commander / EDH||Legal|
Cruel Celebrant occurrence in decks from the last year
Latest Decks as Commander
Cruel Celebrant Discussion
6 days ago
This isn't a bad start for a 1st attempt. However, you may want to become a tad more creature focused and elevate the quality of the creatures - Lampad of Death's Vigil could be replaced by Viscera Seer a free outlet that gives you a scry. Additionally, you could add Anafenza, Kin-Tree Spirit and Lesser Masticore - with that free sac outlet you could scry through your whole deck and if you add an aristocrat like Blood Artist or Cruel Celebrant you can drain table; though I would definitely see if your group would be okay with combos before implementing them into a deck :) anyways, hope you enjoy the format.
4 weeks ago
Corpse Knight synergizes nicely with the Thalisse you already have.
I'd remove Anointed Procession. Teysa as your commander does the same and more.
Ashen Rider is overcosted for what it does. I suggest removing it.
1 month ago
While 37 is the recommended number of lands, because of the large number of mana rocks in your deck and the relatively low CMC of your cards, you could probably cut 2-5 lands. I'd cut Evolving Wilds and Terramorphic Expanse, and Emergence Zone first as they are the "slowest". Esper Panorama would be a good substitute for Moorland Haunt - since you're three colors, I'd really limit the number of colorless-producing lands you run.
A couple of cheaper cards I would consider adding:
I would consider cutting:
Spirit Bonds - Reasoning: You're not casting enough creatures, Etchings of the Chosen would be a better way to protect your commander)
Cruel Celebrant - Reasoning: I feel you're not running enough ways to sacrifice creatures to get the full benefit
Faerie Formation - You shouldn't have any trouble making Faerie tokens since you already have Alela. There are cheaper ways to draw cards.
Skycat Sovereign - this is only good when you already have a lot of tokens, you'd be better off running an enchantment or artifact that can boost your tokens
Master Transmuter - most of your artifacts are already cheap, and "putting it into play" doesn't trigger Alela's ability - you won't get faeries when you activate this
1 month ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!
1 month ago
Any thoughts on Blood Artist/Zulaport Cutthroat/Cruel Celebrant/etc.? Maybe not enough small creatures and/or recursion to make that whole package totally value in this deck, but I'm still a huge fan of them in general.
1 month ago
Hey, good work for your first Commander deck on a budget. You have several nice cards, but also many stinkers :)
There's 2x Inscription of Ruin which you can't have in Commander. Jungle Shrine has green in it's card color identity thus you can't play it because Edgar isn't green. With Edgar you want to lower the mana curve with more one/two/three drop Vamps. Edgar and Coat of Arms are the high CMC cards you want to cast, but before you cast them you want a more established army of Vamps which means the majority of the Vamps you play should be one, two or three drops. Low CMC Vamps are easier to cast thus you get faster token value from Edgar's eminence.
These one drop Vamps are fine plays in the early game while also being useful in the later parts of a game too.
- Forerunner of the Legion: Vamp tutor.
- Drana, Liberator of Malakir: flying, powerful repeatable effect to put counters on all your attacking Vamps.
- Rakish Heir: another repeatable effect to put counters on your Vamps.
- Vito, Thorn of the Dusk Rose: Sanguine Bond effect on a Vamp.
- Olivia's Bloodsworn: flying and haste enabler for Vamps.
- Vampire Nighthawk: flying/deathtouch is a good combination.
- Cruel Celebrant: Zulaport Cutthroat effect on a Vamp.
Drana is the most expensive price Vamp I'm suggesting, it's worth $5. Most of these Vamps have repeatable effects or flying which is helpful evasion for attacking in Commander. More low CMC Vamps makes Skullclamp better and it's one of your best sources of repeatable value to get ahead or recover to draw more Vamps; Open the Armory can tutor for it.
Consider more budget dual lands that ETB untapped?
- Unclaimed Territory
- Exotic Orchard
- Caves of Koilos
- Battlefield Forge
- Path of Ancestry: repeatable scry.
- Nomad Outpost
- Tainted Field: Swamps should be the most lands in the manabase.
Ancestry and Outpost always ETB tapped, but that's fine since next turn they can make any color of mana you need to cast cards. On a budget this color fixing is helpful.
I offer more advice including what cards to cut. Would you like more advice? Good luck with your deck.
2 months ago
Change log after not investing in this list in a while:
In terms of creature swaps, Ashen Rider is incredibly strong and a hard cut, but I’d rather have the cheap efficiency of Path. Archon of Justice costs less and is about as good.
Boreas Charger has always kinda sucked even if I get double death triggers, so in goes Celebrant as an additional wincon.
Sadistic Hypnotist is pretty good, but Altar costs less, can sacrifice at instant speed, and is a wincon.
Just an upgrade to a mana rock. I’d rather curve into Teysa on turn two than have an extra colorless mana a turn later.
This list really badly needed a way to just draw cards instantly; we have plenty of card draw value engines. I decided Dark Prophecy competed with Necro for its slot and got the cut.
Martyrs Bond I never really saw while playing, but I’d rather have another drain effect than something that stalls the game.
Sorry, foil original print Sorin, he’s a little slow to generate tokens for his mana cost. The deck needed a fourth tutor to more consistently pull together its combos anyway, and Grim is a spicy recent reprint.
And just some upgrades in the manabase. Overall, can’t wait to see how this list can perform even better!
2 months ago
Hi! This deck's really crear, good job! I like the ETB approach with some creatures, and I definitely didn't know about Workhorse.
I have some ideas thay may be useful to you: as what I can see, the two main themes you're looking for are aristocrats and artifact combo. Artifacts work as a tribal: the more you have, the verter they are. That means, too, that the less you have, the worse they are. But I don't feel like you wanna go that hard into artifacts, so I recommend you trimming down the Workhorse, Foundry Inspector and Scrap Trawler, as they only get good enough If you have a ton of artifacts, and instead sticking yo X cost creatures, which can easily combo.
So TL;DR some artifacts are only worth if you have a shit ton of them and you may add more cards that damage/kill your opponents