Deadly Rollick

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Deadly Rollick

Instant

If you control a commander, you may cast this card without paying its mana cost.

Exile target creature.

Michigone on Isshin for a Fight

1 month ago

Finally picked up a copy of Deadly Rollick, and I want to test it out in the deck. I figured the removal spell that ramped was a better cut to make than the spell that provided life, as mana is the more valuable commodity.

Change Log 08-Aug-2023

Cut/Move to Maybeboard:

Add/Move to Mainboard:

DemonDragonJ on Commander Masters Previews and Speculation

2 months ago

Previews for this set have officially begun! Does anyone else have anything to say about them?

I am very glad to see that The Immortal Sun is finally being reprinted, so it shall now be affordable, and the reprint of Archfiend of Despair likely means that I shall now be able to obtain a foil copy of it for a reasonable price.

I am not happy to see Cyclonic Rift or the free spells from Ikoria reprinted (i.e., Deadly Rollick or Obscuring Haze), but I am very glad tos ee the confluence cycle being reprinted.

I am glad to see the medallion cycle be reprinted, but I actually would like to see the familiar cycle (i.e., Sunscape Familiar, Nightscape Familiar, and so forth) be reprinted, at some point, as well.

Shazica on

6 months ago

I have a very similar deck with Reyhan, Last of the Abzan and Ishai, Ojutai Dragonspeaker as commanders. I was looking into having Atraxa as a commander instead, but Atraxa is infamous for being a very strong creature that amasses tons of scary, unpredictable value - it is a poison deck? Is it a +1/+1 counters deck? Is it a superfriends deck? Most often, you will find that the other players have Rule 0-ed you as the archenemy before the game begins.

There are two things you can do about this. You can either rise up to the challenge, or you can change commander.

If you want to take on the challenge of constant Archenemy because you want to keep Atraxa, then you have multiple cards that are too weak. Some of which are Arcus Acolyte, the three Myojins, Pollenbright Druid, Murder, Magistrate's Scepter, Chromatic Lantern, Vivisurgeon's Insight, and Expand the Sphere for starters. There are probably 10-20 more I would consider cutting, since these are too casual for the level of play you're signaling with Atraxa. Instead, run low-mana spells like Nature's Lore, Night's Whisper, Fierce Guardianship, Heroic Intervention, Flawless Maneuver, Deadly Rollick, Mystic Remora, Cyclonic Rift, Negate, Swan Song, the WUBG shock lands with their fetches, the list goes on... This won't make your deck cEDH, this will make it more reliable, reactive, and consistent in answering most of your opponents stuff.

If you want to change commanders, you can go for Falco Spara, Pactweaver for value, Anafenza, the Foremost for aggressive, Ghave, Guru of Spores for combo, or the partner pairings of Cazur, Ruthless Stalker  Flip + Ukkima, Stalking Shadow, or Nikara, Lair Scavenger + Yannik, Scavenging Sentinel. All of these will force you to abandon a fourth color, but restriction breeds creativity...?

Side note 1: You can still run Atraxa in the 99, that is a more commonly accepted usage.

Side note 2: You have two Ivy Lane Denizen.

Tux_Yo on Mono Black Zombies

7 months ago

I like your deck, I just wanted to point out that Damn isn't in your commander's colour identity since it has a white mana symbol for the overload (this isn't the case for Crypt Ghast though since the mana symbol there isn't actually part of the card's colour identity but is reminder text of what extort is). If you were going to use it for solely single target removal a couple of good replacements that you can cast for free are Deadly Rollick or Snuff Out. If that's outside of your budget Infernal Grasp or Tragic Slip both work. If it was for mass removal there is Toxic Deluge or Mutilate which both get around indestructible.

zAzen7977 on K'rrik the Masochist

7 months ago

You also really could use more creature removal. Baleful Mastery, Deadly Rollick, Dismember, Snuff Out, The Meathook Massacre, etc are critical, since your life total is so important, you need a way to eliminate creatures which pose a serious threat, or to allow K’rrik to pierce your opponent’s defenses.

Your land strategy is unfortunately too slow for competitive play, and you are running too many lands. You should cut down to 30 total lands and focus on Lake of the Dead, which can be useful during the early turns, and drop Cabal Coffers and Cabal Stronghold, which will take way too long to become relevant. If you can’t combo out by turn 4, you are probably doomed, and these lands won’t help.

Check out my list for more ideas: K’RRIK, LORD OF THE STORM [cEDH Primer]

Cheers!

DreadKhan on Grimgrin - Needs your Help

8 months ago

When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling  Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth  Flip is also very good, especially with a Voltron Commander.

I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.

A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.

Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).

Grubbernaut on Prevent Opposition Agent in mono …

11 months ago

Cut Down, Dismember, Fatal Push, Deadly Rollick, Infernal Grasp, Ulcerate, etc

Not running Oppo in Maralen is a HUGE punt, though.

Necramus on Queza, the Queefer

1 year ago

Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.

Things like:

Arterial Flow

The Meathook Massacre

Dovin's Veto

Spell Pierce

Necropotence

Ghostly Prison

Propaganda

Revenge of Ravens

Damnation

Wrath of God

Supreme Verdict

Time Wipe

Counterspell

Mana Drain

Rhystic Study

Smothering Tithe

Sheoldred, the Apocalypse

Gray Merchant of Asphodel

Vampiric Tutor

Demonic Tutor

Search for Glory

Idyllic Tutor

Enlightened Tutor

Mystical Tutor

Cyclonic Rift

Murderous Rider

Feed the Swarm

Infernal Grasp

Fierce Guardianship

Deadly Rollick

Fateful Absence

Underworld Dreams

Ob Nixilis, the Hate-Twisted

Windfall

Solve the Equation

Baleful Strix

Drown in the Loch

Mana Leak

Professor Onyx

Narset, Parter of Veils

Nihil Spellbomb

Arcane Signet

Azorius Signet

Orzhov Signet

Dimir Signet

Talisman of Dominance

Talisman of Progress

Esper Sentinel

Lion Sash

Swords to Plowshares

Deep Gnome Terramancer

Archivist of Oghma

Teferi's Protection

Teferi, Hero of Dominaria

Teferi, Time Raveler

Teferi, Master of Time

Dig Through Time

Drannith Magistrate

Malevolent Hermit  Flip

Aven Mindcensor

Hushbringer

Aura of Silence

Sea Gate Restoration  Flip

Negate

Sphinx's Revelation

Authority of the Consuls

On Thin Ice

Generous Gift

Ponder

Gitaxian Probe

Brainstorm

Gadwick, the Wizened

The Magic Mirror

Echo of Eons

Narset's Reversal

Swift Reconfiguration

Land Tax

Blind Obedience

Darksteel Mutation

Grasp of Fate

Silence

Farewell

Jace, the Mind Sculptor

You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.

I'd suggest going for some fetches, checks, and shocks like:

Flooded Strand

Polluted Delta

Marsh Flats

Hallowed Fountain

Glacial Fortress

Watery Grave

Drowned Catacomb

Godless Shrine

Isolated Chapel

Deserted Beach

Shattered Sanctum

Shipwreck Marsh

Command Tower

You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.

I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!

Don't tell Rett I gave you so many suggestions XD

-Blake

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