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Dark Ritual occurrence in decks from the last year
Latest Decks as Commander
Dark Ritual Discussion
5 days ago
The beef battalion tribe definitely suffers from a lack of support. With jumpstart we got Sethron, Hurloon General who's probably the best option for tribal - honestly I'd wait a few more sets before trying to put it together. Haven't looked at the list yet but things like Mana Crypt , Mana Vault , Chrome Mox , and Jeweled Lotus are what I've been finding speed decks up the most. Alternatively, rituals like Dark Ritual , Seething Song and Desperate Ritual could help but they're all one shot - so, if you blow your load and get met with removal you'll be set way back.
6 days ago
OK. So this might get a little weird. Gitrog is maybe one of the funniest competitive combo decks in Commander. A very unique kind of combo that lets you draw your entire deck (multiple times) and do basically anything you want to win. It's very odd, and can be done for pretty cheap as far as I've seen. The things that are really necessary are The Gitrog Monster and Dakmor Salvage .
The way it works is that you discard Dakmor Salvage from your hand to trigger Gitrog's last line of text to draw a card. Then you use the Dredge ability on Dakmor Salvage to get it back into your hand by milling two cards from your library into your graveyard. Then you discard Dakmor Salvage from your hand again, and again... And again...
When you mill a land into your graveyard with dredge, you'll draw an additional card. So it's net positive in that you'll end up with more cards in hand then you started with. But wait, you ask, how do I not mill myself out of the game? I'm glad you asked. You shuffle your graveyard back into your library! The most efficient way to do this is with Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre , but I've also seen it done on a budget with Elixir of Immortality .
Now how do I turn this into a win, you wonder? You make mana during the loops described above and do whatever the f**k you want! Most rituals you have available to you, like Dark Ritual Cabal Ritual and Songs of the Damned , create black mana. But there are ways to create green mana. One simple one is Early Harvest . Those will give you infinite mana during the loop, which already puts all of your cards into your hand. Then you can win with simple stuff like Exsanguinate or Torment of Hailfire . Just make sure to pay attention to the grumblings of the other players at the table. If you can't hear them it probably means everyone picked up their cards and left. Congratulations! You've now won the game!
(I'll give your list a real look later, but I felt that I had to share all of the above information first.)
1 week ago
Question: What would someone consider a "cEDH" deck to be? Would it be a deck that has won against a 4-player pod on turn 2 on three separate occasions and has the (slight) chance of winning on turn 1 if you get the correct hand - a hand which can be built two different ways?
Because if so, Kinnan, The Simic Domri is cEDH. When I play this deck, I very rarely lose. The notable times I do lose is when someone goes infinite or I have all three opponents hitting me with everything they've got.
I own about 1/2 of the deck in paper. Proxied the rest as I save and buy the pieces one at a time.
Now I say this because, as a non-cEDH player, it would seem to me that cEDH falls into the same issue as Modern, in which the format appears "solved" from the inside, but looking in from the outside it really isn't. When I play against cEDH decks in person or online, especially with my Kinnan deck, I notice that many of them rely on combos to win the game. These combos tend to be fragile and can have pieces removed.
The issue that I have noticed is that a cEDH deck functions in two major facets:
Very few run ample removal. So it isn't a triathlon to the finish line. It's more like a 100-meter dash and whomever kicks off first, wins.
The problem, as an outsider looking in, is that all it takes is one single well-timed removal and the entire setup falls apart.
That being said, on the topic of consistency, I feel almost as though your own argument resolves itself. If the deck is designed for consistency, then having a single MDFC means nothing as those lack consistency. Sure you may find the odd one out that actually does give you some minor consistency, but it's not like you are seeing functional reprints of Dark Ritual or something. None of the MDFCs even come remotely close to such a thing. And again, even if they did, I'm sure there's always better options.
I could see an MDFC tutor being an issue, sure. Where one side is a big creature or even threat removal and the other side is a tutor. That's pretty dangerous and I hope WOTC doesn't print something like that. But, until they do (and they will), I don't see the issue.
Again, I am by no means a cEDH player. I built one deck that has stood its ground extremely well and has won something stupid like 90% of the matches I've been in. Yes. I know it sounds insane but seriously, it's a power-house.
- You're not casting the creatures, so you can't be countered unless your opponent runs the very specific "counter target ability", which almost nobody does
- Your Commander costs . Commander tax is a non-issue.
