Dark Prophecy

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Dark Prophecy

Enchantment

Whenever a creature you control dies, you draw a card and lose 1 life.

Masterful on Necronomicon | Teysa Karlov | Primer

3 weeks ago

kirbysan Cult Conscript is probably the second best of the self-reanimators, but I don't think it beats out Reassembling Skeleton. I don't anticipate 1 mana on first play being as much of an issue as potentially not being able to bring it back at all.

Elas il-Kor, Sadistic Pilgrim is probably not as good of a commander as I initially thought. She doesn't add anything to the engine except an on-hand drain effect which we don't have an issue finding if we can draw enough cards. It's not as much of an issue of playing her early vs her just not doing enough. I'll definitely find a place for her in the 99 as another drainer.

I'm pretty interested in Weatherlight Compleated actually. It does take a while to get online, but 2 generic mana is barely an investment for such a powerhouse down the line. It could be better than Dark Prophecy since is rough. Compared to prophecy, weatherlight doesn't drain life and becomes a creature later which is invaluable.

Sillyprawn Teysa is already our capstone play, so having a card that already relies on her being out is pretty difficult. He's not that useful when she's not out, so I'm hesitant to include him here.

clircrazy Manifesting a non-creature isn't a bad thing. Demonic tutor isn't providing value in your library, and it could've been any card. It feels bad in retrospect, but understand that's result-oriented thinking. Just the fact that Sultai Emissary provides non-token creatures when it dies is value enough. The fact that you can flip the manifests if they're creatures is added value. In my experience emissary has only ever been an amazing addition, but if you really don't like it you can cut it for a card you find more fun.

kirbysan on Necronomicon | Teysa Karlov | Primer

4 weeks ago

Sillyprawn, I don't think Ratadrabik of Urborg is worth a slot since we don't run enough legendaries. Sure you can get 2 Teysa's but you're effectively casting 10 mana for 2 and 18 mana for 4. You'll need to already have a sac outlet on the board but if you have no draw or drain then you're stuck. Also having that much mana and 4 Teysa's but no combo is just begging for a wipe.

Weatherlight Compleated does nothing when it hits the board. It needs 7 death triggers to start drawing or 4 with Teysa on board. While it doesn't say non-token I'd find a hard time replacing Dark Prophecy, Grim Haruspex or Midnight Reaper with it.

clircrazy, I also haven't been crazy about Sultai Emissary. Since we don't run much graveyard recursion it can sometimes pitch very important combo cards into the grave and lose us steam. I'd suggest holding it up for later on when it's time to combo out or if you have Bolas's Citadel so you can use it to manifest a land.

ENZU on dEadric, Master of Unrest

2 months ago

griffstick, I'm about to update this list but one thing I've found is that there are enough nonbasic lands that come into play untapped and produce a B and something else that I can essentially run BBB cards like Dark Prophecy while still having access to W, R, and U splashes. So I'm going to see what I can do with that.

Other than that I found a lot of 1-drop evasive or deathtouch black creatures, some of which are even zombies so I'm thinking I can make this function a lot like an Edric, Spymaster of Trest deck but with more colors. I'm about to update the list in a second.

Mthibodeau on From Dusk Till Dawn

2 months ago

Thank you very much for the suggestions. Good call on Sadistic Hypnotist. I actually own a copy, but didn't consider it because like you said, very mean. For the same reason, I am staying away from Captivating Vampire. My playgroup hates having their stuff stolen. Supernatural Stamina as well as Gift of Immortality seem like no-brainers, but I am struggling with what to cut. Have you tried Dark Prophecy? How does it stack up against Morbid Opportunist? I am on the fence about Massacre Wurm because I don't play many token or elf ball decks, so I am not sure it would have the impact I want. That said, I think the deck needs more removal.

Btw, love your inclusion of Coffin Queen. Nostalgic card for me and I actually have her playmat. Always loved the art.

freezerboy on Kill.EXE

4 months ago

Not sure if you're keeping this under any kind of budget, but All Is Dust and Damnation seem good to add. Also a Mutilate, or Toxic Deluge can work too though your commander is susceptible to dying with them.

Also, Sadistic Sacrament type spells can help with your opponents combo pieces.

Dark Prophecy can also help you draw some cards.

If you want a dump for your mana, Maga, Traitor to Mortals can one shot someone.

ThisIsMyAccount on Strange and Unusual

4 months ago

I think the deck is fine but I just want to give my suggestions for your consideration.

So, I would recommend you remove -2 Liliana, the Last Hope for +1 The Meathook Massacre and +1 Dark Prophecy. These cards are better for your devotion and are also more Strange and Unusual. You can also probably -1 land for +1 Inquisition of Kozilek.

Also, I think fitting in 1 or 2 Bitterblossom for the main or side so you can grind just a little better. Then, Tymaret, Chosen from Death plus Arguel's Blood Fast  Flip can be an interesting combination if you are really committed to black devotion.

Stardragon on An Actual Ninja Phoenix Deck

5 months ago

Since you choose Desecrated Tomb and Tormod, the Desecrator why not Anax, Hardened in the Forge so you get a 1/1 bat, a 2/2 zombie and a 2/2 satyr when a creature dies or returns form the graveyard?

Some extra on death mileage particularly with your altar (I would consider Ashnod's Altar as well)- Pitiless Plunderer for more mana, Species Specialist or Dark Prophecy for card draw, Zulaport Cutthroat, Blood Artist or Bastion of Remembrance for some life gain/drain action or Butcher of Malakir and Dictate of Erebos so when you lose a creature they do too

I saw you have some recursion why not consider Return from Extinction and it's upgraded form Raise the Draugr? I would cut Exhume for one of these they cost the same and can bring back two phoenixes or ninjas and doesn't have the downside of letting your opponent bring a card back. and they cost less though they don't put on to battlefield so that may not be to your liking

Extra board wipes that won't hit your phoenixes (though will hit your ninjas) are Magmaquake, Earthquake, Faultline and Subterranean Tremors

More damage- Berserkers' Onslaught, Wound Reflection, Gratuitous Violence

Harder to block Phoenixes so you can ninjutsu even easier- Goblin War Drums, Intimidate, Cover of Darkness

Maybe Heartless Summoning-to make your commander cheaper to cast in the graveyard (the only time you should cast this from your command zone is the first time, and anytime is get's exiled as this way you can ignore the commander tax as much as possible)

And don't forget Fervor so all your birds are hasty and can attack as so as they on the field so you ninjutsu even faster

cac1212 on Teysa Karlov

6 months ago

Ok I messed up and can't edit my comment so I'll continue from where I left off:

...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.

I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.

We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.

Combos

Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.

Early Game Strategy

In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.

Mid Game

In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.

Late Game

All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.

Miscellaneous Mechanics

If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.

Brought Back can be used on our fetch land Marsh Flats for extra ramp. Consider adding more fetch lands to up the power level a bit.

Closing Notes

Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!

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