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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Historic | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Demonic Tutor
Sorcery
Search your library for a card and put that card into your hand, then shuffle your library.
Crow_Umbra on
Totentanz, Kazoo Kid
3 weeks ago
Totally understandable Massacar, I think we've all been there at some point! Every once in a while, I'll do Discord calls with my best friend, where he and I will spitball ideas and help each other trim down deck-lists. He will usually share his deck lists with me when he's also around 110-120 cards lol.
I think if you end of going the route of Aggro First/Combo Second, you can probably cut a couple of your less optimal tutors that aren't Demonic Tutor, and put more emphasis on draw instead. It could be helpful to identify which combo you like most, and which combo has pieces that are robust enough to be used on their own, and can shine outside of the combo too. I've tried some combos in the past where certain pieces didn't really do much for the deck outside of the combo.
Trimming down deck lists can be a lot of fun, especially as you hone in on what you want your focus to be. Best of luck!
Profet93 on
Wilhelt and Sheoldred unite!
1 month ago
Mastermind's Acquisition/Diabolic Tutor, Demonic Tutor/Vampiric Tutor are solid options.
As far as puzzlebox, you don't want to add one card in your deck hoping you can draw into another (typically). If Sheoldred was your commander who you could reliably use then sure, otherwise not so much.
You have a very good starter deck, great average converted mana cost (cmc) and a good amount of draw which most new players usually forget. Unsure if you know but EDH REC is a good resource. Keep up the good work
RiotRunner789 on
United Cantrip Association
1 month ago
You may want a couple more tutors, such as Fabricate, or Fighter Class.
Also, since sun forger is a must, recommend some recursion such as Forge Anew.
Crow_Umbra on Favorite mtg art
1 month ago
So many cards have "pet card" status for their art, but I'm always glad to see them in my binders. I'd say I'm definitely a sucker for foil versions of Red cards; I just love how the flames pop. A few favorites off the top of my head in no particular order:
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Demonic Tutor - I don't own this version, but I hope this is an art style we will get more of in future Secret Lairs, or alt treatments where it makes sense.
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Flameshadow Conjuring - Specifically the foil version.
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Cemetery Puca - Gorgeous in foil.
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Kazandu Blademaster - An early fav of mine when I first started playing.
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Baleful Strix - Another early favorite.
wallisface on
March of Decay
2 months ago
A bunch of cards here aren’t Modern legal - namely Shepherd of Rot, Zombie Trailblazer, Demonic Tutor, and Reanimate (all those cards the deck highlights red).
Rocketman988 on
Demon Till Your Dreams Come True
2 months ago
In addition to the low average CMC of the deck, the deck runs the following 17 non-land cards to satisfy its mana requirements: Jeweled Lotus, Mana Crypt, Sol Ring, Dockside Extortionist, Dream Devourer, Hellcarver Demon, Herald of Slaanesh, Rakdos, Lord of Riots, The Balrog of Moria, Treasonous Ogre, Burnt Offering, Cabal Ritual, Dark Ritual, Sacrifice, Songs of the Damned, Jeska's Will, and Seize the Spotlight.
Because many of the effects are single use or sacrificed to Rakdos, we also run 22 cards that can find or draw the above cards in addition to more lands: Burning-Rune Demon, Doom Whisperer, Immersturm Raider, Rune-Scarred Demon, Varragoth, Bloodsky Sire, Villis, Broker of Blood, Demonic Consultation, Entomb, Thrill of Possibility, Valakut Awakening  Flip, Buried Alive, Cathartic Reunion, Demonic Tutor, Doomsday, Faithless Looting, Jeska's Will, Mizzix's Mastery, Reforge the Soul, Seize the Spotlight, Wheel of Fortune, Wheel of Misfortune, and Liliana's Contract.
Madcookie on Pattern Recognition # 288 - …
2 months ago
Transmute is one of my favorite mechanics precisely because of how flavorful but also fair and limiting it is. You mention tutors that cost less than 4 mana have a drawback and make transmuting for 3 sound OP, while the main downside of the mechanic is its extremely limiting scope - you can only get a card of the same CMC. On top of that everything except Muddle the Mixture, Dimir House Guard (only in some K'rrik cEDH), maybe Shred Memory does not have any meaningful effects for the mana cost and excluding the transmute ability, is essentially unplayable.
Most tutors that are played in various formats are very versatile either grabbing almost any card you want like Demonic Tutor(deck) or Fae of Wishes(sideboard), or can get a card type that synergizes with your deck like Buried Alive or Fabricate. Transmuted cards can only grab a card with certain CMC usually a specific combo piece, which means in the majority of situations they can't be used to tutor for something else like an answer or a different combo piece, increasing the chance that they are dead cards in your hand.
Sure, Transmute is uncounterable but in situations not involving storm you are better off countering the stuff your opponent searched for, instead of the tutor itself. Last but not least most of the Transmute cards have black in them and generally black tutors do not reveal what you search for, unlike Transmute which always makes you share that information with everyone.
Because your topic bled into "Are tutors bad for the game" I'll touch on that too. No. If you ban tutors then cards that overflow with value take their place - Consecrated Sphinx, Rhystic Study, Esper Sentinel, Smothering Tithe. Prices skyrocket even higher. Then you probably ban those. Then what? Where do we draw the line? When 99 Colossal Dreadmaw becomes the meta?
If anything players should discuss power-levels and have some consideration for their playgroup when deckbuilding.
fluffyeel on
Help make deck good
2 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion
and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
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