Deathrite Shaman

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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
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pioneer 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.

CickNason on Prosshy Prossh

1 month ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

SufferFromEDHD on Garden of Damia

1 month ago

Null Brooch for sure one of my favorite EDH cards. Auto include with this commander. Manabond out of budget?

Elfhame Sanctuary neat tech alongside Damia.

Infernal Sovereign potential.

Deathrite Shaman always good.

Forbid and/or Demonic Collusion Buyback doesn't get the respect it deserves in this format plus Damia loves it.

MTGFan3000 on Add Timeless to TappedOut

2 months ago

Specifically, the ones in my deck that aren't legal are Blood Moon (WOT), Deathrite Shaman (RTR), and Gamble (SPG).

sergiodelrio on Card creation challenge

3 months ago

Lavamancer Shaman

Creature - Elf

, exile 2 land cards from a graveyard: Add an amount of equal to ~ power

, , exile 2 nonpermanent cards from a graveyard: Deal 2 damage to any target

: Exile 2 nonland permanent cards from a graveyard. If they're creature cards, create a food token


Create another "fixed" Deathrite Shaman with different colors (should still prolly be in green but maybe not, you do you and be creative)


Do another "fixed" and/or colorshifted card in general (reference the og card somewhere)

wallisface on Why Do Some People Wish …

3 months ago

plakjekaas your counter-argument seems to be overlooking a point here, that the card is also a possible mono-white creature.

Maros definition of hybrid cards is that the card could be either of those colours, and so printing it to fit either of those colours saves them having to print the same card twice (once for each mono-colour).

I think Maros suggested change would create some confusion around deckbuilding - for example Deathrite Shaman has a mana cost of green-or-black, but activated abilities in both colours, and this could conceivably trip people up.

I think the whole situation illustrates how confused players are in general by the application of hybrid mana - though i think that confusion exists whether-or-not any change is made to the format - and neither approach seems intuitive, especially for newer players.

At the end of the day, it’s a casual format and pods can rule-0 whatever they want. I don’t see the rules committee making any official changes around this at-all.

nbarry223 on Dec 4th 2023 Ban announcement

5 months ago

I second that free mana like SSG is deserving of its ban.

I’d like to see some further unbans as well, but only the “safe” ones. Honestly a lot of the dominating cards previously wouldn’t be nearly as problematic in today’s modern, due to how efficient removal has become. A card like Splinter Twin would probably be safe to unban in today’s format, but I am not expecting to see it unbanned because of how dominant it once was (I don’t think its counterpart, Birthing Pod is safe to unban yet, since there’s not enough crazy powerful artifact hate).

Cards I would be happy to see unbanned are:

All the artifact lands
Deathrite Shaman
Punishing Fire
Umezawa's Jitte

legendofa on If you could run any …

5 months ago

Deathrite Shaman comes out quick and starts doing stuff.

Surprised nobody mentioned Maelstrom Archangel yet.

Notion Thief is a less dirty Opposition Agent/Hullbreacher.

Maybe a mono-green OHKO Groundbreaker? I don't know how well that would work, but I'd give it a try.

NV_1980 on The Horror ... THE HORROR! *PRIMER*

6 months ago

I can see the appeal of Mind Stone. I'll give it a shot.

With regard to Shadow of the Enemy; I like being able to cast spells from exile opposed to interact with them from the graveyard, as this is generally harder to counter (especially decks that feature lots of graveyard interaction have been able to circumvent my theft sprees with cards like Deathrite Shaman). However, adding Animate Dead/Dance of the Dead/Necromancy would still be a good idea, as these are so cheap to cast and potentially bring such great advantage.

I concur that Blast Zone is slow. Unfortunately Dimir features very little in terms of enchantment/artifact destruction and my meta generally doesn't do much with land-destruction, so my experiences with it (thus far) is that I've been able to use it to good effect.

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