Creature — Zombie Knight
(You may cast Foulmire Knight from exile if you sent it on an adventure.)
Instant — Adventure
You draw a card and you lose 1 life.
(You may cast Profane Insight for from anywhere that you have the permission to cast this, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Profane Insight, this card is treated only as Foulmire Knight in whatever zone it is in.)
(Example scenarios for Profane Insight: You may cast this off of Melek, Izzet Paragon . You may not target this with Snapcaster Mage . Thalia, Guardian of Thraben increases the cost of this. Electrodominance requires X=3. If your opponent owns this and you cast it, you may cast their Foulmire Knight from exile. You may cast this from a cascade spell if the spell has a cost greater than Foulmire Knight's cost.)
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|Commander / EDH||Legal|
Foulmire Knight occurrence in decks from the last year
Latest Decks as Commander
Foulmire Knight Discussion
1 week ago
It almost looks like you want to play some Battlecruiser magic! Battlecruiser is a strategy where your first half of the game is spent ramping and playing tight threat removal. Cards like Plaguecrafter , Mire in Misery , and Tribute to the Wild , or even Sedge Scorpion or Foulmire Knight play into this strategy super well... as long as you're ramping, too.
The second half of a Battlecruiser strategy is preparing for an alpha strike: that means waiting until the moment is right to play Muldrotha and not allowing her to be killed or countered before you're ready (she's expensive enough that you can ramp past her cmc and wait it out). You've got a couple effective synergies that become insanely powerful if you can do them the same turn you drop your commander, which is totally possible with cards like Daring Apprentice . Preparing for that alpha strike becomes a game of setup: you gotta be ramping, self-milling, getting those combo pieces into your graveyard while taking out the most dangerous threats. It's fun if you do it right! Just ramp ramp ramp!
1 month ago
Rancid Rats seems like kind of a weak point in the deck! Skulk seems kind of wasted on a creature with Deathtouch - you're more than happy to have him blocked by one of your opponent's big fellas - and it will only get worse if you're trying to stack lords. If you really want the Deathtouch on a cheap body, I think Foulmire Knight would serve your purposes much better. He's one mana for the same 1/1 Deathtouch body, and can also score you an extra card if you draw him later in the game. Seeing as you already have eight one-drops, however, I can understand if you wanted a solid two-mana creature. Relentless Dead , Stromgald Crusader and Graveyard Marshal all would fit the bill.
By the way, Ghoulcaller's Chant is also directly superior to Return from Extinction in a zombie deck!
2 months ago
Anyway, that's an interesting take on the poison counter deck. It's a clever idea to use Rune of Might and Setessan Training to get through blockers with deathtouch. Actually I don't want to nitpick too much but an enchanted Varragoth, Bloodsky Sire would actually do 1 damage to the blocking creature and 2 damage to face because of the +1 attack. This means that it would work nicely with any 1/1 deathtouch creature, not just with Varragoth, Bloodsky Sire as you seem to imply.
Speaking of 1/1 creatures, this is a deck that ideally wants to win quickly by throwing as many deathtouch creatures at your opponent as possible to reach that 10 poison counter with Fynn, the Fangbearer asap, and just a quick look at your curve tells me that you would benefit a lot from having more 1 drops. You should definitely run 4 Foulmire Knight and probably even some extra Moss Viper . It would also improve your chances of having a target for your enchantments on turn 2, just in case.
I don't think you want too many Chevill, Bane of Monsters since he's legendary, and while Nighthawk Scavenger can be a powerhouse in the right decks, it's not really at home here since it's expensive, slow, and the amount of damage it deals should be mostly irrelevant. Vengeful Reaper in comparison seems like a great call to get that surprise finishing blow, I would run more than 1.
I'm not sure what you're trying to achieve with Garruk's Uprising since you already have the trample plan covered and giving trample to 1 power creature doesn't do anything for you. If you want card advantage, you might as well just run Call of the Death-Dweller instead to bring back 2 creatures from the graveyard, especially since giving one of them menace can be a big deal. Then if you get to enchant that creature it would really become a nightmare to block.
