Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card.
|Want (2)||Galvain , lewhoopass|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Deathreap Ritual occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Deathreap Ritual Discussion
3 weeks ago
4 weeks ago
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!
1 month ago
Feels fucking great. Feels fucking good.
1 month ago
Clackbridge Troll, Moldervine Reclamation, Grismold, the Dreadsower, Rampage of the Clans, Revenge of Ravens, Evolutionary Escalation, Bloodthirsty Blade, Deathreap Ritual, Hunted Troll (most the hunted cycle), Wishclaw Talisman, Allure of the Unknown, Akroan Horse, Awaken the Erstwhile, Stormfist Crusader, Tahngarth, First Mate, Spiteful Visions, Flowstone Slide, Shadows of the Past
4 months ago
Looks good! You might like these: Fireshrieker , Corpse Connoisseur , Caustic Caterpillar , Grim Haruspex , Syr Konrad, the Grim , Abhorrent Overlord , Smothering Abomination , Deathreap Ritual , Moldervine Reclamation , Ulvenwald Tracker , Krosan Tusker , Sakura-Tribe Elder , Plaguecrafter , Evolutionary Leap
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:
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
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
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
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.
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.
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.