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.
|Have (2)||, goodair|
|Want (2)||Ender666666 , Eudaemoniac|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Eternal Masters (EMA)||Rare|
|Return to Ravnica (RTR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Deathrite Shaman occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 1.1%
Deathrite Shaman Discussion
18 hours ago
I looked up a few utility creatures that you might want to consider.
- Collector Ouphe: Green is the one color without creature-boardwipes, but also the only color with land ramp. Every other color has to relies on artifacts (mostly) to have a form of acceleration. The Ouphe is always greeted with eye rolling and sighs as he usually slows down at least half the decks on the table. Many greenless decks are completely screwed and can't do anything but sit there and wait to draw another land.
- Kataki, War's Wage: Does basically the same, shuts down all mana rocks.
- Thalia, Guardian of Thraben: Makes not only all boardwipes cost more, but also slows down all acceleration except for dorks (witch are all green). Not sure, if it conflicts with this deck's high number of own non-creature spells.
- Vryn Wingmare: If Thalia works really well, there is another.
- Sanctum Prelate: If you know your meta well, you might be able to turn off almost all boardwipes. The stats are quite bad tho.
- Leonin Arbiter: Definitely better in more competitive metas. Shuts down fetchlands (also your own!), ruins all fast combo decks and prevents tutoring for boardwipes.
- Aven Mindcensor: Same thing.
- Deathrite Shaman: I know this card used to be in the deck, but I think this is one of the best cards in commander, period. Depending on your meta (the amount of fetches), it always produces meta. You could also max out on your own fetches. But the most important thing is: Many decks straight up can't attempt to pull of their combo, against instant speed graveyard hate.
- Anafenza, the Foremost: I really think this card should be in the deck. Great stats, a nice attack trigger and a passive ability that cripples lots of decks just added on top (also prevents lots of combos).
- Selfless Spirit: Not a hatebear, but I don't know why this card is not in the deck.
- Dauntless Escort: Slightly worse.
5 days ago
In terms of pure land ramping, Azusa is the queen. No doubts about it. The reason a top tier competitive list will want to have a preference for the Dryad comes down to the versatility of situations it can handle. Blood Moon effects won't matter with the Dryad in play. Playing Mystic Sanctuary, Witch's Cottage and similar lands for their effect is much more reliable with the Dryad. Fetches themselves produce mana with the Dryad, allowing you to play a fetch and wait for the right time to pop it to find a land like the Sanctuary while still using it for mana or avoid being in an unfortunate situation due to an opposing Ashiok, Dream Render, Deathrite Shaman or Aven Mindcensor. Dryad is a 2/4 and blocks Tymna/Najeela, this being above all the most important advantage. All the things Azusa can do the Dryad can do, just not quite as accelerated. All the things Dryad can do can't be done by Azusa. By all means I recommend playing both if at all possible, but for the top tier competitive decks competition for card slots can mean you might only be able to play one and if it comes down to playing one or the other it's gonna be a meta call. If it's an unknown metascape like a tournament setting, or the expected meta is known to include various hate pieces Dryad can help work around then it's generally going to be the better performer.
In any case I think it's clear what the absolute best feeling option is: just run em both if you can. Turbo land lives matter.
6 days ago
Hey, looks good, nice Dockside Extortionist :)
Temur Sabertooth can be a combo with Dockside, depending on how many artifacts/enchantments your opponents have. Sabertooth bounces Dockside for unlimited mana and infinite sacs for Korvold which is infinite draw. Draw into Mayhem Devil for a win condition from sacing Treasures. The manabase can use some improvements. Even on a budget there's several lands to consider adding starting with the staple Command Tower.
Other lands to consider adding:
- Exotic Orchard
- Stomping Ground
- Llanowar Wastes
- Karplusan Forest
- Woodland Cemetery
- Dragonskull Summit
- Rootbound Crag
- Graven Cairns
- Cinder Glade
Could cut Swamps and 1x Mountain for these dual lands.
Consider upgrading some of the ramp sources with one drop mana dorks? Mana dorks are good with Korvold, use them for ramp to get him onto the battlefield faster and then be fodder to sac.
- Birds of Paradise: reprinted in the Mystery Booster set, that version is $4.
- Orcish Lumberjack: sac a Forest to make three mana for ramp. Can tap the Forest for mana before you sac it meaning that Forest makes four mana. Makes ramp for Karvold and is a sac outlet.
- Elves of Deep Shadow
- Deathrite Shaman
- Elvish Mystic
- Dark Ritual
Cards to consider cutting:
- 1x Swamp
- Burnished Hart
- Falkenrath Noble
- Vindictive Vampire
- Kodama's Reach
- Mind Stone
- Butcher of Malakir
Good luck with your deck.
1 week ago
Don't play cards, when something that is very close to "strictly better" is available. Winding Constrictor is leagues better than Corpsejack Menace.
The likely comes down the turn after you explored, thus not doing much, while the former comes before, and as such gains you value when you play your explore creatures.
In general i would urge you to make the deck "do more" than "only" being a +1/+1 counter deck, as the hardened scales will likely be a better +1/+1 counter deck. Or if you wanna stick to it, while being midrange-ish, then play some good payoff like Give / Take
In general i would advise staying away from mana dorks, or building around them in general - unless you have some game winning thing on turn 3.
In GB you will be far better of by playing 6-10 targetd discard spells in your deck, so that you have a t1 discard followed up by explore to either ramp, or "scry".
And since you are "ramping" with the explore mechanic anyways, i would advise you to get some sort of good mana sink that either creates a large card advantage, is extremely resilient, or wins on resolution (preferrably all 3).
And as far as creatures featuring the mechanic go i would strongly advise playing at least 2x Deadeye Tracker as the "dumbed down Deathrite Shaman" is still pretty decent.
Stealing cards out from under snapcaster mage is very relevant, so is graveyard hate, and scrying/drawing for 2 mana is great - especially on a permanent that costs as muc or less than the removal that is needed unmake it.
1 week ago
Upon further deliberation, I removed two copies of Leyline Prowler and replaced them with two copies of Deathrite Shaman, which lowered the average converted mana cost of this deck from 3.38 to 3.25, which I feel is more reasonable.
1 week ago
I removed two copies of Leyline Prowler and replaced them with two copies of Deathrite Shaman, which lowered the average converted mana cost of this deck from 3.38 to 3.25, which I feel is more reasonable.
1 week ago
I replaced the four copies of Deathrite Shaman with Leyline Prowler, which increased the average converted mana cost of the deck from 3.12 to 3.38; is that a major increase? I shall play several games with the deck before I decide for certain which creature I shall keep in the deck.
1 week ago
I have replaced Deathrite Shaman with Leyline Prowler, which increase the average converted mana cost of this deck from 3.12 to 3.38, which is more than what I would like, but I shall play with the deck, to see how much of a difference that makes.