Gift of Doom

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Gift of Doom

Enchantment — Aura

Enchant creature

Enchanted creature has deathtouch and indestructible.

Morph—Sacrifice another creature. (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)

As Gift of Doom is turned face up. you may attach it to a creature.

DreadKhan on lonely goth girl

1 month ago

Not sure if I mentioned it yet, but Gift of Doom is a really sneaky Black card, especially if your Commander makes tokens, you can cast it for 3 and as long as you've got a creature your Commander can gain Indestructible and Deathtouch at instant speed (and the opportunity to counter it was when you cast it as a Morph, so this is hard to get around, you can even use it vs Split Second effects, or something like Grand Abolisher). Deathtouch might not seem especially good, but if you have Trample as well it turns your creature into an almost unblockable terror as they only need to deal 1 damage to anything that blocks, and it won't care about damage being dealt to it. Gift is best used when it can cost an opponent a card somehow, hopefully letting you dodge removal or survive a dirty trick in combat, but it's also great in the face of a wipe since your Commander is all you need to keep if you've got Voltron set up. Once it's blanked a spell it still sticks around offering value. I love getting Gift on the same creature as Scavenged Brawler, all those keywords stack in a pretty impressive way.

RiotRunner789 on Favorite EDH Cards

3 months ago

My favorite card is Grave Pact but that isn't quite niche. I don't seem to have as many oddball fun cards that I tend to play but there are a few oddball or less played ones at least.

Black: Koskun Falls is a favorite of mine. I prefer decks that do not attack, so the tapping is not a big downside. Tainted Remedy because it makes opponent's creatures with lifelink funny. Gift of Doom which doesn't use the stack when morphing which has come in handy more than once. Pestilence is one of my favorite black board wipes which typically is on my board with an indestructible creature. Dystopia since at least someone is playing Selesnya.

White: Peacekeeper because no means no. Aura of Silence use to be more niche but has seen some prominent reprints. Solid removal with a tax effect has tripped up more than one opponent. Mandate of Peace is a great fog and a counter spell in some situations. Underplayed.

Green: Hall of Gemstone for any monogreen deck. Had a blue player try to win on my endstep and about 5 minutes into their combo, I asked where there blue mana was coming from.

Orzhov: Batwing Brume has killed a few Kranko players for me and saved me several times.

Colorless: Null Brooch is just Isochron Scepter with Negate already attached. Arena of the Ancients is great for when my commander doesn't need to tap, or attack, or is played after this and has vigilance. Great card no one expects.

Red: Apocalypse or Jokulhaups for the hard reset. Stranglehold because blue players are the worst and tutoring takes too long.

Blue: Mana Vortex for the slow decent into hell.

legendofa on Can I flip face-down land?

3 months ago

If a card is face down because of manifest or cloak, it can only be turned face up if it's a creature card. Hide in Plain Sight and Ethereal Ambush have this note in their reminder texts.

If a card specifically has an ability that lets it turn face up, like morph, megamorph, or disguise, you can turn it face up by paying that cost regardless of what card type it is. Branch of Vitu-Ghazi and Gift of Doom are examples of noncreature cards with face-down abilities.

Matso on Shirei of the Weak

5 months ago

Thanks for commenting DreadKhan.

Sorceress Queen, Disciple of the Vault, and Helm of Possession were in the deck early on; the helm eventually ended up in a clone deck, and the other two were phased out as I tried other things. I like equipment that can be re-used when you suffer a setback and there's some recursion for artifacts if it does end up in the graveyard, but Gift of Doom is a neat card.

DreadKhan on Shirei of the Weak

5 months ago

It's not new or shiny, but Gift of Doom might be a better source of Indestructible if you have access to Black. Morph isn't an ability as far as stuff like Split Second are concerned, so it's better than Flash arguably (imho it's usually easier to counter an Artifact vs a Morph creature in Commander, so that's a bit more upside). You can also protect non-Legends, not sure if that comes up, but the sacrifice cost can easily be an upside in this deck.

I kind of like the idea of Sorceress Queen, her ability can be used to nerf an opponent's creature, or to protect one of your bigger bodies (that doesn't have +1 counters). I couldn't decide if you have enough of your own bodies that she can protect, but I thought I'd mention it. I'm not sure if anyone plays decks that revolve around big haymakers, but if anyone uses them (or generically good Commanders) you can steal them with Ritual of the Machine or Helm of Possession, both require a creature, a cost you're very able to pay I suspect.

After thinking a bit more, would Disciple of the Vault do anything in here? It's a bit like Blood Artist in that it can punish decks trying to do unfair things (your group doesn't like infinites, but does it like treasures?), but it also lets you pinch people whenever any artifact of your own dies. and you do have a few artifact creatures/token generators. Disciple also works with Grim Hireling, but you need to be getting in consistently, I wasn't sure if your deck achieves that most games.

