|Commander / EDH||Legal|
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|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Eternal Masters (EMA)||Rare|
|Return to Ravnica (RTR)||Rare|
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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.
Deathrite Shaman Discussion
1 day ago
Tainted Pact amazing tutor in a list without basics.
1 day ago
I love the deck name. I got a few suggestions:
Your land-base can use some work. I highly suggest Command Tower , City of Brass , Mana Confluence and Prismatic Vista . The prices on these lands varies, but they're all good (especially Command Tower )...
Xerox cards, sort of like your Opt , will allow you to run slightly fewer lands -- they'll dig you to what you need and past what you don't. I highly recommend running Ponder and Preordain in any blue deck; Brainstorm is great, too, though it requires slightly more shuffle effects than just Terramorphic Expanse and Evolving Wilds .
I think Swords to Plowshares is a lot better than Path to Exile . Ramping an opponent in a format filled with high-power cards is actively dangerous, and I suggest Path to Exile only in highly aggro decks that need to remove blockers to kill an opponent. Giving an opponent a little life is much less significant. Similarly, I think Grasp of Fate is likely a lot better than Pacifism .
Narset, Parter of Veils is a bomb in EDH, especially if you can pair her with a well-timed Windfall . Similarly, many decks have at least a decent number of search effects, meaning that Ashiok, Dream Render is also a powerhouse.
Like the aforementioned Windfall , there're a bunch of card-advantage spells to consider. Painful Truths is a favorite of mine, and Fact or Fiction , Dig Through Time , Treasure Cruise , Phyrexian Arena etc. are all awesome. Fathom Mage can also draw you cards.
One major bonus to playing green in EDH is that it grants you access to the best dorks; in these colors, you can play pretty much all the best ones except Orcish Lumberjack . Some are more expensive than others, but since dorks (and their low cost) are the best ramp in the game, you should consider running any number of these: Avacyn's Pilgrim , Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Elves of Deep Shadow , Deathrite Shaman , Noble Hierarch , Birds of Paradise and Bloom Tender will all be powerhouses in this deck.
There're some charge-counter artifacts to consider, as you can proliferate the counters. Everflowing Chalice and Astral Cornucopia come immediately to mind, and Coalition Relic and Transmogrifying Wand are both powerful as well.
Depending on your meta, there're some enchantments you should consider: Mystic Remora is often an Ancestral Recall in more inexperienced metas; Compost can be a powerhouse, as black is the second most common color after blue; heavy blue metas are friendly to Carpet of Flowers ; and similarly, since you're not running any Island s outside the basics yourself, Choke can be good.
I think you forgot Sol Ring ...
If you want, you can run a little bit o' hate. Grafdigger's Cage is probably the best Stax piece in the current meta. Smokestack is a fun piece of work you can proliferate, if necessary; running it in conjunction with Orochi Hatchery or just Bitterblossom can give you all the advantage you need.
2 days 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.
3 days ago
I'm not sure what you play group finds "degenerate" so I can't make some suggestions but here are some cards. drop the number of lands you are playing by like 3 and instead put in mana dorks.
now here is the part where im not sure is degenerate
Dream Halls (works for you and your opponents, and yes you can cast stuff from your graveyard or even muldrotha)
To be honest i would remove most cards above like 5cmc in your deck but I don't know your meta...how are you supposed to win with this deck? besides just board-wiping for 5 with Pernicious Deed or a 5/6 card combos i dont see how you win...or is that the point?
it confuses me how you/your playgroup says no degenerate combos and yet you have all the pieces except the fast mana for a competitive deck. you might want to get people to proxy out cards to just play competitive edh.
4 days ago
Hey man! Always good to see another Tasigur list. Here're some suggestions:
Dorks, in addition to your Bloom Tender , are one of the main reasons to play green. Llanowar Elves , Deathrite Shaman , Birds of Paradise and Elves of Deep Shadow are all worth including; Fyndhorn Elves , Elvish Mystic , Priest of Titania and Arbor Elf are all worth considering. Arbor Elf is especially good if you end up running something like Utopia Sprawl or Wild Growth . One common reason dorks are left out of Tasigur, the Golden Fang is because if they die, they'd be returned with his ability rather than a more relevant card. However, first, with delve you have a level of control over what is in your yard; second, I feel the mana-bonus is good enough to justify their inclusion, as they can help activate Tasigur MORE often.
