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When Hallowed Spiritkeeper dies, put X 1/1 white Spirit creature tokens with flying onto the battlefield, where X is the number of creature cards in your graveyard.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Hallowed Spiritkeeper Discussion
5 months ago
Just so you know, the Reyhan/Ozolith combo doesn't work how you want it to. Young Wolf still had a counter on it when it died and Undying will not trigger.
As far as combos not mentioned go:
7 months ago
For Elemental Bond , of your 34 creatures, half of them (17) have power 3 or greater and your deck has 10 methods of putting a creature of such power onto the battlefield or blinking it. Even your Terrastodon could destroy some of your own permanents should you be in dire need of giving yourself a 3/3 to proc Elemental Bond.
For Nihil Spellbomb , at worst it's 2 mana to draw a card, but you know how powerful exiling a graveyard is.
For Wall of Roots , with recursion like yours, this is essentially just a mana rock on a stick that your sac outlets can abuse.
1 year ago
1 year ago
As BellicoseBunny mentioned, Promise of Bunrei as well as Hallowed Spiritkeeper works great in the deck. If you want to go down an aristocrats route then Ashnod's Altar and Altar of Dementia with some Blood Artist effects can pull the game away. For lands Karn's Bastion and Blast Zone have been great for me. Seems like there's not tons of card draw so Midnight Reaper to go with the Haruspex could net you some more cards and Yawgmoth, Thran Physician can double up as card draw and removal as well Necropotence is well worth it especially with the amount of lifegain you have. Hope this helps!
1 year ago
I'm not a huge fan of Lurrus of the Dream-Den. She's good to recur dead sac-outlets, blood artists, or sac fodder, but we won't always have them in our graveyard. This deck has 11 creatures of 2 or less CMC, and 2 of them can reassemble themselves. With only 9 small creatures to work with, Lurrus could very well sit in hand for most of the game with nothing to do. Even if we draw one of the 9, it won't necessarily die immediately. I also haven't had much of a problem with people destroying my small artifacts/enchantments; usually we're not the target for that stuff. That's not to say Lurrus is bad. She's good in grindier games where she can get a lot of value over several turns. If we had more small creatures, like 15 or so, I'd probably try to find room.
How the deck is currently designed, there isn't much need for Lightning Greaves. We have enough redundancy in our creatures to cover losing a few. And we have recursion to get them back. This also means our opponents get discouraged from targeting our creatures, especially since all of them look individually weak. I don't even mind losing Teysa most of the time since I'll just recast her later, and she's not necessary for the deck to function. The creatures that get killed on sight are Elenda, the Dusk Rose, Vilis, Broker of Blood, Razaketh, the Foulblooded, and sometimes Luminous Broodmoth and Nightmare Shepherd. So compared to most decks that run greaves, we don't have that many huge threats to take advantage. One thing I've also noticed is that players love to wait until our combo turn to kill our stuff, but since we can usually combo in response, it doesn't matter if they aim a removal spell at our win-condition. I'd run greaves if you have a hardcore-control player in your playgroup who always likes to kill your creatures while you're setting up, or some similar situation.
Elspeth, Sun's Champion is really good. I played her quite a bit before Liliana, Dreadhorde General came out. I can see running both, but as it stands, we don't have room for two big planeswalkers. The main reason I play Liliana over Elspeth is that Elspeth doesn't work in a repeatable combo.
If you're having a hard time against counterspells, Grand Abolisher could do the trick. Like you said, it's tutorable with recruiter, recurable with Lurrus, but it can also be sac'd in a pinch. I would definitely consider it in a counter-heavy meta.
Wurmcoil Engine isn't bad at all. It makes attacking really hard for our opponents, can gain life, and is great to have its death trigger doubled. It is a bit slow, and I prioritize cheap sac fodder for this deck, but in a more-creature heavy meta it could do work.
Austere Command is great. If you need another board wipe, especially one that can hit enchantments and artifacts, it would be really good. Currently, this build does struggle to interact with decks that swarm the board with artifacts and enchantments, so I would play more stuff like austere command if I ran into these decks more. In terms of creatures though, we're more than covered by Grave Pact effects, Toxic Deluge, Liliana, Dreadhorde General, etc.
These are all good cards that I would play if I had more room. There are many cards that fit into an Orzhov-aristocrats shell, so there are many viable builds.
1 year ago
Casting Buried Alive is not intended to activate Hallowed Spiritkeeper, it is intended to make it so that on the first activation of Tayam, Luminous Enigma it can begin a chain immediately (assuming you have a sac outlet).
1 year ago
Although Buried Alive does send things like Avenger of Zendikar to the graveyard to be revived later by cards like Necromancy, it does not combo with Hallowed Spiritkeeper because "send to the graveyard" is different than "dying".
1 year ago
The reason I like the idea of Buried Alive is so you can put Hallowed Spiritkeeper and 2 other creatures into your graveyard, then on activation already have enough spirits to chain Tayam, Luminous Enigma's ability into infinite mana. But maybe that is just trying to win harder when you are already in your chain? Unsure.
What ultimately made you go with Walking Ballista as the final wincon?
I can't wait to build Tayam, Luminous Enigma thanks to your build. I play in a hardcore/casually competitive pod, so I think the deck will fit in amazingly. Thanks again, man.