Deathrite Shaman

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deathrite Shaman

Creature — Elf Shaman

: Exile target land from a graveyard. Add 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.

greyninja on Slimefoot, the Stowaway

2 weeks ago

Hello! Saw the thread and wanted to jump in

Can add a few more one drops to get Slimefoot out turn 2. Elves of Deep Shadow, Delighted Halfling, Deathrite Shaman, Elvish Mystic, Fyndhorn Elves, etc

If money isn't an issue, Doubling Season to get redundancy with the slimefoot + Parallel Lives + Ashnod's Altar combo. Demonic Tutor to help find it

What are some other wincons?
- Craterhoof Behemoth
- Peregrin Took + Experimental Confectioner
- Chatterfang, Squirrel General + Pitiless Plunderer
- Chatterfang, Squirrel General + Warren Soultrader + Blood Artist
- Hazel's Brewmaster + Devoted Druid

There are a lot of other 3-4 card combos in these colors, but these will help get your gears going when building.

Have fun! Please take a minute and upvote a few of my decks!

jsnrice on Atraxa, Grand Unifier

2 months ago

Deck Title: Ascension Through Unity – Atraxa cEDH Food Chain

Commander

Atraxa, Grand Unifier
Color Identity:


Introduction

Welcome to Ascension Through Unity, a competitive EDH build centered around Atraxa, Grand Unifier, the ultimate value engine and a uniquely powerful commander that bridges midrange resilience with combo potential. This list leverages the raw card advantage of Atraxa’s ETB trigger to dig for win conditions, interaction, and fast mana — all while supporting a Food Chain combo core.

This deck is tuned for high-level pods and aims to win fast, interact precisely, and grind smart when necessary.


Win Conditions

Primary Wincon:
- Food Chain + Eternal Scourge / Misthollow Griffin / Flesh Duplicate
Infinite creature mana via Food Chain and one of the exile-recurring creatures.
→ Cast Atraxa, Grand Unifier, dig for Thassa's Oracle or Tainted Pact / Demonic Consultation combo.

Backup Wincons:
- Thassa's Oracle + Tainted Pact / Demonic Consultation
- Finale of Devastation for lethal with infinite mana
- Displacer Kitten combos with The One Ring, Teferi, Time Raveler, or mana rocks for infinite value/actions


Notable Synergies


Staples and Interaction

This deck plays nearly every blue interaction spell you’d expect: - Free Countermagic: Force of Will, Force of Negation, Pact of Negation, Mindbreak Trap, Flusterstormfoil
- Removal: Swords to Plowshares, Abrupt Decay, Chain of Vapor, Toxic Deluge, Culling Ritual
- Tutors: Vampiric Tutor, Demonic Tutor, Worldly Tutor, Enlightened Tutor, Imperial Seal

And it runs every relevant fast mana: - Mana Crypt, Lotus Petal, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Ancient Tomb


Why Atraxa?

While many commanders offer value, Atraxa’s Grand Unifier trigger is uniquely broken in a deck like this. With a proper build, she can hit: - A creature (e.g. Eternal Scourge, Deathrite Shaman)
- A non-creature spell (e.g. Demonic Consultation)
- An instant (e.g. Swan Song, An Offer You Can't Refuse)
- A sorcery (e.g. Finale of Devastation)
- An artifact (e.g. Sol Ring)
- An enchantment (e.g. Rhystic Study)
- A planeswalker (e.g. Teferi, Time Raveler)

This makes Atraxa a one-card value engine that refills your hand and pivots you into a win turn with proper sequencing.


Power Level & Goals

This deck is firmly cEDH (power level 9.5–10). It’s built for pods where interaction is heavy, turns are fast, and wins are clean.

You’ll thrive if: - You can protect Atraxa, Grand Unifier for at least one trigger
- You pilot your combo lines efficiently
- You mulligan aggressively for interaction or ramp


Mulligan Strategy

Look for: - Turn 1–2 dorks/rocks + tutor
- Food Chain + exile creature opener
- Strong card draw pieces + interaction
- Always mull away clunky high-CMC hands


Weaknesses

  • Susceptible to Drannith Magistrate (unless we remove it)
  • Hate for graveyard/exile recursion (Rest in Peace, etc.)
  • Heavy counterspell matchups if we stumble on mana

Closing Thoughts

Atraxa, Grand Unifier doesn’t just unify card types — she unifies power, control, and combo under one elegantly devastating package. Whether you’re tutoring with efficiency or slamming a turn 4 Food Chain win, this deck rewards mastery and punishes hesitation. Perfect for cEDH players who love versatility and inevitability.


Thanks for reading! Let me know if you want a sideboard package or metagame tweaks.

king-saproling on The Progenitus Project.

