Return each creature card with converted mana cost X from your graveyard to the battlefield.
|Have (2)||metalmagic , sonnet666|
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|Commander / EDH||Legal|
Immortal Servitude occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Immortal Servitude Discussion
2 months ago
I tried out Secret Salvage once again and was reminded of why I took it out the last time. Being left with all my Shadowborn Apostle in my hand is only good if I can play all or a large portion of them, or have no max hand size. The games rolled out with Edgewalker being killed off shortly after resolution and my life total to low to justify Carnival of Souls to help out in any way. Having to discard so many with no Immortal Servitude available for back up, or Necropotence on the field is an awful feeling.
4 months ago
In my humble opinion, Immortal Servitude is better than Return to the Ranks . They each have their pros and cons, but to me, the Convoke mechanic just doesn't make sense with what the spell does. Typically, you're only going to have multiple targets after a wrath or some-such, so the likelihood of having creatures out to help with Convoke seems slim. In comparison, for 4 you can bring back all 1-drops with Immortal Servitude. That said, I notice you're running quite a few spells over 2CMC, namely Ranger of Eos, Restoration Angel, and Silverblade Paladin. If you swapped those for other spells costing 1 or 2, Immortal Servitude would be even better. As far as I know, there's not a absolute on which is better, so I suppose it's relative to play-style and what not, but still something to consider.
5 months ago
I've really enjoyed Dovin, Grand Arbiter in my Azorious weenie fliers deck. I've also found Always Watching to be very strong and worth the space and mana. Pride of the Clouds is really good, too, but almost too good because it's such an obvious target. Same thing with Sephara, Sky's Blade . Faerie Seer is worth considering, as is Segovian Angel and Squadron Hawk . The Hawks are very strong in my deck, acting as a sort of draw card. Immortal Servitude is also pretty great, often bringing 4 or more 1CMC creatures back from the graveyard for 4.
I think you should try to upgrade the mana-base a bit, or even add in 4x dual-color tap-lands. The mana chart shows that this is blue heavy, so at the least, probably 12 Islands and 8 Plains would help a bit.
Healer's Hawk is awesome. It's got such great value! Windstorm Drake , on the other hand, seems pretty clunky for 5.
I think it will be worth it to cut back you creature count to 24, thereby reducing the deck to 60 cards total, and opening up a few added spots for disruption spells like Negate or Reprobation . Of the creatures here, I think the best are Faerie Miscreant and Healer's Hawk, because both have such strong value for only 1CMC. Next I like with Empyrean Eagle or Thunderclap Wyvern combo-ed with Warden of Evos Isle, but probably not both. Spirit of the Spires, Sprite Noble, and Windstorm Drake seem like the weakest links, costing a lot of mana for less good payoffs. Cloudfin Raptor isn't very strong in my mind either, but at 1CMC, it's an ok choice. I think the aggro strategy will work best when it hits the fastest, so keeping the CMC down to 1-2 for most the creatures is going to get more wins. As it is right now, CMC-wise, it would probably work better with 2-4 more lands.
5 months ago
There's not really much in the way of mana ramp for white outside Tron lands or Mox stuff, so I do suggest running a full set of Ballyrush Banneret . Typically, as tempting as 4+ CMC mono-white spells are, they're pretty much unplayable in Modern. Try to get your AVG CMC to 2 or less and only include maybe 4 spells at 4-5CMC, and those should preferably be creatures so you can take advantage of Ballyrush.
Great all-around mono-white spells: Brave the Elements , Path to Exile , Return to the Ranks / Immortal Servitude , Oblivion Ring / Journey to Nowhere , Oppressive Rays , Honor of the Pure , Thraben Inspector , Knight of the White Orchid .
I'm not seeing any reason to run Snow-Covered Plains. On Thin Ice would take advantage of them.
5 months ago
Piper of the Swarm or change the name lol.
You should find some non-basic lands that fit your budget. Ideally, I'd say you want 4x Swamp Island and 2x Islands. Also, 1x Urborg, Tomb of Yawgmoth is always good, but very expensive. Honestly, I don't really see the need for Tetsuko, as this seems like a flood the board strategy, which shouldn't rely on evasion. So mono-black will actually maximize your speed. If you're not already aware, All the lands in a sorted list is a great resource. You might consider Reliquary Tower so that you can grab your whole Colony with just one Secret Salvage without having to discard.
Defile might work here.
Sideboard: Duress (or Inquisition of Kozilek / Thoughtseize if you can afford it) Elixir of Immortality might be pretty useful, too. If not in the mainboard, at least the sideboard should have Negate or Remand . A Surgical Extraction or Extirpate , etc could be devastating against your Colony. Immortal Servitude might be pretty vicious as well, potentially bringing back quite a hoard. For example, using a Secret Salvage to pull the whole Colony, discarding most of them at turn's end, and then next turn cast Servitude for 5, bringing back a dozen Colony.
5 months ago
Perhaps consider Faith's Shield over Gods Willing , as it applies to any permanent or even all if you're under 5 life. Vines of Vastwood is good, too. And, if you've got the $/desire, Heroic Intervention .
You're AVG CMC isn't super high, but I think it would be worth it to add 2x more Elvish Mystic and cut 2x Advent of the Wurm.
Since you've already stated you're playing casually, an additional 3x Temple of Plenty will be useful. Other lands worth considering: Oran-Rief, the Vastwood , Scavenger Grounds , Field of Ruin / Ghost Quarter .
I also suggest at least 1-3x Harmonize .
You're missing a lot of good removal spells that are available to Selesyna: Oblivion Ring , Journey to Nowhere , Cast Out , Path to Exile , Beast Within , Generous Gift , Return to Nature , Naturalize , Sundering Growth , Revoke Existence , Celestial Flare , Blessed Alliance - I suggest running 4x removal spells in the mainboard, and then a few options in the sideboard.
I suggest keeping a fairly standard structure: 22 lands, 24 creatures, 4 removal spells, 4 protection/counterspells, and 4 utility (draw card, synergy, evasion, lifegain, graveyard recursion or hate, etc) spells. This will give you 12 slots that will be pretty easy to swap sideboard stuff in and out, which will give you a lot more range.
I've found Immortal Servitude pretty useful.
5 months ago
5 months ago
Overall, this looks pretty well thought out. You've got an AVG CMC under 2 and a pretty classic breakdown, heavy on creatures, light on utilities, and all basic land. So I imagine this gets into gear pretty quick.
How's Guul Draz Assassin been? Seems like a pretty big mana sink for a deck with 20 lands... I'm think you'd get more mileage for overall less mana with Vampire Nighthawk . I imagine Drana, Liberator of Malakir would be pretty strong here, too.
I notice a lot of the spells included here have "when a creature dies" conditionals, but you don't have many ways of forcing that to happen. Opponents might remove your biggest threats and just take damage from smaller deathtouch creatures. So, given this is mono-black, some kind of direct removal in the mainboard seems like it would be useful. Defile , Cast Down , Murder , Doomblade, Go for the Throat , Bone Splinters , Geth's Verdict - you get the idea.
Along those same lines, if sometimes those "dies" conditionals are triggered by your own creatures leaving the battlefield, 1-2x Immortal Servitude will prove devastating to your opponents.
Sign in Blood seems fitting and useful here - I think you'll probably have good chances of gaining back the life lost, and in a pinch, you can use it for a kill.