- You don't need to rely on draw, since you rely on cheating off the top of the library
- We abuse the + mana by having an outrageous amount of non-land sources of mana in the deck
- By packing the deck full of clones, we can clone the biggest threats we have, such as Nyxbloom Ancient , Blightsteel Colossus and Terastodon
- The deck has an extreme density of removal on creatures, meaning we don't just get a body on the field, we also take out any set pieces we want
- On that topic and previous points, we get to literally take the best option of the top five. So we get to specifically hone in on what is the best possible play, at all times
- The deck has numerous combos built in, such as abusing Deadeye Navigator with something such as Meteor Golem or Thorn Mammoth
- One of my favorite combos, and the hardest one to pull off, is Woodfall Primus , Gigantoplasm and The Great Henge . You need Woodfall Primus out first, then you clone it with Gigantoplasm . After both of these are out, you bring into play The Great Henge . Now, what you do is pay into on Gigantoplasm . Giga dies as it becomes a 0/0. Since it was a copy of Woodfall Primus , it has Persist so it comes back into play with a -1/-1 counter on it. However, The Great Henge puts a +1/+1 counter on it and they cancel out. You have Gigantoplasm enter as a copy of Woodfall Primus again. You can now repeat this process an infinite number of times, destroying every single land, artifact and enchantment in play that you do not control. Now, no opponent can cast another spell for the rest of the game
- We have several ways to generate infinite mana, including ways to produce faux infinite mana with several copies of Nyxbloom Ancient
- You can use Basalt Monolith to generate infinite mana. Dump this into Cogwork Assembler to generate an infinite number of Simic Signet s or most other artifacts. Now, you have infinite colored mana. You can also use Grand Architect and Pili-Pala . There is also Basalt Monolith and Chromatic Orrery . I am also considering adding Prismat as another infinite colored mana combo as we can feed into it for either or . All of these options means we can effectively play our entire library that turn
- We can react in response for everything. Hold up mana and pass. If you know how to do it, you can put an activation on the stack and when the ETB of the creature goes on the stack, put another activation on the stack ahead of it
The deck is extremely brutal. I had to stop playing it. So...
But again, I am not a cEDH player. All I am saying is, from the outside looking in, cEDH decks run very differently from traditional casual EDH decks. I can see MDFCs making a decent splash in casual EDH decks, but not in cEDH. So, I don't really see the issue here.
I can see, perhaps one or two, being used in cEDH. But to suggest it breaks the format? No, not at all.
2 weeks ago
, Pay 3 life, discard a card, Sacrifice ~: Add three mana of any one color.
Create a 1-hybrid-mana legendary creature.
2 weeks ago
The Fool - Jester's Cap
The Magician - Dark Ritual
The High Priestess - Argothian Enchantress
The Empress - Counterspell
The Lovers - Sower of Temptation
Justice - Equilibrium
The Hermit - Uncle Istvan
Wheel of Fortune - Wheel of Fortune
Strength - Unholy Strength
The Hanged Man
Death - Necropotence
The Devil - Lord of the Pit
The Tower - Grim Monolith
The Star - Falling Star
The Moon - Blood Moon
The Sun - Sol Ring
Judgement - Wrath of God
The World - Omniscience
I would look in particular to older cards (premodern) and / or Seb McKinnon cards, as in my opinion those cards have the art style that would suit a tarot card.
2 weeks ago
Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.
You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.
Sol Ring (CMC1 for 2 = +1 mana) is a must include.
Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.
Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .
Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .
I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).
On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)
Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.
Some potential cuts for these:
Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)
Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.
Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.
Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).
Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.
Topic: Lands! (Umm!)
Average Distribution Build: 38 lands
Average Budget Build: 36 lands
Average Expensive Build: 37 lands
Average Aristocrats Build: 35 lands
Average Reanimator Build: 31 lands (closer)
Your Build: 30 lands (Umm!)
No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.
Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.
Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:
Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).
Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!
3 weeks ago
Hey, good job on a budget. Nice Demonic Tutor :)
Some $1-$2 cards to consider adding:
- Dark Ritual
- Seething Song
- Seize the Spoils
- Mana Geyser
- Final Parting
- Magus of the Wheel
- Mask of Memory
- Faithless Looting
- Dragon Breath
- Dragon Mage
- Azra Oddsmaker
- Chaos Warp
Some budget land upgrades to consider:
- Unclaimed Territory --> Looming Spires
- Smoldering Marsh --> Bloodfell Caves
- Jund Panorama --> 1x Mountain
- Path of Ancestry --> 1x Mountain
- Shadowblood Ridge --> 1x Mountain
- Ash Barrens --> 1x Mountain
- Temple of Malice --> 1x Swamp
If interested I offer more advice including cuts to consider. Good luck with your deck.
3 weeks ago
Duress can be helpful going up against faster decks and a peek at someone’s hand is always nice.
This looks like a fun deck to play!