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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Entomb Discussion

JANKYARD_DOG on Jund vs Mardu

2 days ago

They both can be aggressive in their own right. Just depends how you want to do it I suppose. As stated Jund has ramp and generally revolves around sacrificing something for gaining bigger, better somethings because green. Where Mardu can capitalize on whites 'go wide weenie' strategy better I think. Take Alesha for example, she can rely on the GY for gas, and dump into it via sacrifice, discard, Entomb effects, etc, to keep going. This can also enable a toolbox set up.

Artatras on The Many-Faced God - [Primer]

6 days ago


Hey! I really like your list! While undoubtedly less powerful than mine, you haven't distorted the general idea of the deck. The budget inclusions you have made are all very accurate. Here are a few specific suggestions:

  • Not a huge fan of Blighted Agent. Its power always stays the same, unless you have a Wall of Blood available. If you want more infect, consider Glistening Oil or Phyresis.

  • Mindshrieker is very random and not enough reliable, although it can be fun.

  • Mausoleum Secrets is also very situational. If you can't afford Entomb, just go with Unmarked Grave, Oriq Loremage or Vile Entomber. They always get what you need.

  • I would remove every single land that comes into play tapped and replace them with basic lands. You don't need too much mana fixing, especially considering Lazav requires colourless mana, and this strategy cannot afford the tempo loss of a land entering the battlefield tapped.

I wouldn't bother with Miscast, as it doesn't scale particularly well in Commander. Rotting Regisaur can be included in your current list, considering you are not running Dreadnought. Access Tunnel is okayish. Four mana total is a lot, but it's better than Rogue's Passage. I would consider it, especially since it comes into play untapped.

Regarding how well I think your deck would perform in a mid-high power setting, it depends. See, this strategy is very fast and all-in because it is very weak at its core. A Voltron deck that relies on the graveyard suffers a lot from both creature and graveyard removal. That's why my deck is so fast, with cheap win conditions and cheap tutors. Because you need to kill your opponents before they can stop your game plan. If you cut all the powerful cards (which are, unfortunately, the most expensive) and replace them with more expensive (in terms of mana) versions, the deck will become significantly slower and thus much easier to stop. So, if your meta tends more towards the mid power-level, I think you deck can stand a chance. But if your play environment is more on the powerful side, I think you should adjust your deck accordingly.

Proxying a few key cards would drastically affect the power level of the deck. Phyrexian Dreadnought in particular is irreplaceable and its inclusion would completely change the way the deck plays. The tutors would also help a lot bring up the power level.

Tzefick on Molgrath of the Soulflame

2 weeks ago

I agree that the Minotaur tribe... is rather lackluster and could use some assistance. As such, I don't think it's wrong that sacrificing any creature - including tokens - would be enough of a ticket to cast the Minotaur. Otherwise you're trading one nontoken for another nontoken and paying the cost for both. True Gravecrawler makes it a lot more tolerable, but I don't think it needs to be so complicated.

Take Haakon, Stromgald Scourge as a reference. He ain't much worth as a Commander that's true but you cast an Entomb or discard him from hand and you're good to play Knight tribal forever - or until someone exiles him or your graveyard, then you cry.

Haakon is just difficult to line up and his conditions and colors makes him less than ideal for the Commander post. However the Knight tribe is generally stronger and more established, whereas the Minotaurs needs some help and Molgrath you suggest costs 5 MV.


Alternatively you could include some additional benefit to reanimating, like reducing costs equal to the sacrificed creature's costs or have the entering or sacrificed creature deal damage to any target or something.

It doesn't feel that powerful nor exciting to cast a Felhide Brawler and then sacrifice it for the option to cast a Minotaur creature card from your graveyard that gains menace and zombie tribal benefits.

I mean look at Muldrotha, the Gravetide. I would say spice this one up! You have room to stuff in some more goodies.

DarkMagician on Commander Collection Black is hot …

3 weeks ago

It isn't bad but the lack of any sort of tutor is disappointing. They should have put in Entomb at least to go with the Reanimate.

