Kindred Dominance

Kindred Dominance

Sorcery

Choose a creature type. Destroy all creatures that are not the chosen type.

Latest Decks as Commander

Kindred Dominance Discussion

Sandwitcher on Edgar Markov's Eminence of the Blood

2 days ago

Looking at the boardwipes, i would recommend some one sided Harsh Mercy, Kindred Dominance and a new one Olivia's Wrath. It's like wincon after one of these.

SirYupp on Olivia Voldaren

3 weeks ago

Pretty good starting point, one of the things to keep in mind in Commander though is generally, you're expecting a 4 player game that lasts a long time, so you want to prefer cards that can have major impact in the early game or the very late game, something like Act of Treason is pretty limited in terms of when it will be really useful, cards with similar effect but with more power or flexibility (one of which you found in Insurrection) will serve you better in most games. Consider instead something like Harness by Force or Captivating Vampire.

The other thing to consider is ideally, if you're stealing creatures from your opponents, you want to make sure they don't get them back, Indulgent Aristocrat and Yahenni, Undying Partisan are good examples, but ideally you want as many of those sort of effects as you can fit in, Viscera Seer, Bloodflow Connoisseur, and Immersturm Predator are all decent vampire options, though you also can find things like Carnage Altar that can give you some extra value from your steals.

Single target removal like Terminate and especially Doom Blade are probably unneeded for you. If you need to kill a single target your plan is probably better focused on stealing it and sacrificing it instead. You probably are better off with a few more board wipes instead, if you do fall behind or lose place, you'll want a few more reset buttons. Kindred Dominance is an expensive but really powerful option for Tribal decks, Decree of Pain hits you as well, but it's a much cheaper card and great for if you're running out of gas in the late game. If you do want single target removal spells, again, you want flexibility, consider Bedevil, for just one mana more than Doom Blade you remove the restriction, and now can deal with much more than just problem creatures.

All in all though, like the list as a starting point, you'll figure out what you need and what you can cut best by playing the deck, so good luck!

Peoyogon on CAN I RUN THE BIRD? [Rule Zero] ♡

3 months ago

Awesome deck! I would be so thrilled to see this across the table :)

It's a bit pricey (both in CMC and cash) but Kindred Dominance can help pull you out of some rough situations, assuming your opponents tend to run creature-heavy decks.

multimedia on Hercules23

4 months ago

Hey, I tried to post a comment at MoxField, but it didn't work because I think the comment was too long. I kind of have a problem with long comments :)

Instead I'll post the comment about your Scarab deck here.


Nice updated version of Scarab. To answer your question because you have Phyrexian you could cut Ashnods. Although, I don't think I would since Ashnods is better than a few cards here because it's a combo piece and the ramp can help to pay for Scarab's embalm. Dementia being a win condition for opponent mill or repeatable opponent mill throughout the game is nice, but it's dangerous as self-mill enabler because you risk milling nonZombie combo pieces which you currently can't reanimate or recur. Honestly, I would play all three of the combo artifact sac outlets because of so much self-mill you don't have control of.

Because of self-mill Academy Ruins would be worth including to recur Phyrexian or save Phyrexian when in graveyard from being exiled. Since it's a land it doesn't take a valuable deck spot for this effect. One of the main reasons to play Phyrexian Reclamation is it can save creatures especially Gravecrawler and Wonder at instant speed from being exiled by graveyard hate which can be a big problem. Mystic Sanctuary is helpful since it's an Island for Wonder and as a bonus it can potentially recur an instant or sorcery which is good with self-mill.

Temple of the False God is not a good land here because without Urborg it's unable to tap for mana until your turn five or six and that's if you make all your land drops. Necromantic Selection is a high CMC card that you don't really need because you have Kindred Dominance which is the same mana cost, but more powerful board wipe effect especially with Zombie tokens.

