Deathrite Shaman

Deathrite Shaman

Creature — Elf Shaman

: Exile target land from a graveyard. Gain one mana of any colour.

, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.

, : Exile target creature card from a graveyard. You gain 2 life.

Latest Decks as Commander

Deathrite Shaman Discussion

Feiryn on Here there be DRAGONS!

2 weeks ago

My bad I meant Fierce Guardianship, they're both similar in purpose and I always get their names mixed up lmfao

Since you're in 5-colour you mostly want ramp that has colours in it. Arcane Signet and Fellwar Stone are the first two cards you should look at getting since they can go in any type deck, maybe Coalition Relic as well. Birds of Paradise is top tier and so is Deathrite Shaman since you own fetchlands.

I personally like Lotus Cobra in these kinds of decks especially with fetches, meaning that with Cobra on the field you get 3 mana per each fetch you play (one from playing the fetch, one from the tutored land entering, and one from tapping that land). Nature's Lore is really good and Wild Growth is fairly decent as well.

Of course this is all on top of you already having Sol Ring, Chromatic Lantern, Dragon's Hoard, and Exploration. Keep those at the very least, though I recommend keeping your Gilded Lotus, Thran Dynamo, Farseek, and maybe Skyshroud Claim and Sylvan Scrying as well. It comes down to figuring out how fast or slow your regular playgroup is and whether or not you can afford slower artifacts like Dynamo/G.Lotus, though since you're in a more casual environment they should work pretty well.

Hope that helps!

ThisIsMyAccount on Deathrite Shaman

4 weeks ago

The ramp you can get from Deathrite Shaman is why it got banned in modern. It is strictly better than other mana dorks in the format even if you aren't running one of the colors to activate both abilities.

The reason it is legal in pioneer is because it doesn't really function as a mana dork. Sure, in pioneer decks that try and fill up their graveyard via self mill or if you get lucky an have an opening hand with Fabled Passage, then sure you can get some mana acceleration from DRS.

Evem though Deathrite Shaman isn't banned in pioneer doesn't mean it is bad, though. It is totally playable and actually still pretty good I think.

Juuluk on Deathkeeper, shaman spellcaster- looking for …

1 month ago

TriusMalarky Shamans are so good. My favorite tribe, they have so many spell-on-a-stick creatures, though they're lacking in supporting their own tribe unfortunately. My faves to put out with the Emissary are Tilonalli's Summoner, Fauna Shaman, Bloodline Shaman, Wild Cantor (A druid, but it fits in this deck, Deathrite Shaman, Dark-Dweller Oracle, Sakura-Tribe Elder, Rix Maadi Reveler, and Vexing Shusher (Phenomenal card. I started playing during Lorwyn and the shusher was the first shaman I fell in love with. Unfortunately, a lot of the spell on a stick shamans are in the three and up range, though with Molten Echoes on the field I net four mana, which gives me a lot more range.

I think if i add in Rhythm of the wild as you suggested I could probably fit in fauna shaman or bloodline along with some persisters. Idk though, you've given me a lot to think about.

SideBae on The Ur-Dragon CMDR (help needed)

1 month ago

So I mean, the easiest way to improve the deck I can see is to add more 2-mana mana-rocks and potentially some 1-mana mana-dorks. I try to never run more than 32 or 33 lands in non-landfall decks, so cutting 5-6 lands is acceptable if you replace them with mana sources. Note that 3-mana mana-rocks are significantly worse than 2-mana rocks, and should be replaced. Consider running some of the following: the talismans (Talisman of Indulgence, Talisman of Hierarchy and friends), Fellwar Stone, Coldsteel Heart, the signets (Dimir Signet, Orzhov Signet and friends), Birds of Paradise, Avacyn's Pilgrim, Noble Hierarch, Elves of Deep Shadow, Deathrite Shaman, Orcish Lumberjack... All of these are low-cost ways to get more mana. Dropping a rock on turn two and casting a four-mana spell turn three is much better than ramping on turn 3, in my experience. With the exception of Noble Hierarch, I think all these cards should be well under $20.

Tschnipsy on Booty game

1 month ago

Hi there

Here's my take on your Deck
I think you got about 10 ramp spells which seems fine, if they would all be very reliable. Bosk Banneret,Deathrite Shaman and Nissa, Vastwood Seer  Flip are designed for a very specific kind of deck to be a reliable source of ramp. 33 lands are also low in my opinion, i usually have 37/38 lands im decks. Carddraw spells are very low in this deck. in my opinion i would add about 10 carddraw spells. With your ramp more reliable and a higher rate of land-cards and carddraw-cards to guarantee your landdrops, you should be able to get your creatures out.

