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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Cleric Mercenary
, , Sacrifice this: Return target creature card from your graveyard to the battlefield.
4 months ago
Good choices for cuts and adds.
Unfortunately, don't use the scale here to gauge competitiveness of your deck. It's crap, doesn't work well and it's better to just ignore it, turn it off in the editor. Trust me and everyone else who's helping you here in the comments. Your deck is improving, becoming more competitive with each change.
Yes, Bane of Bala Ged is better than Demon of Loathing, but it has similar drawback since it's also 7 mana and has to attack to trigger. Creatures like Bane and Demon are better in colors that have lots of haste enablers. On a budget Abzan doesn't have them therefore if you're going to play high mana cost creatures they should have an ETB ability or provide value another way. Sun Titan is an example, it's 6 mana, but in my opinion it's better than Bane and Demon since it could reanimate something when it ETB and it can be a combo piece.
I'm not saying to not play creatures who don't do anything the turn they ETB, but those creatures should be lower mana cost, not higher mana cost. Low mana cost to potentially play one and something else that same turn or play one and leave up mana for instant interaction with your opponents. Fauna Shaman is a good example, it can't tap the same turn you play it, but it's a 2 drop not a 7 drop. It's possible that Body Launderer won't do anything the same turn it ETB, but it's 4 drop as well as being a combo piece. These are big differences than a 7 drop.
Currently, your only option is to mutate Nethroi at sorcery speed on your turn thus the creatures you reanimate should give you value or combine to win the game that same turn. You don't want to rely on having those creatures on your next turn, reanimating creatures who don't do anything until they can attack could just waste Nethroi mutate. An opponent may just cast a board wipe and destroy all your creatures potentially not getting much from mutate.
There are effects in Abzan that are like haste such as flash or reanimating at instant speed. An effect that gives flash to a creature would let you cast/mutate Nethroi on an opponent's turn. Doing this lets all creatures you reanimated then attack on your next turn.
- Vivien, Champion of the Wilds: the best option since it's static ability gives flash to all creatures you can cast.
- Yeva, Nature's Herald: only really useful to flash mutate Nethroi, but it's a creature.
- Savage Summoning
When you're playing so many creatures giving them flash can be very useful and also powerful. More instant creature reanimation goes with the strategy of self-mill, consistent creatures in graveyard. You're playing Doomed Necromancer, it and Apprentice Necromancer if they can tap can reanimate on an opponent's turn.
5 months ago
Love a dragon-theme deck! You should go into more detail about how you "cheat" your dragons. I'd love to hear the strategy there. I would consider adding Doomed Necromancer in place of Apprentice Necromancer. You lose the creature entering the battlefield with haste, but I'd rather keep the creature around longer than one turn in exchange for that ability.
5 months ago
In my last comment suggested a lot of cards to add, now here's some cards to consider cutting. For cards to consider cutting I would start with all the lower mana cost nonDemon creatures. I would simply replace these with other lower mana cost cards that can better enable Rakdos without attacking and reduce creature mana costs without attacking.
Rather than playing a lot of single creature removal spells, rely more on Demons who can destroy or remove creatures? Especially Demons who have repeatable removal effects. You could cut many creature removal spells and replace them with more draw.
Searing Spear, Shock, Disintegrate can target a player to make them lose life, but you have Lightning Bolt for that and you can make opponent lose life better ways then playing single burn spells. Some budget single removal spells are helpful such as Chaos Warp and Feed the Swarm because these spells can remove an enchantment, Warp any permanent. When attacking is important to your game plan these can remove Ghostly Prison, Propaganda and others.
Rakdos can only reduce the mana cost of creatures therefore play very few noncreature high mana cost spells or spells that require a lot of mana to be useful. Spells that need a lot mana paid to make them decent is not really what you want when playing many high mana cost creatures. Could cut these for more draw and ramp.
Rolling Earthquake is a budget spell like this that's worth playing because you can control how much damage each creature is going to take, most Demons including Rakdos have high toughness. You could cut a few of the lesser Demons.
In my last comment I recommended adding a lot of loot effects for draw. Loot is excellent with Blood Speaker and Speaker is a good reason to play Demon tribal since it's a tribal tutor that can be repeatable, return to your hand from your graveyard. Rakdos can reduce Speaker's mana cost to only 1 mana, making it a mana efficient way to repeatedly tutor for Demons.
Loot can be an enabler for reanimation and recursion which are helpful effects to have with Demons. Reanimation is a way to get Demons onto the battlefield without having to cast them, a backup for when Rakdos is disrupted. Recursion is getting Demons back into your hand or casting them from your graveyard. Patriarch's Bidding can reanimate all Demons in your graveyard. Persist and Exhume can reanimate for only two mana.
Chainer, Nightmare Adept has interaction with looting, getting Demons into your graveyard to cast them using Rakdos mana cost reduction. If you discard a Demon using Chainer's ability you can cast that same Demon giving it haste to attack. Rakdos also gains haste from Chainer when he's cast from the Command Zone. Any creature you reanimate gains haste from Chainer.
Chainer has excellent interaction with creatures who can sac themselves for value such as Magus of the Wheel and Doomed Necromancer. With Chainer these creatures gain haste when cast from your graveyard allowing them to tap and activate their abilities right away. Doomed Necromancer can reanimate even at instant speed. Chainer is good with Blood Speaker as discard outlet that can keep coming back to your hand.
