Each player puts a creature card from their graveyard onto the battlefield.
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|Commander / EDH||Legal|
Latest Decks as Commander
1 month ago
Yeah, if you read up in the comments I talk about vulnerabilities with this build (with ANY M:tG build really) in that if you've got a deck centered around countering your win strategy, it will no doubt throw off win/loss records.
If you're playtesting a speed dredge deck against a deck that's just loaded with cheap creature removals and GY exile...then I have no surprise whatsoever that you're having issues and swapping in Entomb will not help you.
In practice, I've found 1 or 2 decks that can give this deck a run for its money by slowing it down, but if you've got a deck that can not only A) Keep annihilators off the board, B) Offer cheap repeatable GY exile options, and C) Do both A and B while STILL having enough firepower left to mount a sufficient attack to win (not just slow the Dredge strategy down by a few turns), then you're likely playing a Budget Deck vs a Power Deck - and yeah sometimes that'll happen.
This build did remarkably well for me in FNM games at the card shop before the pandemic. When you're dealing with lots of other builds, against opponents who aren't necessarily familiar with the build, then it fares pretty amazingly I've found.
You mention a bad starting hand and I can't help but wonder if you're just not using the strategies properly. For one, with 5-card "Gold Hands", your odds of having NOTHING (like not even a step) towards your combo are exceedingly low. Beyond that, any creature removal that isn't direct Exile (like Swords to Plowshares or w/e) is only slowing the build down. I agree that forced creature sacrifice can be annoying, but this build also has loads of cards to return things out (also Not of This World for anything that targets an annihilator).
It sounds like you're either playing against one of the few deck types that can actually contend with this deck's strategy (more just by lucking into early board/GY control rather than by applying its own combos) or that you simply haven't run enough test games to get an effective baseline.
It's difficult for me to say which is the case w/o looking at the Deck you're referring to giving it problems, but even with 4x Withered Wretch in a build, my construction has statistically a much larger chance of being able to pull off the combo since I have multiple versions of each card that can be used to achieve it (3 different annihilator creatures, all 4x; and 2 different GY-to-Play options, Dread Return at 3x (which can be re-used for free from GY using weenie discard creatures) and Exhume at 4x.
I'm not trying to call you out or anything like that, but I really struggle to see how a deck not specifically designed to counter this one's combo can regularly keep up game after game.
1 month ago
Not especially, no. I mean, in lieu of having other cards in my build it could work, but it's nowhere near as mana-efficient as my current Discard/Dredge combo(s).
Nevertheless, I enjoy the card immensely just because Exodus has a lot of nostalgic cards. Back in the era when it was new, Recurring could be seriously OP, but anymore there's far quicker/better ways of achieving this effect in my opinion.
Figure, especially with this deck, you'd be using the effect on Recurring Nightmare the same turn it enters play (if you're aiming for optimal efficiency with this build), so it's effectively a 3-mana GY-to-Play option.
Mana-wise that isn't awful, but Exhume is only 2CMC and Dread Return while being 4CMC is included because it can be cast from the GY for zero mana (just the weenie creature costs). Also, I've got a playgroup where Enchantment Hate isn't all that uncommon, so I don't see a ton of benefit of using it here. Consequently, this is also why I have Animate Dead sideboarded instead of in the Main Deck; one Light of Hope (or similar card) and it's trouble. In practice Enchantments with this build just haven't been reliable.
Give it a try though! If it works out I'd be curious to hear how it went. I'm always curious to hear about variants on my build here!
2 months ago
This deck is a really cool concept, but i feel like it might more efficient as a reanimator deck. Like you can get him into the graveyard with tutors Buried Alive Gravebreaker Lamia Entomb , or just by drawing and discarding aggressively with Cathartic Reunion , Chart a Course , Faithless Looting etc. Then once you got him in your graveyard you can just Bond of Revival , Body Double , Dread Return , Exhume , Victimize . cause as of now he costs 8 mana and only one other card is gonna be able to cascade into him so either 8 mana or 10 mana which is a lot of mana right. in terms of the fling plan thats awesome, you can even replace a land with Kazuul's Fury Flip, and even add Chandra's Ignition for that fiery finish too
2 months ago
, Pay 3 life, discard a card, Sacrifice ~: Add three mana of any one color.
Create a 1-hybrid-mana legendary creature.
3 months ago
Hey, good job on a budget. Nice Demonic Tutor :)
Some $1-$2 cards to consider adding:
- Dark Ritual
- Seething Song
- Seize the Spoils
- Mana Geyser
- Final Parting
- Magus of the Wheel
- Mask of Memory
- Faithless Looting
- Dragon Breath
- Dragon Mage
- Azra Oddsmaker
- Chaos Warp
Some budget land upgrades to consider:
- Unclaimed Territory --> Looming Spires
- Smoldering Marsh --> Bloodfell Caves
- Jund Panorama --> 1x Mountain
- Path of Ancestry --> 1x Mountain
- Shadowblood Ridge --> 1x Mountain
- Ash Barrens --> 1x Mountain
- Temple of Malice --> 1x Swamp
If interested I offer more advice including cuts to consider. Good luck with your deck.
4 months ago
Full disclosure: I'm a complete casual, but here are some ideas!
Entomb Animate Dead Exhume - maybe Faithless Looting Buried Alive And some doable, but less exciting ones: Cathartic Reunion Tormenting Voice Stinkweed Imp Golgari Thug Grisly Salvage Commune with the Gods - maybe Satyr Wayfinder
4 months ago
Thanks for the great comments X-Factor11105! You nailed the reasoning why I’m hesitant to run more colorless rocks. The draw is great, but the deck is unbelievably color hungry. Trying to cast Rakdos in the early game is so hard without the color pips. The deck hits 6 mana around turn 3 consistently, but that only leaves 3 lands for color producing. I wish it hadn’t required such an expensive mana base honestly, but having the right colors early makes a world of difference in game.
Like I mentioned in a previous comment, since I am selective about what creatures I let go to the graveyard, I get a ton of value out of Exhume . An early game loot effect means I get a massive, scary demon of my choice into play while most players get a utility creature back (or nothing at all early game). It isn’t in the deck to stop creatures from being removed from our board but instead to cheat them out in the first place for very little mana!
Burnt Offering has been a superstar. The idea with cards like it that sacrifice creatures for mana is to be able to turn our resources that don’t die to Rakdos the Defiler swings into mana that will win us the game on subsequent turns. Opponents don’t expect a Lich + Repay in Kind combo when the deck is down to 2 lands on field, or the overloaded Mizzix's Mastery . Burnt offering makes that possible!
“Give it an inch and it’ll take you a mile” is exactly right! The Rakdos way is to make everything an opponent tries to do to stop you feel like it helped you instead. My playgroup has learned that if I have even a single demon on board or a haste enabler active, there’s a chance the deck might do something absurd and end up winning next turn.
4 months ago
Also, this looks so much fun to pilot. If it gets an inch it’s going to take endless miles, and Kaldheim really cranked this up to 11!