Death-Priest of Myrkul

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Death-Priest of Myrkul

Creature — Tiefling Cleric

Hypersayia9001 on Kill, Kill and Kill some more.

7 months ago

@Basshunter: Thanks for the input. There are a few things I feel the need to justify keeping in though.

The primary reason I have Paragon of Open Graves and Hero's Blade is so I can easily buff up Sarevok, causing his ability to drain extra life when it triggers. Death-Priest of Myrkul is somewhat expensive, but when he's out, I just got to pay a mana at the end of each turn to ensure I maintain a consistent fuel supply for Cultist (and a lot of my token generation is zombies anyway so... bigger dead dudes.). Similar vein, Palace Siege allows me to sac something to Cultist then play it again on the same turn, which goes real good with Gray Merchant of Asphodel for life gain and Doomed Dissenter for a free Zombie token, if I just don't sac Gravecrawler to play it again cause it cheap.

Skithiryx, the Blight Dragon and Squelching Leeches are mostly there to be big beefy bois if I need them, but yeah, of the suggestions you've made, I'd probably swap them for Black Market Connections and Priest of Forgotten Gods to net me some more card draw. Ophiomancer, Grave Titan and Phyrexian Altar are also on my radar.

Not a fan of Skullclamp, at least in this deck. I'd need either altars or Yahenni, Undying Partisan out to actually get consistent value out of it, otherwise I'd need to pay for another sac outlet.

Basshunter on Kill, Kill and Kill some more.

7 months ago

its a really nice deck idea, but in my opinion, you got

  1. too much stuff in your deck that doesnt fit to the theme like Squelching Leeches, Skithiryx, the Blight Dragon, Paragon of Open Graves, Infernal Scarring, Grasping Shadows  Flip, Hero's Blade and maybe some others..

  2. you are really high cmc for a sac-deck. maybe upgrade to a lower cmc and faster deck..i.e. change Diabolic Tutor with Diabolic Intent, Death-Priest of Myrkul, Stir the Sands or Palace Siege is expensive too - and they dont even fit very well to the theme. You can change your reanimation-spells to low cmc like Reanimate or Animate Dead aswell

  3. To get rid of the fuel-problem, get some cards like Black Market Connections (awesome here), Blight Mound, Ophiomancer, Grave Titan ...

  4. Upgrade sac-outlets: Phyrexian Altar, Priest of Forgotten Gods, Viscera Seer, Skullclamp

So all together you should fit the theme more, search for cheaper cmc cards that do the same and get some more token-stuff

legendofa on Official missing/incorrect card/token thread

9 months ago

Thee Case of the Stashed Skeleton Skeleton token might not have been added yet, but the 1/1 created by Death-Priest of Myrkul and Skeletal Swarming isn't an option in the playtester for me.

Skeleton 4/1 B and Skeleton Pirate 2/2 B show up, but Skeleton 1/1 B doesn't.

multimedia on Gisa, Zom Zom Queen *Work In Progress*

1 year ago

Hey, well done so far, but I think you overestimate needing so many buffs (anthems).

All the artifacts for anthem effects is overkill, you have tutors that can get the better anthem. Adding more repeatable draw sources can do more for gameplay than anthems because more reliable draw helps to draw the better anthems. Coat of Arms, Eldrazi Monument and The Immortal Sun are much better than the other artifact anthems here.

In my opinion anthem effects to be worth playing need to also have card quality for the mana cost. Instruments of War and Hall of Triumph are bad cards, only providing a small anthem effect nothing else for their mana cost isn't good enough to take deck spots. Obelisk of Urd is subpar, but at least it can be mana cost reduced even to 0 with Zombies. Bad Moon is only 2 mana, but there's greater two drops that have much better card quality. Heraldic Banner can be a mana rock, but even so you can do better for a three drop.

Adaptive Automaton is a creature who Gisa can sac and who can be a Zombie lord (anthem), but it's a bad card compared to all other Zombie lords who provide another good repeatable effect. Icon of Ancestry and Vanquisher's Banner aren't worth it since there's too many nonZombie creatures here. You can get more reliable repeatable draw from other sources.

You have Crypt Ghast, Cabal Coffers and tutors to get them, you don't need Caged Sun and Gauntlet of Power mana effects. These cards are better in mono white, red or blue because these colors can really use the mana ramp. Liliana's Mastery is a very low budget five drop for Zombies, not needed here.


There's several cards in the maybeboard to consider adding main deck if you have them. Areas to focus on improving with cards from the maybeboard are early game ramp, repeatable draw for only you, reanimation and more Zombie evasion.

Other cards to consider adding from the maybeboard.

Some cards to consider cutting:

Good luck with your deck.

ImNora on Cards that buff zombie tribal?

1 year ago

Here's the deck (for casual EDH):



I'm looking to add cards to it that will increase my zombie's power and toughness. I've gotta be missing some... I'm new to tribal stuff, so yeah.

So far, here's the list of things I found that buff zombies:

Heraldic Banner

Tomb Tyrant

Bad Moon

Cemetery Reaper

Coat of Arms

Death Baron

Death-Priest of Myrkul

Dragon Throne of Tarkir

Eldrazi Monument

Liliana's Devotee

Liliana's Mastery

Lord of the Accursed

Lord of the Undead

Mikaeus, the Unhallowed

Risen Executioner

Undead Warchief

Vanquisher's Banner

Kazierts on SKELETONS!

2 years ago

When I said Jund, I actually considered Tormod, the Desecrator and Tana, the Bloodsower. Mainly because Tormod just sinergizes very well with a lot of skeletons and some Skeleton support also supports zombies too (namely Death Baron and Death-Priest of Myrkul.

Another option, but 4 colored, would be still Tana, the Bloodsower now with Ravos, Soultender. You can still have Tormod in the deck, still have access to a lot o reccursion (even in your commander) and get a lot of good anthems, and tribal support, in white.

PhocusEnergy on Battalion of Bones

2 years ago

Epicurus Thanks for the suggestions! I actually completely agree with you with the curve concerns here. With regard to the cheap sac/removal cards, I was running this with Eaten Alive and it worked quite well, but my issues with it were two-fold - I can only sac so many skeletons and bring them back so many times without burning a lot of mana, and that a lot of my sac synergies are in there to work with the triggers for Skeletal Swarming and Death-Priest of Myrkul, both of which trigger on any creature death, not just our own, which makes me want to keep our sac triggers and removal segregated to maximize our resource/death trigger ratio. As for bringing down the mana curve, I agree that that's likely a good move, I was testing with this more resilient, slower build, but I think replacing the Vraska's and two of the Hero's Downfall with Infernal Grasp or Heartless Act would be a great way to achieve this.

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