If you include dorks, running Edric, Spymaster of Trest is a good idea. Originally, I thought I'd cut him from my final list, but with dorks to poke with he can easily draw four or five cards.
If you include dorks, you can also start including artifact hate. I've had such success with Collector Ouphe that it's actually slightly scary, as a Null Rod effect you can tutor with Green Sun's Zenith (if you wanna run that too) is a big deal.
Ponder and Preordain are both worth including. Having them returned with Tasigur on an opponent's end step is actually better than it seems prima facie, and being able to dig to or past lands/action you need is a big deal. Brainstorm is worth including, as you have fetches like Evolving Wilds and Windswept Heath as a shuffle effect to get rid of blank cards.
Windfall is a great card that's usually card-positive for you, especially if you can resolve it with Narset, Parter of Veils on the table. Similarly, Jace's Archivist is a card I've been thinking about a lot for this list.
Speaking of delve-spells, I think you should run either Treasure Cruise or Dig Through Time . I understand that running both is problematic, as especially with Tasigur their delve-costs can get in the way of each other. One or the other, I think, is great.
I think there're easier ways to exile your deck than needing an infinite-mana combo and Tasigur. Demonic Consultation with Jace, Wielder of Mysteries on the table is an immediate win, and if you craft your mana-base to include only one land of each name you can run Tainted Pact for the same effect. Note that, for this purpose, Snow-Covered Forest and Forest are different names, so you'd only have to functionally replace one Island and one Swamp . I suggest using things like Waterlogged Grove and Nurturing Peatland .
Extra untaps are great with Tasigur. Wilderness Reclamation and Seedborn Muse are great ways to squeeze extra value out of Tasigur, and with your counter magic you can probably keep them on the table for a while.
My main win-condition in my Tasigur list is actually Nexus of Fate . If you manage to exile your entire deck, Nexus of Fate becomes your deck on resolution. Pairing it with the aforementioned Tainted Pact can result in instant fun. Of course, one of the main attractions of Tasigur is the wide variety of win conditions you can run, but I figured I'd mention my favorite one.
Biomancer's Familiar and Training Grounds : I suggest running at least one of these. Biomancer's Familiar is great in metas that don't hate on search effects, as you can fetch it with Worldly Tutor or Green Sun's Zenith , if you end up using them; it's also a body to bash with, if you run Edric, Spymaster of Trest . If your meta has a bunch of Wrath of God effects, Training Grounds is better and cheaper qua its mana cost.
There're some good draw-spells to consider. Painful Truths is a favorite of mine I think is wildly underplayed in EDH; Night's Whisper , Harmonize , the Fact or Fiction you cut and the like are all good too.
Noxious Revival is a great way to grab what you need from your yard if your opponents don't wanna give it to you.
Good luck! That's all I got.
1 week ago
Well first things first, getting mana ramped in, I suggest getting every Birds of Paradise , Llanowar Elves , or Sakura-Tribe Elder into this deck, ( Dark Ritual is also pretty nice). To really turn on Deathrite Shaman as a mana dork you also probably need every fetch land that can grab either a forest or swamp (need is a strong word, but they do make most of the cards in your deck a little better).
Now Gitrog kind of wants a repeatable discard outlet, Noose Constrictor for example (there are many). His combo also wants one of the eldrazi Kozilek, Butcher of Truth mainly for it's graveyard shuffler effect, the combo you keep discarding then dredging Dakmor Salvage drawing your deck, when you're nearly out you discard the eldrazi and reset, one of the goals you can aim to do this for is Dark Ritual and Praetor's Grasp where you just exile your opponent's decks. I will admit I used Gitrog Dredge Combo [Primer] as reference here.
