Eidolon of the Great Revel
Enchantment Creature — Spirit
Whenever a player casts a spell with converted mana cost 3 or less, Eidolon of the Great Revel deals 2 damage to that player.
Printings View all
|Masters 25 (A25)||None|
|Journey into Nyx (JOU)||Rare|
Combos Browse all
|Quest Magic RPG||Legal|
|Commander / EDH||Legal|
Latest Decks as Commander
Eidolon of the Great Revel Discussion
4 weeks ago
I agree with all but not the Angel's Grace removal from sideboard. it's great for Thassa's Oracle decks. they cast oracle with empty deck and in response you Angel's Grace, pass turn, they have nothing to draw and they loose (that's the theory at least).
I know about Eidolon of the Great Revel i'm waiting to get a playset thank you.
My thought proccess about Abrade was that it hits both creatures and artifacts. seems like a good card, no?
Thank you for your comment!
4 weeks ago
Based off your description I assume you know you should be playing Eidolon of the Great Revel so I won't go on about that but you should play it. I'd try out Wild Nacatl and Atarka's Command in the deck if you can, its kind of meta reliant, if your local meta has lots of creature based decks, it'll absolutely ruin them. Plus the green splash gives you amazing sideboard cards like Destructive Revelry which will be really nice against all of the chalice of the void decks you're worried about.
Also, just don't play Abrade. I know what your thought process is around it, but it doesn't go face, so its not worth playing. I'd take it out entirely, replace it with better burn spells, and put 4+ pieces of artifact hate in the board, and take out the stony silence and angel's grace.
1 month ago
Magic_Aids, awesome job!!! I enjoyed your video. I reached a similar conclusion about Scourge of the Skyclaves. I was thinking burn with Eidolon of the Great Revel would be ideal to bring down life totals. Toputitbluntly has a great point about Vexing Devil too. It’s hard to choose that over Monastery Swiftspear, but the turn 1 damage potential of the Devils could make the deck even faster. I’m looking forward to trying it out!
1 month ago
I read the previous comments, and I applaud you for intentionally foregoing infinite loops. I feel exactly the same way. Like how I refuse to add that Karmic Guide + Reveillark combo in my Cleverly Named Graveyard Deck. Nor any of the many combos involving Lab Man in neither my Spirit of '76 nor my Ramos Cascade Ramp, nor any other applicable combos.
As for card suggestions, I feel like Chandra's Incinerator might be useful for controlling the board, and Eidolon of the Great Revel makes sense because of your high mana cost distribution (if not also Pyrostatic Pillar, even though it's a noncreature), and also because this deck seems most effective against decks with incredibly low mana cost distribution.
Possibly also Trinisphere, which again is noncreature.
That's all I got.
2 months ago
2 months ago
I like the group slug in combination with a pillowfort idea. Gisela's wording offers a pretty unique opportunity. Triggered effects that would deal 1 damage to you while she is on the board deal no damage to you instead, but double damage to opponents. Manabarbs, AEther Sting, Battle Strain, Burning Earth, Heat of Battle, Rampaging Ferocidon, City of Brass, Talisman of Conviction, Battlefield Forge are all cards that would have their negative effect negated if Gisela is on the field, while opponents would suffer more.
Ankh of Mishra, Psychogenic Probe, Eidolon of the Great Revel, Pyrostatic Pillar, Repercussion, Spellshock, Zo-Zu the Punisher would all be cards that have their negative effects mitigated with Gisela out and opponents would suffer a lot more.
You could complement this game plan with pieces like War's Toll, Caltrops, Thalia, Guardian of Thraben, Aura of Silence, Glowrider, Sphere of Resistance, Thorn of Amethyst, Vryn Wingmare, Ghostly Prison, Windborn Muse to tax and slow them down while all the slug effects eat away at life totals.
I feel like there's quite a bit of space to be explored in this niche for Gisela.
2 months ago
Help me out. I’m a returning player so I only have a basic understanding of the rules/mechanics. To me it seems that you’ll be doing more damage to yourself than your opponent if you cast Eidolon of the Great Revel, especially if it drops in the early game. Most of your spells are <3 cmc, so you’ll be pinging yourself for 2 damage with nearly every card you play. I think there’s a good chance I missed something or don’t understand something correctly; you must have a good reason to include that card.
2 months ago
Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.
Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.
I have some findings to share here about these games:
This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.
I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).
I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.
In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.
I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).
Against Titanshift and other land-based ramp decks takes out Dryad of the Ilysian Grove (which is a good blocker against the deck a decent amount of the time) as well as Amulet of Vigor where you expect to see it.
You automatically side this in against Tron and Eldrazi Tron. You need to race, and this card helps you do that while taking out a lot of the cards those decks play
I just side this in against control to help go faster, deal with graveyard hate, and just kill planeswalkers randomly, also trades up in creatures against removal because you get two back after the card is removed
Once again, I want to iterate that this is a card that is in the deck to reactively deal with artifact and enchantment based graveyard hate while maintaining a very proactive position, everything that this card does in addition is an added bonus, and can even drive you to side this card in even though you otherwise might not want to, just because it is that good.
In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!