Grim Haruspex

Grim Haruspex

Creature — Human Wizard

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

Whenever a nontoken creature you control is put into the graveyard from the battlefield, draw a card.

Latest Decks as Commander

Grim Haruspex Discussion

seshiro_of_the_orochi on Krinns, Raging Sadist

1 month ago

Cool design indeed, but I see some problems.

1: Regarding the first triggered ability: A player can't deal damage. The proper wording would be "whenever a source you control deals non-combat damage [...]".

2: The second ability has this weirdly specific trigger condition with the need to sacrifice. There are exactly two cards in that would benefit from this: Klick me, I'm a link

If I'm wrong, someone please correct me. But I'm pretty sure this way, it wouldn't double up the triggered ability of e.g. Grim Haruspex.

Last_Laugh on Which non-partner commanders would you …

1 month ago

To elaborate on my Marchesa + Reyhan, I picture stuff like Verdurous Gearhulk allowing me to abuse any 3 etb/death triggers and itself on EVERY turn instead of once per round. Stuff like Gray Merchant of Asphodel and Kokusho, the Evening Star for life drain, Burglar Rat and Elvish Doomsayer for discard, Grim Haruspex for draw, and god knows what else I could come up with in sans white. That'd be a fun deck to brew...

DreadKhan on Sheoldred, Whispering One (Commander) Mono-Black

1 month ago

Coffin Queen is pretty good reanimation that can hit any graveyard, so you can use it to exile stuff from opponent's graveyard. Ophiomancer is a source of bodies you can use to block or to sacrifice, with potentially one per upkeep. Ayara, First of Locthwain is a nice lower-budget Yawgmoth, Thran Physician, clearly worse but still relevant.

Have you thought about Gravecrawler as a repeatable reanimation effect? Wins with an Aristocrats payoff, even if you're not infinite (you do have Black Market, which isn't quite infintie but is probably close enough after a turn or 2). If you don't mind ending up infinite, Phyrexian Altar or Pitiless Plunderer very easily go infinite with Gravecrawler, and your Rider can generate bodies off it, since it's not a token. Something like Midnight Reaper can draw off the deaths, as can Grim Haruspex.

Ashnod's Altar is a very good card to look at, even if it's just generating mana. Demon of Dark Schemes can do some crazy stuff with a creature like Underworld Hermit, especially with some sacrifice driven mana generation this can be a mana/energy positive transaction, so it can go infinite potentially.

If you're not against tutoring, you could look at Expedition Map to help find Cabal Coffers or Urborg, Tomb of Yawgmoth. Black has lots of other good tutors, but not everyone likes playing with them.

Guerric on Just Complaining... lol

1 month ago

Morbid Opportunist would be a similar card to Welcoming Vampire. Yet oftentimes I still prefer it to Grim Haruspex, which has a much higher ceiling. There is no limit on the latter except that it has to be non-token creatures, which is a pretty serious restriction indeed since oftentimes tokens are the fuel you want to use to draw cards and not the creatures you invested in hard-casting honestly. Haruspex is best in many decks when a boardwipre would blow you out and you can reload your hand. In most decks I'd rather play opportunist, but in my Meren deck both are great and Haruspex far better, because stuff is dying right and left. But it is true that while Welcoming Vampire is welcome, I mostly play it in white weenie decks where my draw options are limited. It is also true that Rhystic Study is totally off-color and should be white today, and I hardly think it would break the format to print a white version of it.

cac1212 on Teysa Karlov

2 months ago

Why do YOU need to play Teysa Karlov in EDH?

If you have ever wanted to make your opponenets unsleeve and rip up their Damnation's and Cleansing Nova's, once you play Teysa you will never, EVER, cheat on her with such arrogant and overrused commanders such as Narset, Enlightened Master or Atraxa, Praetors' Voice. Overpowered and overplayed decks such as these make your fun MTG-playing friends secretely (or openly) long for the day that your house floods, destroying only your braindead commander decks and sense of self-righteousness. If you want all your friends to rue the day they sat down at a table with you, go netdeck a meta commander. If, however, you enjoy the company of human beings, avoid the pitfalls of noob deck buyers and and opt for fun yet still potentially powerful commanders which irritate your opponents juuust the right amount. Teysa is a great choice for a deck that can be over- and undertuned to just the right amount to suit your audince. She may not be a competetive-level commander, but for slightly more casual groups (anything power level ~7/8 or less) she is a blast to play and not too un-fun to play against!

