When Diabolic Servitude enters the battlefield, return target creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with Diabolic Servitude dies (is put into the graveyard from the battlefield), exile it and return Diabolic Servitude to its owner's hand.
When Diabolic Servitude leaves the battlefield, exile the creature put onto the battlefield with Diabolic Servitude.
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|Commander / EDH||Legal|
Diabolic Servitude occurrence in decks from the last year
Latest Decks as Commander
Diabolic Servitude Discussion
1 month ago
So there is a lot to unpack here. I am going to go through each statement/question and give a yes/no and try to explain the reasoning behind each to help understand the interactions. This is going to be a bit of a fragmented response since each case has to be considered separately.
If a creature returned to the battlefield with Diabolic Servitude dies you can stack the triggers so that you get the 1/1 copy or not, but the Diabolic Servitude is returned to your hand. If instead the Diabolic Servitude leaves the battlefield, the returned creature will be exiled and will not trigger Nightmare Shepherd .
The rules on Haunt state that the card "haunts" the creature if it is put into exile as a result of the Haunt ability. This means if you exile it to Nightmare Shepherd it will not "haunt" a creature.
702.54b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.
Abilities track an object through a maximum of one zone change. If the creature goes directly to exile Nightmare Shepherd will not trigger. If Nightmare Shepherd moves it from the graveyard to exile, the ability that expects to find it in the graveyard will not find it in exile.
I also have some clarification on the subject of Commanders and the command zone. The replacement effect now only applies to Commanders going to hands and libraries. They changed how they interact with going to libraries and exile to a SBA that is only checked once immediately after the event happens (much like how Deathtouch is handled). This means that Rescue from the Underworld will no longer be able to track Commanders into the command zone since they hit the graveyard first.
1 month ago
I know that Nightmare Shepherd 's triggered ability happens when the affected creature enters the graveyard and then you can exile that card. Also when multiple exile effects trigger simultaneously you can pick the resolution order.
Because of that I believe that Whip of Erebos 's triggered ability doesn't work with it because it goes directly into exile instead of anywhere else when it dies. But Diabolic Servitude would work because the creature actually enters the graveyard before it's exile triggers. Let me know if I'm wrong.
But how does it interact with the haunt mechanic? Is 'haunting' only a delayed trigger that doesn't require the card? Could you haunt the Shepherd and make a token or is it an either/or? Blind Hunter as an example.
Or what if the exiled card would be brought back by another effect? I'll use sacrificing the creature to Rescue from the Underworld as an example. I looked at the 3rd and 4th rulings on it and I think they might mean that if the card is exiled face up or goes to the command zone instead of the graveyard it'll get returned, but if it hits the graveyard before going to one of those places then it'll be treated as a new object.
So, if I understood that correctly, why does the delayed trigger track the card when it changes to a new zone the first time but not the second? Or does the trigger only work because the creature was sacrificed as a cost and it's therefore already in whatever zone it goes to before the delayed trigger is applied to it?
2 months ago
Grind Thanks for the suggestions, Diabolic Servitude seems very good and I had no idea about that card! I generally don't want my reanimation targets to exile away after one turn (hence I knew about Whip of Erebos but ultimately decided not to add it) because each creature matters quite a bit. Phyrexian Reclamation might be decent too, I think I'll def add it if my playgroup runs a lot of graveyard hate (but as of now, they don't).
2 months ago
6 months ago
You don't have a ton of card-draw, and I also recommend at least eight pieces for almost any deck. Graveyard recursion, especially the good ones, definitely count as card advantage in my book, so Phyrexian Reclamation is great here, as is Whisper.
Grim Haruspex and Disciple of Bolas are on-theme. Thorn of the Black Rose and Custodi Lich are fun creature-based choices too. Some other classic choices are Ambition's Cost, Ancient Craving, Promise of Power, Liliana's Contract, Syphon Mind, Castle Locthwain, and Read the Bones. Palace Siege is okay, especially if you feel you need more recursion. Diabolic Servitude is nice and repeatable. Victimize and Blood for Bones are a great rate. Oversold Cemetery is nice too, though pricey.
Greed, Arguel's Blood Fast Flip, Skullclamp and Erebos, God of the Dead are really good but not cheap. Erebos, Bleak-Hearted, Yawgmoth, Thran Physician, and God-Eternal Bontu would be decent as well. Bonus points for some being threats/blockers.
Gonti, Lord of Luxury is an interesting choice for card advantage--especially if you can recur him out of the graveyard over and over.
Dreadhorde Invasion is a great source of sacrifice fodder. So are Grave Titan and Bitterblossom but they're expensive. High Market is good in case your commander get's Arrested or turned into an elk or frog or the moon. Rogue's Passage could help end games once Yahenni is huge.
If you find you can't close out games between all the groupslug aristocrat cards and Yahenni's damage, perhaps a few auxiliary groupslug cards could tip games in your favor. Most of the good ones are very expensive though. Bloodchief Ascension, Painful Quandary, Polluted Bonds, Wound Reflection, and Palace Siege et al. Torment of Hailfire and Exsanguinate are classic finishers too.
