Deathreap Ritual

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Legality

Format Legality
1v1 Commander 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
Vintage Legal

Deathreap Ritual

Enchantment

Morbid — At the beginning of each end step, if a creature died this turn, you may draw a card. (Is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist.)

TheOfficialCreator on Windgrace

1 week ago

Treasures are usually a lot more useful as they're essentially storable mana that count as token artifact permanents and trigger sacrifice cards.

As far as removable cards, Whiptongue Hydra really sticks out to me, as well as Deathreap Ritual and Into the Wilds.

Ca1m_down on BlitzKrieg

4 months ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

Phaeophyta on Squirrel Tactics: the Dale Gribble Experience

5 months ago

Avenger of Zendikar Scute Swarm Beastmaster Ascension Ogre Slumlord Old Rutstein Fresh Meat Deathsprout Harrow Overrun Necrotic Hex Bone Shards Migration Path Moldervine Reclamation Deathreap Ritual

and of course pocket sand: Blinding Powder

All good card you added. Got some recommendations but consider making sure your deck follows this formula: 10ish ramp cards 10ish card draw cards 4 spot removal cards 4 boardwipes

NV_1980 on High Offerings

7 months ago

Hi,

This looks fun! You've probably already figured, but Dockside Extortionist would fit very well in here. Ophiomancer also comes to mind. I think Gisa, Glorious Resurrector is also good for a few chuckles in here.

I would also really opt for some more draw capability as the deck seems to be a bit lacking in that department; like Phyrexian Arena, Deathreap Ritual and especially Evolutionary Leap.

Hope this deck works out for you.

Wkr,

NV_1980

Wolffang988 on Beledros, Matriarch of the End *Primer*

10 months ago

IamRancor a fair point, and I prefer Moldervine Reclamation overall as well. (I already have one in the deck so I didn’t mention it in my previous comment), Deathreap Ritual could be useful to test with as an additional form of draw or bonus alternative for those games where you just don’t see Moldervine because it’s chilling at the bottom of your deck/been exiled lol

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