6 months ago

I really dig your intention to focus on Progenitus as the win-con. Personally I would swap out some of the "goodstuff" and tune the list more toward getting Prog out early. If you play a dork T1, a 3-cmc rock that can generate 2 mana on later turns e.g. Coalition Relic/Component Pouch/the "__ of Ramos" rocks on T2, and follow those up with a couple more ramp pieces that create 2+ mana, you can consistently get Prog out on turn 5. Then T6 could be dedicated to giving him double strike/double power and +1 to his power so you can start taking out opponents. You also wouldn't need removal with a strategy like this since you can just remove the player that controls the worst threats.

Personally I would make these swaps:

Pyrohemia -> Utopia Sprawl (you'd ideally run fetch lands so that this will always have a target, e.g. Marsh Flats into Temple Garden)
Squall line -> Deathrite Shaman (also wants fetches to be effective)
Greenseeker -> Avacyn's Pilgrim
Vraska, Relic Seeker -> Elves of Deep Shadow
Sylvan Ranger -> Sakura-Tribe Scout
Curse of the Swine -> Skyshroud Ranger
Hull Breach -> Hunting Wilds (can find nonbasic forests like Stomping Ground)
Magus of the Mirror -> Skyshroud Claim
Pongify -> Dawn's Reflection
Rapid Hybridization -> Berserkers' Onslaught
Chaos Warp -> Firemind Vessel
Generous Gift -> Relic of Sauron
Path to Exile -> Prismatic Geoscope
Blasphemous Edict -> Timeless Lotus

anbrx on The Princess and the Frog

7 months ago

This deck looks incredibly slow. You have only 1 piece of Turn 1 ramp in Mox Diamond. In its current state you are essentially starting the game on Turn 3, rather than Turn 1. With as many tapped lands as you are running, this clock will likely be even slower. After drawing several test hands with this list, I am yet to draw a good playable hand.

I would recommend trying to find room for at least some of the following: Birds of Paradise, Delighted Halfling, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Deathrite Shaman, Avacyn's Pilgrim, Elves of Deep Shadow. These additions will speed up the deck and allow you to actually play the game before turn 4.

I would also recommend trying to get some targeted removal in there. Cards such as Nature's Claim, Assassin's Trophy, Abrupt Decay, Swords to Plowshares.

You may also want some solid one-card wind conditions such as Craterhoof Behemoth, Overwhelming Stampede, or Triumph of the Hordes

wallisface on Could Uro come back to …

7 months ago

For what its worth, i went through the modern banlist and made a list of cards i’d rather see unbanned because they’d be less toxic than Uro (note this doesn’t mean i actually want any of these unbanned, just that i think they’d be less broken).

legendofa on MASSIVE EDH RC ban list …

8 months ago

Mortlocke I appreciate the response. And I get the feeling of key cards being banned, both for deck building and for finances (Extended -> Modern Reanimator Dredge: Golgari Grave-Troll, Dread Return, Deathrite Shaman, Bridge from Below, Hogaak, Arisen Necropolis, Faithless Looting,...), and the turn 1 eight mana was kind of an exaggeration. I don't think there's too much to worry about, though. Unless I'm forgetting something, the last ban was Golos, Tireless Pilgrim more than three years ago, so the RC doesn't seem to be super ban-happy. Sol Ring isn't going anywhere for now, and the other fast mana cards speed the game up by one turn, not three, so I think they're safe too. I might be naively optimistic, but I think the fetch lands and ABUR duals are as much a part of the game as Sol Ring, and again they don't provide 3+ mana. I'm more concerned about Strip Mine and Wasteland, honestly.

BotaNickill on Oh Rotty

1 year ago

Yeah, it's a lot of the same ol shit, defending against Ragavan, Nimble Pilferer, Dragon's Rage Channeler, Orcish Bowmasters, Deathrite Shaman, The One Ring, Necropotence, Omniscience, ya know. When I go up against something else, I'm usually pleasantly surprised. I mostly play aggro builds and BO1 matches, I like the games to be quick and fun as I don't have a whole lot of free time, and def not enuf for a BO3 control match. I could get into some Brawl again tho. I do have a bunch of EDH decks built on paper, and a couple brawl decks on Arena that I haven't touched in quite a while, but I do enjoy the format. I sent you a friend request on Arena, Same username as on here.

Noire_Samhain on Our turn!!!?? Dork Tribal

1 year ago

Deathrite Shaman is another Mana dork you might like, albeit slightly more limited due to requiring lands in the grave (not too limited though if your playgroup all play some sort of fetchland including the casual ones). Inga and Esika can make everything not a mana dork as well, though for creatures only. Also provides card draw for casting creatures with mana dorks as well.

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