MLS91 on Crippling Fear

3 weeks ago

Most resent cuts that have been made based strictly off of memory.

-1 Mana Vault for +1 Culling the Weak

Why: both are fast mana, Culling of the Weak is faster and less lethal to me over time

-1 Glasses of Urza for +1 Entomb

why: Glasses are cute, i need access to combos or other anything else, hand knowledge is not often needed.

-1 Urza's Saga for +1 Lake of the Dead

Why: Because nice things are nice (fast mana is essential in this build)

SynergyBuild on Thrasios/Tymna vs Kenrith

1 month ago

To be honest, the reason I swapped from Tymna/Thrasios to Kenrith, Returned King is threefold.

Access to red lets me get Dockside Extortionist, and as explained above by RambIe, any infinite mana combo leads to a win without needing any specific cards in deck with kenrith in the command zone. It also lets me have some of the best interaction in the format, the best sweeper in Fire Covenant, the best free counter in Deflecting Swat (imo), two of the best dorks in the format (Ragavan, Nimble Pilferer and Ignoble Hierarch), as well as a slew of other options from Red Elemental Blast/Pyroblast to Mayhem Devil (an immediate threat against any LED Breach piles, especially if they set up with an ad nauseam/peer, it's great against Tithe, or against Ragavan, or against dockside, but it's also insane with any of them on your side of the field), and a personaly new favorite Expressive Iteration, the 2 mana dig 3 draw 2.

Kenrith also allows access to some of the most efficient win lines. My personal favorite is how it interacts with Hermit Druid. Not only in a dedicated deck can it immediately give it haste, active it, and be the recursion piece to bring back Thassa's Oracle, but it can also reanimate the Druid if you Entomb it, or abuse Intuition like Kess, etc.

Kenrith does something else I find great, which is simply have some serious potential to abuse any boardstate, often under most any stax. With just 4 mana invested, it can become a 7/7 that can kill in three turns, or give itself and other creatures you control more counters, trample, and haste and one-shot if draw lines aren't available and you have infinite mana (I did this two nights ago when a Winota managed to pull out a Spirit of the Labyrinth). The deck is so efficient early, mid, and late game in this fashion that it is one of the most popular stax commanders in cEDH, one of the most popular midrange commanders in cEDH, and one of the most popular fast combo commanders as well.

Tbh, Kenrith is busted.

RaidenShogun69 on Help with Kenrith the returned …

1 month ago

you're gonna have a hard time building an efficient 5c mana base without spending lots of money, unless your group allows proxies.

kenrith is fairly straightforward and rewards creature decks. the biggest effect is the last one. there are cards like Entomb that can put creatures from your deck into your grave for kenrith to reanimate, and it lets you "cheat" huge creatures like Worldspine Wurm into play.

multimedia on Hercules23

1 month ago

Hey Hercules23, I think with Zombie tribal it's better to utilize Scarab with your opponent's creatures rather than your own. Exiling your own Zombies to embalm seems counter productive since Zombies want to rely on the graveyard and the Zombie combos require Zombies coming back from the graveyard. Cards such as Patriarch's Bidding and Zombie Apocalypse are powerful tribal reanimation that has less of an effect when you don't have Zombies in your graveyard because you exiled them. Exiling your opponents creatures and turning them into Zombies is an added bonus for Zombie tribal.

Orb, Dementia are powerful affects if you want to use Scarab against your opponents as long as your opponents are playing creatures. I would only play Orb though if you also include ways to recur some noncreature permanents/spells which I suggested some in my last comment. The only reason I suggested to cut Grounds is because it only really has an effect on Scarab which is too minimal. If you want to keep Grounds for Scarab keep it; after all it's only a one drop therefore realistically you will always be able to cast it.

Scarab is slow reanimation being a five drop that you then have to pay additional mana to embalm thus to improve reanimation you could include some faster ways to reanimate:

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