Dark Withering

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Dark Withering

Instant

Destroy target nonblack creature.

Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)

leovolt884_ on Dead Metal II: Rage

23 hours ago

You can lean hard into Kuldotha Rebirth + Dread Return. I think it's a way more interesting combo than just using Exhumefoil like most reanimator decks. Generally I find pauper reanimator a boring archetype but this could be really cool. Churn through your deck with Faithless Looting, Cathartic Reunion, etc. Play setup cards like Gold Pan to give you an artifact plus more mana and lategame potential equipment. Crashing Drawbridge is a board wide haste enabler, and an artifact if needed. If you want to lean harder into reanimating artifact creatures, Argivian Restoration is a neat reanimator spell. Notably it also ramps you if you target an artifact land which is funny. Cleansing Wildfire can target your indestructible artifact duals to ramp you a basic and draw you a card for 2 mana which is awesome interaction. I would avoid using Exhumefoil if possible because by giving the opponent a blocker, even if you trample through it, it will make you take longer to kill the opponent and give them more time to remove your threats and disable your deck. It also works against your removal by giving them their scariest cards you already spent resources removing back for free.

Overall I would focus on having fewer but stronger reanimator targets and just using Dread Return + Kuldotha Rebirth. Play some madness cards like Dark Withering, Brain Gorgers, Kitchen Imp, Terminal Agony, Hell Mongrel, Reckless Wurm, etc. That way you're playing cheap aggressive threats with your Dark Ritual's and Lotus Petal's while filling your graveyard with your hyper efficient discard. Less worrying about casting as many reanimation spells and more focus on being aggressive while you set up will get you the damage you need early on to deal with blockers and close the game quicker.

SufferFromEDHD on Vohar - Reanimator

11 months ago

Nice deck. A bit heavy on creatures? You need a few more Dimir tricks.

Ideas Unbound, Windfall and/or Dark Deal big card draw

Deep Analysis little card draw

Increasing Ambition big tutor

Mystical Teachings little tutor

Dark Withering great removal

Circular Logic great counterspell

Forbid and/or Demonic Collusion forever

Null Brooch > Negate

Saccox on Sedraxis covenant

3 years ago

DP87,Arthurshepard80 bello fare due discorsi in italiano invece che in inglese! Il mazzo si intende ultra budget come quelli che faccio io,farei le seguenti modifiche:ridurrei le Bloodhall Priest a 1-2,sono incisive se non hai carte in mano,leverei i Ravenous Bloodseeker che non mi piacciono e userei gli spazi per 4 Thrill of Possibility e per aumentare qualcos'altro(mi piacerebbe trovare spazio per piu Extractor Demon e Shambling Remains ^^);i Murderous Compulsion non mi piacciono molto come rimozione,meglio Lightning Axe , Dark Withering ecc... Per quanto l abilita dissotterrare non sia fortissima ti da la comodità di poterle scartare e poi usarle successivamente,mentre con follia devi avere sempre almeno un mana in piu per poter usare l abilità.

HalbrechtHalbrecht on Ellie's Rats

4 years ago

I agree on the black counterspells — so much fun to surprise people with! I also use Withering Boon in non-Modern decks. I do think Imp's Mischief is best for this deck, but unfortunately it's both a little pricey plus from that same Time Spiral era that gives you trouble. :\

Speaking of budget, I'd honestly just wait for Fiend Artisan to rotate out, as it's biggest demand seems to be in Standard (and Pioneer). I've only seen Modern and Legacy toying with it a little, so hopefully it'll drop a bit.

Siiiiiiiigh..... Yeah, I know Marrow-Gnawer is too slow. That's just a case for me where it's a pet card that I don't want to cut, even though I know I should. Honestly, the phrase "it's too slow for modern" is one of the reasons I backed off of Modern in the first place. I got tired of all the things I liked being increasingly too slow. I tried EDH for its promise of "play with the cards you love", and it's alright I guess, but it just doesn't quite scratch the same itch for me as 60-card constructed (I know, I know, heresy in today's Commander-centric world!). So I've been relegated to kitchen table Magic. LoL. But anyways, I agree that Marrow-Gnawer shouldn't be in this deck. It definitely works better in a deck with 4x Cabal Coffers and other ways to accelerate rats out.

That all said, I actually dislike the Nezumi, too (same with Orochi, Kitsune, etc.). Marrow-Gnawer just happens to be so good with rats that he got a pass from me. Same with my other rat deck, that's focused on discard — Nezumi Bone-Reader synergizes so well with everything else in the deck that I couldn't not include him! Still ugly, though. LoL. I just pretend they're the rats from The Secret of NIMH.

Here's my "last hurrah" for Call to the Netherworld — I agree, Unearth is better, but only because of the cycling. I would play Call over Claim any day, and here's why: Claim is reliable, sure, but it can only ever do that one thing (recur a creature), at the same mana rate (1 mana), in the same way (by casting it). The thing is, worst case Call can do that too, just a little less efficiently (1 mana to cast, 1-2 mana to cast the returned creature). But considering the most common time I'll want to use recursion is when I'm discarding creatures to Pack Rat, I'm fine with trading that efficiency in the other parts of the game with the large benefit Call gives me with Pack Rat online. Because then it's doing the thing (recur a creature), at a comparable mana rate (1-2 mana depending on creature), in a superior way (by discarding it for value). You can never discard Claim to fuel Pack Rat if you want to also use it to recur a creature.

That all said, I want to reiterate that I agree about Unearth being much better. After your reply, I realized that my bias towards Call is because it's in a mass discard deck (I also run a couple Dark Withering in that deck in addition to Tragic Slip). I'm also always fine casting Call for in that deck if I need to, so it's never a dead card for me. But yeah, in your deck, Unearth is far superior.

That's so interesting! I wonder why that specific era of cards were affected? I'm not familiar with South American history. Was there any sort of political or economic issues or something like that which would have affected trade/import at the time (2006-2007 was the US release)?

Goblin_Guide on Black Deck Wins

4 years ago

First suggestion: Fuck you. Play red.

Second: Alms of the Vein, Olivia's Dragoon, Dark Withering, and Brain Gorgers.

Again: Fuck you. Play red.

Chandra585 on RU Mad V3

4 years ago

first off, cut your Evolving Wilds for Swiftwater Cliffs. You want your tapped lands to tap for both colors. The Ash Barrens can be cut for basics as well. It seems like you are trying to make two different themes work, Ninjas and madness. Both are totally playable, but in the same deck, they take up each other's space. I recommend cutting the Ninjas. That frees up 7 slots in mainboard and one in side. You should fill these slots with efficient discard engines like Insolent Neonate, Faithless Looting, and Merchant of the Vale.

If you aren't dead set on blue, I would replace it for black. Black gives you access to cards like Psychotic Episode, Dark Withering and Grave Scrabbler.

multimedia on Merciless rage needs upgrading

5 years ago

Hey, you can do a lot with a $60 budget for upgrades. For non madness, do you still want to play the Worldgorger combo? Again this combo will be at least $20 of the $60 budget. Without the combo you could make plenty of other upgrades for $20, but the combo makes your deck much more competitive.

For multicolored decks I always start with allocating enough of the budget for the manabase, to add some playable lands. I figure I need to have a good manabase otherwise what's the point in making the deck if I can't consistently cast cards. For your deck I would start with adding these lands:

If playing non madness, still play some madness cards that become better when you discard them with Anje. There's really reason to not take some advantage of playable madness cards with Anje as Commander.

Other advice I can give will be determined on if you want to play the Worldgorger combo. I'm basing it on the combo because your deck can look quite a bit different if not playing the combo.

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