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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
If you control a commander, you may cast this card without paying its mana cost.
Exile target creature.
1 week 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
1 month 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
1 month 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]
DreadKhan on Grimgrin - Needs your Help
2 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 …
5 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
6 months 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.
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:
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
azja on The Secret Art of Nin Nin
7 months ago
Hey I took a look at your list and wrote down some potential cuts/additions that you could make. I tried to keep the reasoning for each card short, so if you want me to elaborate on anything just let me know!!
Out: Nether Traitor 2 mana enablers are slow, requires a lot of black mana. In: Faerie Seer only costs 1, sets up top card for yuriko
Out: Shadowmage Infiltrator 3 mana enablers are very slow, doesn't deal combat damage if you ninjutsu it. In: Mothdust Changeling 1 mana ninja with conditional evasion
Out: Varragoth, Bloodsky Sire costs 5 mana total, has to survive a turn to tutor. In: Vampiric Tutor (the only budget option I can think of is Scheming Symmetry, which you already have)
Out: Crypsis too expensive for what is effectively unblockable. In: Cover of Darkness gives some evasion to all of your ninjas (budget option: Aqueous Form)
Out: Dark Ritual powerful card but yuriko doesnt have much use for triple black. In: Mox Amber yuriko enables this on turn 2 or 3 (budget option: Arcane Signet)
Out: Infiltrate. In: Slip Through Space same effect but replaces itself (though I prefer to just play more ninjas than unblockable spells!)
Out: Teferi's Time Twist not great since most of our creatures don't have an etb ability. In: Moon-Circuit Hacker cheap ninja that draws a card
Out: Ultimate Price removal that doesn't hit most commanders isn't ideal. In: Deadly Rollick (budget option: Dismember)
Out: Victim of Night not bad, but black has better removal. In: Infernal Grasp -2 life is pretty negligable in commander
Out: Commander's Sphere 3 mana ramp is quite slow for yuriko decks. In: Chrome Mox (budget option: Dimir Signet)
Out: Isochron Scepter we intentionally play lots of instants with cmc >2. In: Misdirection free "counterspell" that's also budget-friendly
Out: Preordain if you bottom any cards, you can't set up a card for yuriko. In: Ponder works better with yuriko
Out: Enter the Infinite generally uncastable. In: Blinkmoth Infusion also uncastable, but deals 14 damage instead of 12
If you have any questions or comments don't hesitate to reach out again!
DawnsRayofLight on Chainer, Dementia Master
8 months ago
As someone who has played Chainer for close to a decade, I have some suggestions I would like to offer. (though everyone's decks run differently!)
34-35 lands is usually enough. I would recommend 34 with Agadeem's Awakening Flip that gives you 5 spots:
In those spots:
(Or all the expensive artifacts like Grim Monolith or what have you)
In place of:
1x Cast Down--> Lethal Scheme: This card is amazing in any reanimator list
1x Culling the Weak--> Phyrexian Altar: you need more sac outlets with some staying power
1x Dismember--> Soul Transfer: seems janky, but versatile
1x Doom Blade--> Baleful Mastery: you can hit more with it.
1x Go for the Throat--> Infernal Grasp
1x Power Word Kill--> Deadly Rollick/Altar of Dementia: for a better killspell or for a sac outlet
1x Sacrifice--> Ashnod's Altar: need more sac outlets with staying power
1x Terror--> Meteor Golem: This guy helps so much with things Black cannot remove
1x Victim of Night--> Karn Liberated: This guy helps so much with things Black cannot remove
Cruel Tutor--> Mikaeus, the Unhallowed: bonkers for some staying power, also has combo potential
Unmarked Grave--> Putrid Goblin: this or Walking Ballista are good for combos with Mikaeus. Putrid GOblin + Ashnod's Altar/Phyrexian Altar + Mikaeus = infinite mana (or sub ashnod's altar for mill).
Suggested Drops, see next list for suggested replacements
Blood Pet--> sort of an eh card, I might think of something with more oomph
Liliana, Heretical Healer Flip--> I do like her, she just never did anything when I ran her.
Ruthless Technomancer: I have debated a lot adding him, in something like Korvold, he is an all-star, in chainer, he can be good, but I would almost always rather have Disciple of Bolas
Skirge Familiar: I get the reason it is in here, but there are better cards.
Black Market: It's nice, but can be too slow.
Liliana of the Dark Realms: I just have never been a big fan, she feels too lackluster.
Final Parting: good card, but I feel you can part with some tutor because you have MORE than enough
Sidisi, Undead Vizier: good card, but I feel you can part with some tutor because you have MORE than enough
Rune-Scarred Demon: good card, but I feel you can part with some tutor because you have MORE than enough, there also some stronger creatures to fit in the spot.
Archon of Cruelty: expensive mana wise but an all star.
Kokusho, the Evening Star: has been in my deck from the beginning and has flat out won me games.
Brainstealer Dragon: seems janky, but I added to just try it and it has been amazing.
Black Market Connections: You need more draw (also helps with ramp)
Phyrexian Arena: You need more draw
Bolas's Citadel: an amazing card. Wins games all the time.
Disciple of Bolas: card draw and life gain
Fell Stinger: card draw
Xiahou Dun, the One-Eyed: Great for recursion
Reanimate, Liliana, Death's Majesty, Living Death. and Animate Dead: it is good to have other means of reanimation if Chainer keeps getting removed (I also suggest sac outlets to help keep your creatures from getting exiled when they spot remove Chainer)
Hope this helps! Here is my list to maybe show you how I run the list: The True Meaning of Death and Taxes
|Want (6)||SolarEclipse77 , fateocharon , Amaterasu312 , DonDinamita , theyounghansolo , jhalko|