Creature — Skeleton
When Kjeldoran Dead enters the battlefield, sacrifice a creature.
: Regenerate Kjeldoran Dead.
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|Commander / EDH||Legal|
Latest Decks as Commander
Kjeldoran Dead Discussion
6 months ago
inker6405 Great! Well, I have a couple of suggestions if you want a mill deck:
Mindwrack Harpy isn't the best. Reducing it to 2 or 3 copies is a bit better as you want it later in the game but you'll still be happy getting it when you need it. Instead, Ruin Crab or Hedron Crab is a much better idea as you can trigger it multiple times through fetchlands, such as Bad River, Evolving Wilds, Fabled Passage, or Polluted Delta if you got the money.
Glimpse the Unthinkable. 10 cards for 2 mana is a great deal. You can't get that kind of value anywhere else.
Next, some cards that fit your description found on gatherer. For a full comprehensive list, here's a large link: gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=|[%22mill%20one%20or%20more%20cards%22]|[%22card%20is%20put%20into%20an%20opponent%27s%20graveyard%20from%20anywhere%22] But here are my (budget) recommendations:
Duskmantle Guildmage is good in a mill deck as it helps your opponent lose life more and more easily as an alternate win condition.
Profane Memento is worth sideboarding if you absolutely eat it in the 4rth turn because your opponent was playing burn.
Finally, the best non-budget recommendation that pulls everything together would be a great addition to the deck (the deck is 15 bucks, you can relatively keep this deck at like 30, 40 bucks by adding 1 or 2 of this card)
Bloodchief Ascension. This can be your win con. This deck isn't getting anywhere however unless you'll drop 80 bucks on this card. But the number of cards that are unblockable pull this card together, this entire deck together, yeah you'll stall for 2 or 3 turns, and the deck will only work if this is your first card, but if you are going to break the restrictions and make your budget go wack, this is the card that pulls everything together. All you have to do is drop Swimmer in Nightmares and a Sol Ring since you have no Ashiok, and Sol Ring is restricted in every format it isn't banned in.
Sorry, but you're going to have to drop the Sol Ring.
Next, some useless cards in the deck are:
Departed Deckhand, Farbog Revenant it does nothing in this deck. You're attacking your opponent's deck, not their life, so focusing on that contributes nothing and wastes resources for precious deck space for better cards.
Kjeldoran Dead. This does nothing. You'll pass someone's attacks anyway because the average game plays out for 6.5 turns. You'll have enough time to play out your strategy. No one is getting out Emrakul, the Promised End. In fact, not many will actually win by getting out some really big creature. Some will create a value engine, others will spam tokens, or just put pressure on you, in which they've already won once they got their win-con out. A chump blocker isn't going to do anything in this format, but it can do something in commander. This isn't commander.
Lurking Deadeye. How are you going to deal damage in the first place? 2 murders are more mana efficient.
Swimmer in Nightmares, you need an Ashiok Planeswalker. You have more than enough space for Ashiok, Dream Render as some decks focus on resurrecting the dead. However, this might conflict with what you're going for, but it's a recommendation. (Cling to Dust can do it as well if you come across Uro, Titan of Nature's Wrath, which hasn't eaten a ban in ANY eternal formats. Not even in Brawl).
tl;dr Again, a lot of cards in here either do nothing or almost do nothing, and without Bloodchief Ascension this deck isn't going to be good. It's a mill deck, but a mill deck isn't good without mill cards. And when only a sixth of the deck is mill cards, that isn't good.
If you're ever confused about deck building, Here's a tip: 25 lands, 20 synergistic (cards that count towards winning) cards, 15 cards that let you do things, draw more cards, destroy inconvenient creatures, or counter Uro, Titan of Nature's Wrath. Or Ulamog, the Infinite Gyre, and/or the rest of the Eldrazi titans that haven't eaten a ban.
And also ditch one of your Sol Rings, again they are restricted in vintage and banned in every format that isn't commander.
9 months ago
I think this is an okay guide for beginners designing simple cards with established abilities. Ultimately, I feel you miss a whole lot of the nuisance surrounding designing cards.
The most important rule, which you failed to mention, is knowing what format you are designing for. Your rules work fine for Standard and the unexciting cards that make up the filler in a precon deck or expansion set. They do not, however, lend themselves to creating new cards that would actually see play in Modern or the eternal formats.
Knowing the format you are building a custom card for is important--it informs what you can get away with in terms of costing, complexity, and power level. Designing a "fair" card for Standard is going to be a lot different than designing a "fair" card for Legacy.
Some of your rules simply do not track with reality. Take your card draw rule--you say a card should cost 1.5 mana, but it is well-established that gets you one card plus an additional effect (Opt being Wizards' pet example, but the for a card plus an advantage is so prevalent, the category has a specific word--cantrips).
You do not really address drawbacks, and how drawbacks can change the cost of the card (Daveslab2022 touched on this). Let's take a patently untrue statement in your post: "but we have never seen a 1-mana 3/1."
More accurately, we have never seen a vanilla 1-mana 3/1. Spark Elemental requires you to sacrifice elemental, so it often serves as a worse Lightning Bolt. Kjeldoran Dead requires you to sacrifice another creature. We can even go higher than a 3/1 if we make the ability devastating enough; Phyrexian Dreadnought for example, is a 12/12 for .
Drawbacks are an important card of card design, allowing Wizards to print strong cards below the curve. It is tricky to get the balancing on these right--and a number of powerful cards were created by Wizards' failure to balance.
I also think your post does a disservice as a guide by not discussing syntax. After not knowing how to cost cards, the biggest issue with custom cards are people's inability to write proper rules text.
When writing a custom ability, one should do a Gatherer search to find similarly-worded abilities that can be used as a template for whatever it is the custom card is trying to do. Not only will this make the card look more professional, it will reduce any abnormal rules issues that might come up as a result of poor wording and it might give a better idea of how the card should be costed.
1 year ago
From Alpha to Ice Age block: Earthbind Wyluli Wolf Shahrazad Phyrexian Gremlins Vampire Bats Timber Wolves Stasis Tidal Influence Homarid Shaman Axelrod Gunnarson Mystic Might Kjeldoran Dead Kelsinko Ranger Illusionary Wall Goblin Rimerunner Dystopia Brine Shaman Blizzard Specter Balduvian Shaman Adarkar Unicorn Rimefeather Owl Orcish Squatters Skeleton Ship Tresserhorn Skyknight Aesthir Glider (variation 2) Lord of Tresserhorn
Good news for Group Hug decks! Phelddagrif
3 years ago
3 years ago
I've always been salty the stupid zombies overran Skeletons as go-to undead tribe in MtG, so to see the skeletal glory here warrants an auto +1! May I suggest Kjeldoran Dead? We used to run that a bit back in the happier days.
4 years ago
In case anyone still listening:
The 2 Ice Packs arrived (over two weeks late due to shipping error) sometime over the weekend. Pack #1 (Wolf, Ron Spencer illustrated) included:
Rare = Icy Prison
Since I was kept waiting for more than an extra week to receive them, we will be in suspense for a few more days while I delay my gratification in opening Ice Pack #2....