Lively Dirge

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lively Dirge

Sorcery

Spree (Choose one or more additional costs.)

  • — Search your library for a card, put it into your graveyard, then shuffle your library.

  • — Return up two creature cards with total converted mana cost/mana value 4 or less from your graveyard to the battlefield.

TheVectornaut on King of the Skull Servants

1 week ago

As a fellow enjoyer of Grass Looking Greener (mostly Lightsworn but also some Zombie/Vampires, PK+Paleos, and Skull Servants), I do think the idea is interesting. You're always going to be in a bit of a battle between thematic consistency and power level. For instance, a grave-counting creature like Wight of Precinct Six or Nighthowler would fit the idea of King growing with more guys in the yard, but they would also be disappointingly weak right now since you don't have a lot of mass self-mill at the moment (Stitcher's Supplier and Overlord of the Balemurk are the first things that comes to my mind). On the subject of getting what you want in the GY, it probably is best to have a few more ways of getting specific targets buried at least. With Entomb off the table in modern, I could see Unmarked Grave being the best cheap option instead of or in addition to Buried Alive. This only negatively affects Maha who I already think is worse than reanimator staples like Archon of Crueltyfoil or Sire Of Insanity. Fewer legendaries also makes Persist a great choice. There's also Lively Dirge if you want to stick to the low mana value plan and can afford to pay more mana. Finally, I'm partial to Burning-Rune Demon as a way to extend into more reanimations while being a reasonable threat in its own right. I think it would be cool to run more skeletons for the theme too, although most aren't that helpful. Cards like Reassembling Skeleton or Persistent Specimen could be sac fodder to a Victimize or Hell's Caretaker. Another one that I know can be good in black reanimator is Emperor of Bones, although he has some unfortunate anti-synergy with other cards in the deck like Twilight Diviner. Death Baron is always an option if you find the Corpses of the Lost backup plan doesn't have enough oomph.

Some final notes: It may be more consistent to focus on just the Xu-Ifit negated reanimations. That would involve going up to 4 Death's Shadow and adding in some similar options like Moonshadow or Yargle and Multani. The EDHRec page for Varolz, the Scar-Striped could be a place to start. That all said, having the more powerful effects of non-negated creatures may still be worth the inconsistency of the two plans not always meshing whan you need them to. You do want to have the best options available in either case though. My first cut suggestions would be Gloom Sower, Avatar of Woe, Inkwell Leviathan, and lastly Maha, Its Feathers Night. Finally, I second cutting some lands and would suggest Bitter Triumph as a replacement for Cast Down that comes with a Cabal Therapy option built-in.

DJST0RM on Oops, all spells (v1.1)

3 weeks ago

Goblin Charbelcher has been a conflicting matter for me. My general idea for this deck has been to have a turbo 5c build (turbo rog/si or rog/reyhan would be the standard, as honestly trying to build turbo without Rograkh, Son of Rohgahh is a bit iffy), so the obvious answer is that other win-cons (eg. Destroy the Evidence or Lively Dirge, etc...) would be less mana, and wins the whole game (rather than ousting a player, and making yourself global enemy #1). I tend to think that even citadel is a little better (for the reasons above) even if it needs tons of black pips, but that is much harder to say and more a matter of preference. With that said RIP effects are the true killer for this deck right now, and I don't have a super easy way to get around that in the current list (other than play faster, though that doesn't work against the leyline). Currently my easiest way to win around such effects is tutoring thoracle and hard casting it. RoL effects aren't so much as a hassle - I won't be winning in one turn, but charbelcher wasn't going to anyway. My standard coping mechanism with that is Memory's Journey which I can do on someone else's turn (or my next upkeep if I don't have mana open) to get back Reanimate -> thoracle. The two MDFCs really got the cut just because entering tapped is a big downside when (trying to) go fast. I very much see the appeal of a more staxy battlecruiser-y build (this deck definitely lacks consistency, and dies to stax).

DreadKhan on Thinking about how we evaluate …

1 month ago

If you get sweaty and run Noxious Revival you can pay no mana to have even more versatility (you can give someone ELSE back something instead, which can be huge). If you've built a really strong deck the idea of paying 3 mana to get a single card back (at sorcery speed!) is laughable, that's pretty much giving up your whole turn without committing something important to the board (like Rhystic Study) or attempting a win (Thassa's Oracle + Demonic Consultation is also 3 mana). That's why Noxious Revival is the best option in the eyes of many very competitive players, so I think it applies to most Bracket 4 and 5 decks, where pure card quality is so important. If you're playing in Bracket 3 and under what you want are card synergies, you need bad cards that become powerful when used together IMHO. Personally I try to avoid running recursion effects that are one dimensional at this point, power creep has given us better options in a lot of cases, if you're in Black something like Lively Dirge can get back creatures, but it can also tutor one up if you don't have anything to get back.

All that said there is a plurality of creature decks out there, and in those lists Eternal Witness can make a lot more sense.