For your sideboard, running 4 Heroic Intervention under any circumstances will always be too many, it's too situational on top of taxing your mana. If you want boardwipe protection you might as well just remove like 2 of them in favor of more recursion spells again like Call of the Death-Dweller .
Another card you might want to consider is Binding the Old Gods because it's an amazing card already even in decks that ignore the 3rd chapter, but for you it could make your Toski, Bearer of Secrets even more annoying to manage.
Hopefully these are useful, cheers!
2 months ago
I like keeping Foulmire Knight for threat removal due to death touch, for card draw, and also for use as sacrifice for Great Hall of Starnheim . I did remove Inscription of Ruin for another card that lets me bring back creatures from my graveyard (blanking on the name right now). I’ll have to update the list when I get home.
2 months ago
I would add Angel of Destiny to the maindeck because some of these cards just pump out lifegain. Vito, Thorn of the Dusk Rose is another great way to win off of lifegain. I also might take out some of the cards that don't have too much synergy, like The Birth of Meletis , Inscription of Ruin , and Foulmire Knight . I would say Mazemind Tome , but it is very good in any deck, and the lifegain makes it better.
2 months ago
Is Ashiok, Sculptor of Fears the right move for this deck, or would something else work better?
3 months ago
I am confused by this deck, for I do not understand its purpose. To start with, you have some some demons - big, expensive demons - and a small amount of ramp to help get them out eventually but I don't see any real synergy or payoff beyond Liliana's Contract. Many of these, as well as cards like Severed Strands, have abilities that require sacrificing other creatures but you have almost no token producers to make fodder and your other creatures seem to have been chosen to be useful when they're still alive. I would think about adding in more cheap things, preferably with a death trigger (low CMC is good for Citadel too) and maybe even Grave Pact effects if you take this further. These could replace things like Gifted Aetherborn (you have no vampire synergy and if you just want Deathtouch Foulmire Knight does that and more). Might be worth checking out some of the Rakdos Sacrifice staples such as Demon's Disciple, Village Rites and Archfiend's Vessel. Not having Rune-Scarred Demon is pretty strange too. Finally I think some of your other spells can just be upgraded: for the same price as Murder you could have Hero's Downfall/Murderous Rider or one more gives you the excellent Eat to Extinction; In Garruk's Wake is so expensive you'll usually wish you had a straight Damnation or Kindred Dominance while Beacon of Unrest gives you some more options and is reusable when compared to other spells. I wouldn't bother with Desecrated Tomb at all - design is great but at the end of the day it costs three and the return on it is a singular 1/1 when you resurrect something. This will not win you a game of commander. On the subject of reanimation, if that's one of your main lines then graveyard stockers such as Buried Alive are vital. While I quite like the look of the deck I would think about which aspects you like about it most (controlling opponents, value sacrifice, reanimation, casting big demons etc) and focus on just two or three of these. This will make your deck increasingly consistent and harder to disrupt as you'll have more redundancy. Hope that helps!
Oh and don't play Karn. You need him in the 99 to access that sideboard (which doesn't exist in EDH, so check with playgroup before you play that btw) and even then you'll probably only ever get one activation. If those cards are strong enough to be in your deck, and I see none which combo with with the rest of it beyond being good like the swords, then make room for them there. Do you honestly think that any opponent will allow you to untap with a Karn after they see you fetch Mycosynth Lattice? No, they'll kill him and leave you with a card that does absolutely nothing for you as you have no "artifacts matters" strategies and in fact might benefit them by being able to tap lands for other colours, something of no use to you in mono-black. I run him in a Karn, Silver Golem deck that is specifically focussed on artifacts but even there it's all about the static and I only play him when I think he'll survive. The "sideboard" he can fetch is the set of Kaldra pieces and Argentum Armor for flavour which I mainly keep on hand to swap out for the harsher stax cards.
4 months ago
@Epetecan That's actually a good call on your part for Feed the Swarm, though to a degree I hate parting with Agadeem's Awakening Flip. I did alter the deck by cutting Whisper Squad and brought in Foulmire Knight for another card draw option as well as mainboarding Cling to Dust. Feed the Swarm goes to my sideboard and I've added a couple of Massacre Wurms for a catch all since Witch's Vengeance only covers tribal decks.