Some more budget Demons to consider adding:
- Spawn of Mayhem: enabler for Rakdos.
- Demon of Loathing
- Orcus, Prince of Undeath
- Demonlord Belzenlok
- Hidetsugu, Devouring Chaos
- Kardur, Doomscourge
Some budget land upgrades to consider:
- Smoldering Marsh --> Temple of the False God
- Foreboding Ruins --> 1x Swamp
- Path of Ancestry --> 1x Swamp
- Myriad Landscape --> 1x Swamp
Temple of the False God is not a good land when you have no land ramp. It will not tap for mana until at least turn five and that's if you make all your land drops. Even if playing green and land ramp such as Cultivate I still wouldn't play Temple of the False God, it's just not a good enough land in the early turns of a game.
8 months ago
11 months ago
TLDR: Hoping to find a 3 or less black creature card that when it's sacrificed lets me either put a card from my deck into my graveyard or from the graveyard onto the battlefield.
Here's how I want the deck to play: Instead of waiting for a sorcery or enchantment card to pop up to get cards out of my graveyard, I am trying to make it where I nearly always have a creature that can get cards out of the graveyard, or summon a creature that can.
For example if I don't draw any Doomed Necromancer, There's a very good chance I'd still at least draw a Fiend Artisan so that I can get a Doomed Necromancer out. Note these aren't the only cards I have for this purpose, just using the combo as an example.
My problem is I am having trouble finding good cards to sacrifice for Fiend Artisan or other cards I have like Victimize that fit well towards the goal of the deck. I've found plenty of good cards to sacrifice like Archfiend's Vessel or other cards that give life or create tokens when they die, but none of them feel like they contribute towards the goal I am working towards: Getting cards out of my deck into my graveyard, or cards from my graveyard onto the battlefield.
Something that lets me draw a card when it dies would probably be the next most useful thing.
If it helps, here's some other cards I'm planning on putting in the deck to give you a better idea of what I'm going for: Sheoldred, Whispering One, Shalai, Voice of Plenty, Avacyn, Angel of Hope, Hell's Caretaker, Oriq Loremage, Undead Gladiator
The only color mana I'm currently planning on using is black, though I am considering adding some white.
1 year ago
Never forget Phyrexian Driver our tribal lord... >.<' Thank you WizardsoftheCoast, we couldn't have asked for more.
Regarding the deck price... wow, damn! When I made this, cards like Imp's Mischief were less than a buck each (gotta sell them asap!). I've got the deck on paper except for the lands Volrath's Stronghold which are not core at all. Urborg and Shizo can be easily cut too. The Nykthos are pretty usefull though.
I'll duplicate the deck into a budget version and remove the "budget" tag from here. Thanks for pointing it out Devil_Amigo
WolfishHat the "shroud from black" ability of Mercenary Informer doesn't apply while in the library, only when it's on the battlefield so yes, it can be fetched with Cateran Summons and brought back to life from the graveyard with Doomed Necromancer after being discarded by Mercenary Knight , without a single Orzhov land. Though it's kinda excessive for what it does, it can be done if it's worth for you, yeah.
1 year ago
Suggestions ans thoughts regarding your development based on my games and changes so far so far:
Plaguecrafter I found it to be immensely useful against planeswalker-focused decks which I didn't really have an answer to before but is still perfectly fine as a mini sacrification forcer. I just got Graf Reaver from a booster, but I don't know if the targeted removal will do any better. I think not, mostly because most players habe three planeswalkers at most.
I also use Reassembling Skeleton to make my life easier while I haven't found Winding Canyons or Vedalken Orrery yet. Sacking it in loop for two mana a pop to force the enemies to sacrifice is much easier than to try and spare my creatures for the perfect moment. If no sacrifice pact is on the field, it still makes good use of excess mana.
Helm of Possession is also nice to get rid of opponents creatures, or just to pull in more sac fodder that isn't even ours. It's not as cheap as I'd like though and doesnt scale particularly well. I haven't tested how it plays but I think it could work out.
Mind Slash works as a supplememt to sadistic hypnotist and replaced grief for me. I didn't like grief for its high recasting cost, so I put this in and throw cheap stuff at it.
Consider Library of Leng to make the effect of Mindslicer completely irrelevant to you. I saw that you removed the reliquary tower; I did the opposite and additonally play a Thought Vessel. Is there a reason you removed the tower? I think it has no downsides.
For the last part I currently run Nullpriest of Oblivion but consider replacing it with Doomed Necromancer. They're both cheap enough and I like to have yet another cog to protect Liesa (well, or get her back for cheap), as well as fetch stuff that went in the graveyard unprotected.
I really like the Tourach, Dread Cantor you put in, I think I'll get him as well. Not sure if I'm willing to pay the 25 bucks for the Stoneforge Mystic, it doesn't seem powerful enough to me. I also removed Alms Collector and didn't miss him so far.
1 year ago
Removed Ochran Assassin added more creature-based reanimation Doomed Necromancer also trying out Grim Hireling removed Victimize which I realize is reanimation. But I believe Meren of Clan Nel Toth is better with creature-based effects.