I'm also a tad curious why Skullwinder isn't one of the options, it's bad if you usually have worse cards than your opponents (if you get back a Grizzly Bears and they get Questing Beast you'd have been better off with E-Wit), but the ceiling is very high on it if you can make a deal with an opponent (this is also a great example of recursion with added upside that makes it more versatile). I think in a lower power game Skullwinder plays pretty well, it's even easier to cast if your mana base is janky. I've heard some people really hate Skullwinder, has anyone ever tried using it and can give some salient reasons why they didn't like it?

AkaAkuma on Reyhan Kraum Marchesa Green

1 month ago

Love the deck idea! Tried it myself a couple of years back, but I couldn't ditch Ishai in the end. Right now i'm building a second deck with Reyhan partnering Rograkh, Son of Rohgahh,.. but having red and blue sounds really appealing too...

Now that i think about it, this deck does received allot of fun tools lately:

multimedia on Necromancy Aristocracy

1 year ago

Hey, Gisa only having one haste source here makes her really slow to get going, if at all. Lightning Greaves, Swiftfoot Boots, Lavaspur Boots, consider maxing out on these haste sources? If you already control one then have more ways to discard away the others Collector's Vault, Putrid Imp?

There's some 2 drop mana rocks/cost reduction you could add to increase ramp Mind Stone/Jet Medallion, but I think you would be better off using these deck spots to improve potential early game reanimation. You have some reanimation, but what I don't see here are effects that can get Zombies into your graveyard to reanimate before you get Gisa as a sac outlet.

Collector's Vault, Diresight, Entomb, Unmarked Grave, Buried Alive, Lively Dirge, Putrid Imp these are spells you could potentially cast long before you control Gisa. Getting some cards into your graveyard a little faster helps Stitch Together's threshold. Can even play more potential early game draw Night's Whisper/Sign in Blood to get more than 7 cards in hand which then you can at your Cleanup step discard down to 7 cards as free discard to setup reanimation. If you're discarding creatures to reanimate then consider increasing lower mana cost reanimation Reanimate, Animate Dead, Persist, Necromancy?

Consider adding an earlier game reanimation plan to get Grave Titan onto the battlefield? Titan being a repeatable Zombie token source can hold down the fort until you get Gisa going. In the meantime, Titan could do damage to opponents. Archon of Cruelty also isn't a Zombie, but is an excellent reanimation target, who if you can control it in the earlier game can give you a huge advantage. When your Commander can create creature tokens and with Grave Titan, Altar of Bhaal is powerful repeatable reanimation when you have creature tokens to exile.

I hope this advice was helpful and if you're interested I offer more advice about what cards to consider cutting.

DawnsRayofLight on Squirrel Combos

1 year ago

Ygra, Eater of All goes infinite with camelia and Experimental Confectioner

Using the above to explain my adds:

ADD (16)

Ygra, Eater of All

Krark-Clan Ironworks

Basking Broodscale

Mazirek, Kraul Death Priest

Ivy Lane Denizen

Delighted Halfling

Elvish Mystic

Birds of Paradise

Elves of Deep Shadow

Experimental Confectioner

Dosan the Falling Leaf

Phyrexian Altar/Blasting Stationfoil

Birthing Ritual

Braids, Arisen Nightmare

Fiend Artisan

Lively Dirge:helps to get cheap combo pieces

DROPS (need to drop a single card too to get to 100) 17

4x lands (this deck looks like it can run fine off of 30 if you add 4-5 0-1 cmc ramp pieces)

Bitterblossom

Prosperous Innkeeper

Song of the Dryads

Chitterspitter

Cauldron Familiar (unless I am missing the combo piece for it in the list)

Craterhoof Behemoth: may be a bit win more. don't see it doing much

Gala Greeters: meh card

Gilded Goose: meh

Tireless Provisioner: could stay or go

Toski, Bearer of Secrets: don't know how aggro this deck is, seems more combo oriented

Damnation: probably between MHM and fallout you have enough wipes

Nature's Claim: good removal but probably good on that

Woe Strider probably fine on sac outlets

May consider Protean Hulk piles as well

Taida on Esper reanimator

1 year ago

wallisface thanks for the recommendations, I will try all of them to see what sticks. However, changing all the interaction for Bone Shards makes some sense, but I would still prefer to have some instant speed removal, so I might only substitute part. I will also for sure include Unmarked Grave, maybe substituting Gifts Ungiven and Lively Dirge. I will regardless try how does it work with less lands, as I have maybe added too many.

wallisface on Esper reanimator

1 year ago

Some thoughts, keeping in mind your budget:

  • I would swap both Cut Down and Murderous Rider for Bone Shards. Rider is too slow, and Cut has too-few options for targets. Bone Shards deals with almost any threat, while letting you discard a reanimation piece into the graveyard.

  • I would suggest running the full playsets (4-ofs) both Faithful Mending and Tainted Indulgence. To make room for those five cards i’d suggest ditching Gifts Ungiven, Lively Dirge, (both too slow), and a single land.

  • I think your land count can go down to 23. In addition to the land removed above, i’d suggest getting rid of another, as well as the Terror of Towashi, to run 2x Unmarked Grave and a single copy of Unburial Rites. The Unmarked Grave can put anything into your graveyard for just 2 mana, which could include the Rites to flashback, if you already have a creature target.

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