I get the feeling that your deck also needs to be more focused. you have the treefolk tribal strategy on the one side and the token strategy on the other side. if you focus only on one of these two you get the full potential. Here are the links for those two strategies on EDHREC.
For tokengenerators i'd like to point out Arasta of the Endless Web, Arachnogenesis and Spawnwrithe because they work well with your commanders.

If you like to, you can check out my Doran-Deck. It is somehow similar to yours and maybe you find a card that you want to include in your deck.


SideBae on X Tribal - Budget

1 month ago

So there're a couple of things I think you can do to improve this deck; feel free to ignore any/all of them:

  1. Mana dorks! The greatest strength of green in EDH is its access to 1 mana dorks who make mana. I highly recommend running at least for (and possibly 6-7) of the following: Birds of Paradise, Deathrite Shaman, Llanowar Elves, Elves of Deep Shadow, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf... These will give you access to consistent ramp that other colors simply cannot match if they don't have a Sol Ring in their opening hand.

  2. Dorks also allow you to run better artifact-hate, if you replace your rocks with them. Cutting things like Thran Dynamo for a Llanowar Elves will both allow you to come out of the gate faster and allow you to run Null Rod effects to nail your opponents' ramp. Collector Ouphe is the top of this category, since you can grab it with tutors like Green Sun's Zenith (which I think you should run if you can).

  3. Cantrips are important! They can dig you to what you need when you need it for relatively little mana. Brainstorm, Ponder and Preordain belong in pretty much any blue deck, though Brainstorm is questionable since you don't have many free shuffle effects (usually provided by fetch lands). I would definitely run Ponder and Preordain, and Brainstorm if you change up your manabase a little.

  4. Speaking of fetches, they're expensive these days -- but there are more affordable options. Consider what are called the "slow fetches:" Rocky Tar Pit, Bad River, Flood Plain, Grasslands and Mountain Valley. These are almost as good and also fetch nonbasics like Breeding Pool and Watery Grave, if you choose to run them. Evolving Wilds, Fabled Passage and Terramorphic Expanse are also options.

That's all I got. Good luck!

enpc on Best 1-drops?

1 month ago

It depends on deck (and access to colours of course) but either Birds of Paradise or Deathrite Shaman (assuming access to fetches) are amazing.

As a general rule, you want to be hitting ramp the first few turns as you transition into card draw to refill your hand, as well as starting to deploy your deck's main strategy. So turns 1 through 3, definitiely you want to focus on cheap ramp.

SynergyBuild on Sultai Yisan, the Wanderer Bard

1 month ago

Surely I can help. You want to look for how many forests/elves you have to start. Quirion Ranger/Wirewood Symbiote are great for the first activation, however easily you could go for something else like a dork.

I like going for tutor chains that give value. However, if you have enough mana for two activations and an additional you can win on the second turn you activate him, as long as you got one of the two untappers previously mentioned!

Getting Thassa's Oracle, then responding to the trigger by untapping and tapping Yisan, getting a Spellseeker to find a Demonic Consultation can work for a win.

If you want another chain that takes less mana on the win scenario, here are some choices you can try out! Corridor Monitor on two, Hyrax Tower Scout/Deceiver Exarch/Pestermite/Bounding Krasis on three, and clones, for further levels if you just want to get to another combo you like.

Galvanic Alchemist deserves a mention in my opinion, as it allows for one of the best lines I know of, specifically in Tasigur.

Deathrite Shaman -> Biomancer's Familiar -> Galvanic Alchemist -> Wirewood Channeler. The channeled at that point taps for at least two, so with the alchemist makes infinite mana of all 5 colors, but getting infinite blue and filtering it back in, however you can remember that Yisan would just cost 1 Green mana for the last two activations, so is much cheaper near the end.

Again, Familiar, Deathrite, and Alchemist are good value, with Alchemist you can bind it to Yisan for tons of value, and the familiar works with the Arcanist, Yisan, and Tasigur! There are a ton of replacements for both Wirewood Channeler, like Zaxara, and a ton more for Deathrite Shaman, as any elf would work, or often even no elf! The issue is that summoning sickness is pretty sad.

Sylvan Safekeeper is a good turn one get for protection, Caustic Caterpillar, Gilded Drake, etc. for removal. These pieces help protected the combo.

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