As far as cuts go... I don't love some of the creature-based removal. I know it's good because you can sacrifice them later but perhaps Morkrut Banshee, Skinrender, and Anowon the Ruin Sage could be cut. I don't love Devour in Shadow and Drag to the Underworld. You should be set on removal even with those five cuts. Feed the Swarm is worth noting! Mortician Beetle is a bit win-more but is uniquely suited to the deck and worth keeping for now. Probably makes a good blocker. Geralf's Messenger is a bit weaker than some of the token generators and recurring threats too.
Also, I don't know if you care (few do) but if you want an accurate price calculation for your deck you should put the cards in the Sideboard into the Maybeboard so they aren't added.
1 year ago
WUBRG87 thanks for those, I didnt even think about Diabolic Servitude and how it would work with Yarok. Thats awesome! Farhaven Elf is definitely going in. As far as Risen Reef and Zendikar's Roil , I am having a hard time figuring out what to pull to replace them with, what do you think?
1 year ago
I tried cutting back a few of the higher costed stuff i had the other night, but maybe i need to a little bit more. As for your list though; I like it! I dont think Animate Dead works with Yarok, though. You cant enchant two creatures with the same enchantment. Stupid,i know. Thats why i run Diabolic Servitude instead. It'll get back two creatures. Basically double animate dead without the small draw back of -1/-0. Nice list though!!
1 year ago
Il tuo piano di gioco è usare tanto ramp per tirare Muldrotha sul campo, dopodiché, cercare di tenerlo sul campo per il resto della partita.
Per il ramp ti consiglio:
- Wayfarer's Bauble rampa velocemente e si può riutilizzare.
- Crop Rotation , Harrow , Prismatic Vista . Puoi rigiocare le terre sacrificate dal cimitero, quindi GG.
- Crucible of Worlds , Ramunap Excavator ti aiutano a giocare le terre quando non hai Muldrotha.
- The Gitrog Monster fa tutto: peschi carte, giochi più terre! Per pescare molto, anche River Kelpie è fortissima.
Per la proteggere Muldrotha, ti consiglierei queste:
- Kaya's Ghostform , Supernatural Stamina , Unholy Indenture , Abnormal Endurance , Shade's Form ti permettono di salvarla da un boardwipe/removal.
- Autumn's Veil e Veil of Summer sono utili per impostarti il turno ed impedire che ti rompano il cazzo mentre casti Muldrotha ecc.
- Counterspell , Deprive Countersquall , Cursecatcher (dipende dallo stato della partita, non ottimale), Flusterstorm , Daring Apprentice , Diplomatic Escort , Dispel , Decree of Silence (abbastanza rotta), Foil (forse non ottima perché è difficile che tu abbia un'Isola in mano sempre), Glen Elendra Archmage , Hisoka, Minamo Sensei (che hai già), Kira, Great Glass-Spinner , Stubborn Denial , Undermine , Voidmage Prodigy , Voidslime , Disallow sono tutte un buon modo per assicurarti che il tuo piano di gioco vada a buon fine, neutralizzando le azioni avversarie che possono darti fastidio. Ti consiglio quelle che si adattano di più al tuo mazzo.
Un altra strategia per assicurarti di non dover pagare la Commander Tax per rigiocare Muldrotha è di rigiocarla dal cimitero. Meglio ancora se quelle carte possono a loro volta essere rigiocate dal cimitero con Muldrotha:
- Animate Dead , Dance of the Dead , Diabolic Servitude , Doomed Necromancer , Necromancy , Recurring Nightmare . Stitch Together / Dread Return sono due carte forti, ma da valutare con attenzione perché non le puoi rigiocare con Muldrotha.
Carte che ti permettono di riprendere altre carte dal cimitero in mano:
- Eternal Witness , Skullwinder e Nyx Weaver ti permettono di riprenderti carte utili, in modo da poter sforare il limite di un solo permanente per tipo dal cimitero. Inoltre, così puoi riprendere anche Instant e Sorcery, a cui normalmente non avresti più accesso una volta usate.
Ti suggerisco una combo interessante, il Flash Hulk . Consiste nel poter giocare e subito sacrificare il Protean Hulk già dal turno due per poi poterti andare a cercare creature nel mazzo che ti permettano di fare una combo infinita e vincere. Se cerchi online dovresti trovare fonti a sufficienza. Comunque, anche solo il Protean Hulk da solo è una grande inclusione.
Inoltre, una carta davvero buffa da poter giocare nella tua combinazione di colori: Villainous Wealth .
Tra le terre che sono fortissime nel tuo mazzo ci sono anche: - Cabal Coffers insieme a Urborg, Tomb of Yawgmoth . - Alchemist's Refuge e Emergence Zone per poter giocare creature e altre cose ad instant speed. - Wasteland è una seconda Strip Mine . - Lotus Vale e Lotus Field sono più o meno ramp, ma anche un buon modo per fare molto mana se avessi il modo di stapparle. Magari con Deserted Temple , a cui sta anche simpatica Cabal Coffers , comunque. - Glacial Chasm è un piano di riserva che ti costa solo 2 punti vita a turno, a patto di rigiocarla sempre dal cimitero tutti i turni.
Tra le carte che ti suggerisco di togliere ci sono: