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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Infuse with Vitality
Until end of turn, target creature gains deathtouch and "When this creature dies (is put into the graveyard from the battlefield), return it to the battlefield tapped under its owner's control."
You gain 2 life.
BossUltinuc on Golgari Elves (Commander/EDH)
11 months ago
Okay so I'm new to deckbuilding, especially for EDH so I'm just wondering if anyone has any useful/practical suggestions for this deck. I thought Abomination of Llanowar was a cool card, so I wanted to build around that concept of getting a lot of elves onto the field and my graveyard to really boost its power and toughness.
One thing I'll mention is that, with the exception of cards that are already present in the deck, I don't want to spend more then $3-5 on a single card. So keeping all of this in mind, any suggestions?
Commander: - Abomination of Llanowar
Planeswalkers: - Freyalise, Llanowar's Fury - Tyvar Kell
Creatures: - Elvish Eulogist - Elvish Archdruid - Imperious Perfect - Lys Alana Huntmaster - Immaculate Magistrate - Marwyn, the Nurturer - Elvish Visionary - Shaman of the Pack - Lathril, Blade of the Elves - Dwynen, Gilt-Leaf Daen - Beast Whisperer - Timberwatch Elf - Elvish Mystic - Canopy Tactician - Poison-Tip Archer - Skemfar Avenger - Skemfar Shadowsage - Wolverine Riders - Ruthless Winnower - Wellwisher - Golgari Findbroker - Jarad, Golgari Lich Lord - Rhys the Exiled - Nightshade Harvester - Gilt-Leaf Winnower - Elvish Doomsayer - Storrev, Devkarin Lich - Nadier's Nightblade - Fyndhorn Elves - Llanowar Elves
Instants: - Putrefy - Golgari Charm - Murder - Village Rites - Grisly Salvage - Wrap in Vigor - Cast Down - Malakir Rebirth Flip - Ghastly Demise - Infuse with Vitality
Sorcery: - Cultivate - Rampant Growth - Eyeblight Massacre - Shamanic Revelation - Casualties of War - Dig Up - Victimize - Sign in Blood - Spark Harvest - Diabolic Tutor - Deadly Brew - Bone Shards - Elvish Promenade
Artifacts: - Sol Ring - Arcane Signet - Commander's Sphere
Enchantments: - Elderfang Venom - Moldervine Reclamation - Prowess of the Fair
Lands: - Evolving Wilds - Command Tower - Path of Ancestry - Llanowar Wastes - Jungle Hollow - Skemfar Elderhall - Golgari Guildgate - Tainted Wood - Necroblossom Snarl - Myriad Landscape - Foul Orchard - Darkmoss Bridge - Forest x13 - Swamp x13
Blackgate on Innistrad: Witherbloom Werewolves (GB midrange)
1 year ago
Thanks for the link Sorin_Markov_1947!!
Taking a look at it and seems that removal is the way to go to help against mono-green.
Infernal Grasp, Bloodchief's Thirst and Necrotic Fumes will be effective against all the big creatures in the deck. The addition of Containment Breach as per your recommendation should help against Ranger Class and more importantly Unnatural Growth. Outland Liberator Flip would also be good for artifact / enchantment removal and is a werewolf too. I added a few deathtouch cards to the maybe board that could also be effective and work as “removal”: Infuse with Vitality and Bladebrand.
Re: Mono-white - Crippling Fear in the sideboard may come in handy to wipe out those pesky wennies.
Kukkakaali on Tuhmeliinit Cube
2 years ago
Version 2.5. No more oyster: - Jaya's Greeting + Young Pyromancer - Chandra's Pyreling + Risk Factor - Chandra's Spitfire + Heartfire Immolator - Spelleater Wolverine + Warlord's Fury
- Aven Eternal + Blink of an Eye - Giant Oyster + Talrand's Invocation - No Escape + Vapor Snag - Witching Well + Mistral Singer - Of One Mind + Peek
Version 2.6. Kaldheim and Strixhaven boosters: - Colossus Hammer + Access Tunnel - Camaraderie + Fall of the Impostor - Cliffhaven Kitesail + Hall of Oracles
- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement
- Parhelion Patrol + Glorious Protector - Oppressive Rays + Doomskar - Pouncing Lynx + Codespell Cleric - Inspiring Captain + Leonin Lightscribe
- Concentrate + Behold the Multiverse - Kasmina, Enigmatic Mentor + Saw It Coming
- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent
- Inordinate Rage + Infuriate - Heightened Reflexes + Claim the Firstborn - Furious Rise + Tormentor's Helm - Syr Carah, the Bold + Breakneck Berserker - Fire Servant + Rune of Speed
- Ranger's Guile + Snakeskin Veil - Reclaim the Wastes + Big Play - Scute Mob + Dragonsguard Elite - Loathsome Chimera + Regrowth
amerika00 on Change is good
2 years ago
Like the idea. I realize this isn't meant to be competitive by any means, but I think cutting the deck down to 3 colors would work in its advantage; same goes for increasing the number of copies to increase consistency. I realize the number of shapeshifters are limited; you could however try to narrow down the other creature types to 2-ish to compensate. I would lean towards a Sultai build. I've had fun with Haunting Voyage in the past, could be a fun inclusion. There's also a Strixhaven card similar to Infuse with Vitality , but it instead lets you search for a creature with converted mana cost 1 less than the creature that died; not sure if that's necessary though. It's unfortunate Pyre of Herous can only be activated at sorcery speed, since paying 2 mana and having to sacrifice a creature in return for a slightly better one is not the best thing in the world. As a result, I think the best way to get the most out of it is find cards that have strong ETB or death-triggers; this way, upon activation you will get immediate value. Now obviously, making these changes would almost completely undermine the original idea of the deck; by no means should you sacrifice this deck to make it. However, I think it could be a fun alternative to what you have here.
Polaris on Can this creature be saved?
2 years ago
No, they cannot save the creature with Infuse with Vitality because of Draconic Intervention 's exile clause. Infuse With Vitality sets up a triggered ability to bring the creature back if it does. Draconic Intervention, however, sets up a replacement effect that replaces the dies event. If the creature WOULD die (either because it took lethal damage from Intervention, because something else finished it off that turn, or because it got sacrificed or something), it goes to exile. It never goes to the graveyard, so it never dies and effects that care about things dying won't trigger.
aquaticdemon on Can this creature be saved?
2 years ago
I cast Draconic Intervention . Exiling a 7-cost card. Can my opponent cast Infuse with Vitality to save the creature?
Dete on First Serious Mid-Range Deck
2 years ago
if its a casual deck you can do anything without a worry, if you want it to be a competitive list you would need to see at cards like Inquisition of Kozilek , Duress , Thoughtseize , Agonizing Remorse , Collective Brutality for hand disruption, Smallpox maybe probably not, for creature removal you would want to go low as well like Fatal Push , Dismember , Deadly Brew . you mostly would want to drop the avarage cmc of the deck, cards that dont help your game plan or wont do anything till 3 turn after cast will just hinder you, eg: Descent into Madness . cards that you could change that fit better that cards you already have are: Driven , Infuse with Vitality creatures that are good by themselves and cheap and could give you access to other game plans are: Putrid Leech , Lotleth Troll , idk Sarulf, Realm Eater ?
mostly focus on droping the cmc, after that go for cheaper removal and creatures, modern is a fast format for the most part.