Malakir Soothsayer

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Legality

Format Legality
1v1 Commander 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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Malakir Soothsayer

Creature — Vampire Shaman Ally

Cohort, Tap an untapped Ally you control: You draw a card and you lose 1 life.

landofMordor on

6 years ago

WargRave, thank you for the thoughtful comment! It's great feedback.

I've actually been tweaking this list significantly, and it's still in intermediate stages. However, your feedback is good to help me find a new direction.

I like the idea of adding Signets, anthems, and the like; however, in playtesting I've realized that draw power is really what's needed. There are a ton of game-ending threats in this deck, from Ravos' anthem to Odric, Lunarch Marshal -- the problem is that I don't have the card advantage to outpace removal. For that reason, I'm trying to find slots to add in Malakir Soothsayer, Underworld Connections, and Greed, and more such if I can find the slots. Hopefully, drawing more threats means that I don't have to squash more anthems and such in the deck. Your advice, though, was on point, and I'll be sure to keep it in mind as I go forward. Cheers!

TheLordStormCrow on General Tazri EDH

7 years ago

Suggestions:

Talltail on Draw, Die.

7 years ago

What about an Anguished Unmaking on the sideboard or Malakir Soothsayer. In My opinion this deck is pretty good but just needs a bit of tweaking.

BlueScope on Can use use cohort during …

7 years ago

Card for reference: Malakir Soothsayer

To be able to activate cohort, the creature with the ability (in this case Malakir Soothsayer) will have to have haste or not have summoning sickness. The untapped ally you have to tap as part of the cost can be tapped regardless of summoning sickness.

From here, as with all activated abilities that don't say otherwise, you can activate them any time you have priority - this includes the instances of priority you get during your opponents turn.

Longdarts on

7 years ago

-If Budget

  1. Start off with a solid mana base.

-The guild gates with Maze's End is a good starting point they work excellent with Amulet of Vigor and the maze can be tutored up with Sylvan Scrying which you already have.-Mana Ramp is always recommended when you have Green. Cards like Cultivate Kodama's Reach are excellent at getting a the colors you need to cast spells. another few cards you can add are Explosive Vegetation and Skyshroud Claim.Sol Ring is a commander staple that all decks should have.


  1. Removal

some cards need to die... its a fact of MTG.

-Creature removal, being in all 5 colors gives you access to all removal. cards like Swords to Plowshares Condemn Doom Blade Go for the Throat are just a few cheap removal cards.-Artifact and Enchantment removal, card like Naturalize Revoke Existence Natural State and Disenchant are all cheap solid removal for both artifacts and enchantments.

-Land destruction Strip Mine for that one pesky land that needs to die.


  1. Creatures and Pump

-tribal deck can be scary to play against with Commander you can use cards like Door of Destinies and Obelisk of Urd to make you alleys huge. or say you have one huge creature you can use a personal favorite of mine Overwhelming Stampede (it also gives them trample)-Key allies to run Chasm Guide give your dudes haste. Makindi Patrol for Vigilance. and Ondu Champion for trample. Malakir Soothsayer is a great card you run for the card draw alone.


  1. Card Draw.

probably one of the most important things almost all decks should have IMO.Fact or Fiction Brainstorm Greed Military Intelligence Preordain and Divination are good cards to have to keep your hand full.


Hope any of this helps :)

ged42 on BW Ally Life gain + equips

8 years ago

Hey, this deck is a lot of fun (I build something similar to this for standard as well). Some suggestions:Lands: I don't really like Evolving Wilds or Scoured Barrens. The deck is pretty fast, which means those tap-lands really hurt. I would suggest cutting those, and bumping Caves of Koilos and Shambling Vent to full playsets. In my opinion, Shambling Vent coming in tapped is okay because it does something late game. Basically, it does enough that I can pay the price of it coming in tapped.

Planeswalkers: I only run one Gideon, Ally of Zendikar, but that's because that's all I own. I'm not too sure Ob Nixilis Reignited and Sorin, Solemn Visitor do much. Once you get up to four/five mana, you really want a card that affects the board state when it comes in. Gideon, Ally of Zendikar does a great job of that by making tokens and being a big threat.

Artifacts: Looks good. Maybe one more of each if you have space?

Instant: You really want more removal, and Immolating Glare doesn't cut it. Having to leave up mana on your opponent's turn is not something you really want to be doing. May I suggest Stasis Snare or Silkwrap as an alternative?

Sorcery: March from the Tomb is fun. Personally, I run two, but that's because I like to stay away from one-ofs.

Creatures: I'm not too happy with Cliffhaven Vampire, but then again, I haven't really tried it out that much. It might work, but I feel like there are better options. I'm also not certain Stoneforge Acolyte is worth it in this deck. Yes, it lets you search up your equipments, but once you have them, he's just a dead card. He's also too small for a one-drop to really do anything. I would probably increase the equipment count instead. You're likely to draw into one of your equipments that way, which serves the same purpose. If you can get your hands on some Stone Haven Outfitter, I think they would be great in this deck. Also, I've been impressed in Malakir Soothsayer as a two-of. This allows you to do something in the late game, and you'll usually have enough life gain that the one damage is trivial.

Some parting thoughts: It's usually good to have a full playset of a card in your deck. This increases your chances of seeing that card. You generally want to be pretty aggressive with this deck early on, then switch over to your flyers to finish them off. Captain's Claws on Drana, Liberator of Malakir is pretty bonkers since you get a 2/2 in addition to any rally triggers

Hope this helps. Good luck

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