Great deck idea!

DreadKhan on Can you pay for Morph …

5 months ago

I assume it's a solid no because Morph doesn't use the stack, but I thought I'd check if I'm wrong. I'm not sure if it would matter for anything but Gift of Doom, but that would be a much better card if you can (you could sacrifice multiple creatures in response to just about anything), so I'm guessing you can't?

DreadKhan on Sauron, The Dark Lord Commander Deck

6 months ago

I feel like this deck should look pretty hard at Relic of Sauron, it's one of the best mana rocks for a Grixis deck, it also offers card draw and a discard outlet when you don't need the mana. I also feel like you might want more ramp, but I'm not sure I'd shave the land count too much further. I do have much higher average MV decks with similar land counts, they tend to run a lot of ramp though!

I've always liked the idea of evasive Changelings in this deck, the best being Changeling Outcast, but Mistwalker is also good, Mothdust Changeling less so but still interesting, evasion is really good on an Army in here. Taurean Mauler might be worth throwing in too, any of these is infinitely better than trying to use a token as the base for your army. Amoeboid Changeling can make any creature an army (to trigger Sauron). You might even try Maskwood Nexus, you can always choose not to wheel your hand away if you're happy with it (could be an issue if you're getting in with several armies in a turn).

Since Sauron discards your hand before he draws a new one you might want to look into some recursion effects, Black is very good at that kind of thing. Sheoldred, Whispering One is a nice easy-button recursion card that also hassles your opponents, but she is slow and a ton of mana, but you can reanimate her with something like Animate Dead or Reanimate. Since Sauron can make you a new token whenever someone casts a spell (if you don't already have one) you could use sacrifice based recursion effectively, Hell's Caretaker could do some work. These are just a few low hanging fruit, if you need a bunch more (or cheaper ones) I could probably rattle off more.

With this much built in discard you might look at the better Delve cards, Treasure Cruise and Dig Through Time come to mind immediately, both are pretty good card draw if you don't have to pay any generic mana in.

Mask of Griselbrand can work well as a draw source, it also gives two useful abilities for an Army. Not sure if this is too out there, but you could try Shinka, the Bloodsoaked Keep and Shizo, Death's Storehouse, if you make an Army your Ringbearer it becomes Legendary, meaning these lands don't just help Sauron (but making Sauron unblockable is inherently good in a deck like this because he has 7 power and he's a 3 hit kill). Fear from Shizo is probably better than First Strike in most metas, but First Strike is a very useful effect. Rogue's Passage is a nice budget card that can let Sauron or an Army get in each turn. I really have enjoyed using Scavenged Brawler, it would be very good with your Commander (if he can get in twice he can kill someone, regardless of their life total), but it'll also be useful with a good sized Army token, those key word abilities are pretty sweet in my experience. Dauthi Embrace is a nifty old card that can be very sneaky, you can use it to help opponents get in, not just to protect your creature from blockers. If you plan to attack and are in Red you might benefit from Berserkers' Onslaught, double strike on your entire board can be a very powerful effect.

If you want a way to protect Sauron from most board wipes, I really love Gift of Doom, this gem of a card can be cast as a Morph for 3 mana, after which you can sacrifice a creature to attach the aura to a creature (note that this method doesn't target the creature it attaches to, so you can get around Shroud on your creature) at literally any time you have priority iirc. It's also not a spell or ability, so you can use it in response to something with Split Second. Indestructible is very good, but if you can get Deathtouch on a creature with trample it only takes 1 point of damage to 'destroy' any creature (regardless of whether or not it dies), the rest goes over, so it has great synergy with Scavenged Brawler (and other Trample sources). You can always cast it for 5 mana, and it's not a terrible card in that form, but the Morph effect is one of the best ways to protect an individual creature (or to turn your opponent's block attempt into a blood bath).

Finally, Mercadian Bazaar, Subterranean Hangar, and Saprazzan Cove are my spiciest ideas for a deck like this, I will take no offense if you laugh at them, but you might be surprised by what they can do in a deck with a 6 mana Commander. I use the first two as well as two Fallen Empires storage lands (which I wouldn't encourage you to use unless you want gray hair) in my Rakdos deck, I play them as ramp cards, and it's openly hilarious how useful they can be if you really want to cheese out a big Commander (or recast them repeatedly).

Hope some of this brainstorming is helpful, Sauron is a pretty strong Commander that attracts a fair bit of attention afaik.

jarncards on Sleeping Elves Kill

7 months ago

Collected Company is one of the better cards in a deck like this.

If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.

If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.

Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.

Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant

I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great

Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.

Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.

Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most

Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.

Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.

If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.

Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.

consider Crop Rotation. It can get nythkos, yavimaya.

Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.

I would dump any ramp card that costs more than 3

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