Buried Alive alone can turn on delirium if you fetch an artifact and an enchantment creature.
hmm welp I'll admit to being burned out of thinking of other things I could suggest here. For cuts essentially anything that is only in the deck to beat down, if it doesn't fill your graveyard, ramp you, combo, or interact with opponents it likely hurts the deck.
1 week ago
did I even mention anything to do with the bugged lists (a bug mind you has existed for years, you may just notice it more frequently due to maybe making several deck changes lately, the key is to just keep remaking the changes until it sticks).
The custom formatting sure some people might like having groups that has only mana dorks or only fetch lands, but frankly it's like saying you prefer to write a book with page 1 in the middle then 2-11 goes left to right, 12-21 you flip back to page 1 and go right to left, page 22 is in the middle of page 33, and then the rest is upside down to prevent spoilers. Reading a deck list with default formatting is so universally the same it's either coverted mana cost all the way down then lands or card types split apart, sometimes just creature, non creature, and lands. It's also by the looks of it, a lot more resilient to not looking bad when tappedout eventually glitches (like how is Dramatic Reversal a utility instant and not in a combo section or how sure Muddle the Mixture is a counterspell, but it's put in the deck to tutor at sorcery speed). Also many cards serve multiple roles in a game, like Deathrite Shaman serves as both graveyard hate and mana ramp.
1 week ago
I see a few areas for improvement:
So one of the main reasons to play green is the mana dorks. You should at least be running Birds of Paradise , Llanowar Elves and Elves of Deep Shadow , and you should probably be running a few more as well. Fyndhorn Elves , Elvish Mystic , Priest of Titania , Arbor Elf , Bloom Tender , Boreal Druid and Deathrite Shaman are also worth considering.
Card-draw is a big part of EDH. Distant Melody is good in any tribal deck, and depending on your typical board presence Slate of Ancestry may be worth considering, too. Fact or Fiction , Painful Truths , Treasure Cruise , Dig Through Time , Night's Whisper , Windfall , Harmonize and Concentrate are also good draw-spells. Sylvan Library and Phyrexian Arena are good pieces of permanent-based card-advantage. Mystic Remora is excellent, if transient, and at more inexperienced tables it can easily be an Ancestral Recall .
Your mana-base is worth rethinking, too. Overgrown Tomb , Breeding Pool and Watery Grave are all relatively affordable these days (because of the reprint), and City of Brass and Mana Confluence are worth running in a three-color deck, too. Depending on your budget, you may want to run fetch-lands like Polluted Delta or Prismatic Vista ; lower-budget options include Bad River , Flood Plain or the other slow-fetches. Evolving Wilds and Terramorphic Expanse , too. Llanowar Wastes , Yavimaya Coast , Underground River , Waterlogged Grove , Nurturing Peatland , Hinterland Harbor , Woodland Cemetery and Drowned Catacomb are more good dual-lands.
If you do end up running any sort of fetches, you'll have a bunch of shuffle-effects. This means Brainstorm becomes a powerful spell, as you can shuffle away bad cards while digging for the ones you want. Ponder , Preordain and Impulse are great as well.
Tutors are great -- then you don't even need to bother digging, as you can just go get what you want. Demonic Tutor and Vampiric Tutor are the gold standard, but as a pair they'll likely run you around $100. Diabolic Tutor , Lim-Dul's Vault and Dark Petition are all far more accessible. Mystical Tutor and Worldly Tutor are also good, though I don't think they'd be as good as the non-restricted tutors.
You also need to consider removal. Toxic Deluge , Pernicious Deed , Damnation , Decree of Pain and Cyclonic Rift are all great boardwipes. Nature's Claim , Krosan Grip , Casualties of War , Assassin's Trophy , Abrupt Decay , Windgrace's Judgment and Ashes to Ashes are good forms of spot-removal.
Finally, you might want to consider a reanimation package. Entomb or Buried Alive paired with Animate Dead , Reanimate , Dance of the Dead or Necromancy is a great way to get fatties out fast. Reanimating Grave Titan , Massacre Wurm or Inkwell Leviathan can swing the game in your favor real fast.
Deathrite Shaman occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 1.1%