Creature — Zombie Warrior
When Fleshbag Marauder enters the battlefield, each player sacrifices a creature.
|Have (2)||NineNotesKnives ,|
Printings View all
|Magic Game Night (GNT)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Magic Origins (ORI)||Uncommon|
|Duel Decks Anthology (DD3)||Uncommon|
|Duel Decks: Speed vs. Cunning (DDN)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Duel Decks: Garruk vs. Liliana (DDD)||Uncommon|
|Shards of Alara (ALA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Fleshbag Marauder Discussion
1 week ago
I’ve stumbled across Lifeline. My meta has become very small due to the pandemic and for a variety of reasons including Crystalline Sliver and Sliver Hivelord, removal has moved toward sacrifice/exile effects. Outside of Tajuru Preserver which killed the theme, there’s little recourse for recurring Fleshbag Marauder. I understand there’s symmetry, which I remember being a turn-off for you in relation to Intruder Alarm but Lifeline seems to be a sure fire way to keep slivers in play without relying on coin flipping or having Patriarch's Bidding.
1 week ago
You might like these: Mindblade Render, Goblin Wardriver, Alpine Houndmaster, Berserkers' Onslaught, Goblin Rabblemaster, Jazal Goldmane, Banewhip Punisher, Blood-Chin Fanatic, Brion Stoutarm, Fleshbag Marauder, Merciless Executioner, Goblin Cratermaker, Greven, Predator Captain, Stingscourger, Avenging Huntbonder, Honored Crop-Captain
1 week ago
The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.
While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.
The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.
Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.
A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.
The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.
Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.
Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?
2 weeks ago
Was hoping for Trap cards to return. Ended up disappointed.
As someone who plays only Alesha in EDH I was disappointed to see yet another new Fleshbag Marauder creature with power 3. There’s now 5 creatures with this effect, all of which with 3 or 4 power which feels like I’m getting dunked on at this point. Skyclave Apparition at least makes up for it and Soul Shatter is cool too.
As a Modern burn player Wayward Guide-Beast is unplayable. Maybe if they gave it +1 power instead of Trample I would have to reconsider as it’s drawback is too severe despite trying to be a throwback to Goblin Guide.
Party mechanic is kind of cool. White was clerics, Blue was wizards, Black was rogues, and Red was Warriors. Why they didn’t make Green be Archers is very disappointing to me though.
I guess it in all was alright.
3 weeks ago
Thank, IrateWarrior. I think I might have gone too ham on the Eldrazi that bring in scions and spawns. There are some good ones, to be sure, but some of the higher CMC ones are probably not worth running. Phyrexian Plaguelord is probably a straight upgrade to Brood Butcher, and is a free sac outlet to boot.
Then, there's the removal suite I'm concerned about, namely, the Fleshbag Marauder crew. I'm not sure they'll work as well as I think they will. Some better utility spells like Return to Nature and such might be better fits.
1 month ago
1 month ago
Cool decklist. I would cut a colony rat for Fleshbag Marauder.
Also I'm curious why you're running horn of greed over something like Syphon Mind, since you're trying to get your opponents to discard.
Would your playgroup be mad if you ran something like Contamination? :)
1 month ago
Hello there! Totally cool list, this should be upvoted more! :3
For most decks that runs black I recommend Tortured Existence. Very cool and oldschool card just for one that can easily get you some big reanimator targets into your graveyard and some smaller creature back into your hand to re-cast it, at instant speed. However, I personally use it as an engine in my Syr Konrad's For the Void deck, together with Desecrated Tomb and Phyrexian Altar. I think it could fit here aswell, since you could get infinite experience counters to reanimate literally any creature that would ever exist (most likely). :D
The bad thing is, that combo doesnt work with Necropotence :( But you can draw as many cards as you want with your Grim Haruspex (Dark Prophecy/Smothering Abomination are an alternative options).
Viscera Seer for just one is pretty great. Woe Strider does the same thing (but can't sac itself though), but costs more, but gives you 0/1 goat token and can get itself out of the graveyard.
Also, with those forcing sacrifice effects (Fleshbag Marauder etc.), how about It That Betrays to take over you opponent's stuff as either a fuel for your cards of beat them with their own cards? :D