Originally, I built Teysa as a token-centric budget commander deck (~$75 which you can find an updated version linked HERE) as my first commander deck and thus she holds a special place in my heart. Since then, my play groups have upped their game significantly and in response I have also began to upgrade and fine tune Teysa into a more combo-oriented deck with significantly more ramp, cheaper removal, and a considerably more optimized land base. Without Further ado, lets get into how I like to play my particular brand of Teysa Karlov.

Basic Game Plan

This deck is centered around getting out three basic components which when combined drain our opponentsd life incrementally, namely:

  1. A Sacrifice Outlet
  2. Fodder: A Creature/Creatures which we can sacrifice
  3. Drain: A Blood Artist-type effect (whenever a creture dies, you gain life and an opponent loses life)

Most of our creatures have a triggered ability that occurs when they die. Teysa will cause this ability to trigger twice if she is out, adding a TON of value to otherwise mediocre cards. Once we have our creatures out, we want to kill them, hence our first component is a sac outlet.

Since we want lots and lots of things we can kill to take advantage of our Blood Artist's and other effects, we have creatures that make creature tokens when they die (doubled by Teysa) to let us get 2, 3 or even more triggers off of a single one-drop. Ideally, we want to be doing multiple things at once every time we sac something, whether it be making tokens with Doomed Traveler, ramping up with Blood Pet, or simply triggering ablilities of other cards on our board like Grim Haruspex or taking advantage of our sac outlets themselves like Ashnod's Altar.

95% of games you play, you will win by draining your opponents life through cards like Blood Artist. Even a budget/lower power Teysa should have these three components.

How to Get to your Ideal Board State

Essentially every card we have in this deck which is not one of our 3 essential components listed above falls into the following 4 categories:

  1. Ramp
  2. Card Draw
  3. Removal
  4. Recursion

Since the Commander format has become increasingly faster with players looking to win on much earlier turns, we need as much ramp as we can get in a deck without easily accesible ramp like green decks can. If your play group is more casual with a lower power level, consider removing some ramp to give your opponents a better chance to build their boards before you start popping off long turns that leave them waiting for their impending doom one life at a time.

Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like

Guerric on Help Building my First Competitive …

2 months ago

Hi ionlyplayelves!

I can definitely see removing Casualties of War. It is devastating in the right context, but it does cost six mana, and while you'll have much more than most, it sometimes better just to play more mana efficient single-target removal spells like Beast Within, Go for the Throat, Hero's Downfall, etc.

I actually like Gnarlroot Trapper because it's another dork. I think if you build this right you'll have a lot of lifegain and the one won't bother you too much, and of course the deathtouch is a nice bonus.

I think Pact of the Serpent is a great card. You could potentially draw a crazy amount of cards with it, but for three mana it will be great even if you get only three to five.

I hear the argument on Twinblade Assassins. Five mana is a lot for something that will only draw you one extra card on each of your turns, provided that something dies. This is on top of the fact that creatures are the easiest permanent type to kill. Phyrexian Arena would give you the card automatically. Dark Prophecy would give you one any time one of your creatures dies. Grim Haruspex will give you one any time a non-token creature dies. Beast Whisperer gives you one whenever an elf ETBs. These are all very good rates, unlike Assassin. You need to have 10-12 pieces of card draw in the deck, but this is a suboptimal one. I also think if you get this going right you'll have a lot of things dying, and Miara, Thorn of the Glade will be a powerhouse. Moldervine Reclamation is similar. Last week my friend who play's Lathril had something like twenty-five elves on the battlefield (which is easy to do when you play Lathril right!) I had to board wipe him to keep us alive, but he drew a quarter of his deck and gained 25 life. Needless to say, it was a temporary reprieve at best! It's a good card.

You definitely want Farhaven Elf, Springbloom Druid, and Wood Elves in any elf deck in commander- they are the best there is. Fetching your lands and ramping them onto the battlefield while leaving a body behind that can attack and block and be anthemed by your lords is really great.

Binding the Old Gods is kind of meh. I think your instinct is correct there! It costs 4 mana and is slow and grindy for what it does. Sure, we need to kill stuff and ramp lands, but when we kill stuff we'd rather just use Doom Blade for 2cmc.

Cultivator of Blades isn't essential, but it's very easy to underrate. At minimum it gives all of your elves +3/+3 when you attack till end of turn. If Elvish Archdruid is out its +4/+4. If you tap Timberwatch Elf to dump ten counters on it and then immediately attack, your opponents are going to die that turn. The best part is that they'll never see it coming the first time you do it!

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