Training Grounds can be a powerful card for combos, but it's not doing that here therefore it doesn't do enough only affecting three creatures: Scarab, Cryptbreaker, Accursed. I don't think it's worth taking a deck spot for Grounds just to reduce the cost of Scarab or be able to reduced cost of activated abilities of opponent's creature you may embalm. Ashnods mimics what Grounds does by sacing a creature you make two colorless which can be used to help to pay, better yet to cast or activate anything else.


By increasing your budget then you could add other black tutors and more tutors are very helpful when you want an artifact to combo. Diabolic Intent and/or Profane Tutor are two more two drop tutors to consider adding. Consider more tutors that can get Wonder or Gravecrawler such as Entomb or Unmarked Grave ?


Shambling Ghast is a new one drop Zombie for combo with Rooftop + Havengul because when it dies it creates a treasure. With any sac outlet such as more convenient Carrion Feeder Ghast mimics Phyrexian Altar . With Rooftop, Feeder + Ghast can replace Phyrexian and being able to remove one nonZombie combo piece from the combo with Havengul is a huge upgrade. Ghast + Phyrexian combos with Havengul without needing Rooftop for infinite casts/dies/leave graveyard of Ghast which can make Havengul combo faster not needing six drop Rooftop.


Acererak the Archlich is another new Zombie for combo with Rooftop since you don't have to enter Tomb of Annihilation dungeon instead you can enter one of the other two dungeons which results in bouncing Acererak back to your hand to cast again for free and repeat. Instead of venturing into Annihilation you can enter one of the other two dungeons and go to their rooms for value as many times equal to cards you have in your library. Lost Mine of Phandelver has Dark Pool room which as long as you have more cards in your library than each opponent has life can be a true win condition.

The way the Dungeons work is once you have completed one you can then right away venture back into that same dungeon again which lets you repeatedly enter Phandelver and it's rooms. In this combo with Phandelver each card in your library equals in order: 1 scry, 1 treasure, gain 1 life and each opponent loses 1 life, draw a card, that's powerful. Storeroom room instead of Dark Pool room can make Scarab huge for a big Commander damage attack.

Acererak the Archlich --> Loyal Subordinate


Pair Gravecrawler with a sac outlet such as Feeder and it's ability to leave your graveyard with Tormod, the Desecrator for another repeatable Zombie token source to create a 2/2 Zombie for one black mana as many times as black mana you have to really fuel Scarab's upkeep trigger. This combo makes infinite tapped 2/2 Zombies with Phyrexian + Gravecrawler that forces an opponent to wrath the board or you win at your next upkeep. Tormod also triggers when you embalm your own creatures with Scarab.

Zombie Master is a Zombie evasion source, pair it with Urborg. Wonder will be a target for graveyard hate when it's in your graveyard therefore having other evasion sources especially from a Zombie is helpful.

Vallaris on What'd you EXPECT faeries to do?

5 months ago

Tinnuki Thank you! I definitely will! Love seeing what others do with their decks with commanders I also use.

I totally forgot about Stolen by the Fae , have a few copies of it too. I think I might have had it in this deck way back when I first built it but took it out because the deck was running too slow. A lot of the tap lands have been replaced so I think it's time it can go back in again. Coat of Arms is a card I'm currently borrowing from my partner for my Bat Tribal deck (which badly needs it more lol), but eventually I will get a copy of that for both Bats and Faeries. :)

Kindred Dominance and Kindred Discovery would be amazing additions, hopefully they get some reprints soon! Pretty much any time lately I've been spending more on a card (anything $10-20+) I've been trying to get various desired reserve list cards knocked off the list first (which I am really glad I did for Liege of the Hollows and Deranged Hermit for a different deck because those spiked like mad recently).

Faerie Tauntings could come out to be honest, I had it in here since it was a cheap enchantment that would trigger Alela's ability and because it was on theme. Unless Vedalken Orrery is out, it really doesn't do much.

Thanks again for so many suggestions! It's quite helpful to have another pair of eyes for a fresh perspective, much appreciated!

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