Deathreap Ritual

Deathreap Ritual

Enchantment

Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.

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Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Commander 2018 (C18) Uncommon
Vintage Masters (VMA) Uncommon
Conspiracy (CNS) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
2019-10-04 Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Deathreap Ritual occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Golgari: 0.3%

Deathreap Ritual Discussion

BIBIGIV on Jarad vod Savo

3 weeks ago

don't you need more card draw? 3 is too low in my opinion. although, you graveyard can be counted as your 2nd hand. Guardian Project, Deathreap Ritual or Moldervine Reclamation can be good additions.

AngryStomper on Hapatra EDH

4 weeks ago

I agree, I noticed recently that my current card-draw engines are good (like Skullclamp and Deathreap Ritual), but I don't draw them nearly enough.

Since I'm also running Ashnod's Altar, should I focus more on an enchantment like Vampiric Rites over creature effects?

Also, should I just consider adding cards like Phyrexian Arena as well? I'm never clear on how much card draw I should include in decks...

Thank you for your comments!

lil_cheez on Varolz, Golgari Champion

1 month ago

Feels fucking great. Feels fucking good.

But hey.

Deathreap Ritual

multimedia on Nope

5 months ago

Hey, Hapatra is a good choice. Some cards to consider that meet the budget restraints that might not seem as obvious:

TinkererEDH on ComicKoS Lord Windgrace Landfall

5 months ago

Easy switch outs to me:

Acidic Slime - you have plenty of destroy enchantment or artifact things.

Verdant Force - meh with what you're doing

Turntimber Sower - also kinda meh

Baloth Woodcrasher - no trample, would be chumped all day long

Seer's Sundial - you should be ramping enough that this is irrelevant to you - green and black are excellent ramping colors save this for the red or colorless deck you're going to build in commander.

Second Harvest - too situational

Ghalta, Primal Hunger is fun to cast for Gg, but easy to kill or nerf. better to have End-Raze Forerunners and Craterhoof Behemoth

Deathreap Ritual - seems very situational

Zendikar Incarnate - can grow fast, no trample or other evasion

Scute Mob - dangerously fast growing - no trample or other evasion

new adds:

Crop Rotation - search for a land card, put on battlefield

Sylvan Scrying - search for a land card, put in hand

Reap and Sow - destroy target land and or search for a land

Tempt with Discovery - search for a land and for as many lands as opponents search for

SideBae on

7 months ago

So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.

Regrowth is a strictly-better Nature's Spiral .

Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.

Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.

A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.

Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.

A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.

Runes of the Deus comes to mind as a good way to force through commander damage.

Command Tower , City of Brass , Mana Confluence , Reflecting Pool , Forbidden Orchard , Exotic Orchard and friends are all good ETB untapped lands to consider.

I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.

Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.

Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.

Ok! Good luck -- that's all I got.

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