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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 |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | 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 |
Marauding Blight-Priest
Creature — Vampire Cleric
Whenever you gain life, each opponent loses 1 life.
kamarupa on
Midnight Mass
6 months ago
I'm not into your God themed description. Majorly gross to me.
I don't understand the need for Aether Vial here. With only 1 & 2 drops, you're going to be top decking around t4. Instead, I'd suggest using those 4 slots for 2x more lands to improve the stability of the mana base and 2x draw card spells to keep the deck from stalling out. I'd also cut Reprieve because 1) none of your creatures have ETB effects and 2) it only slows opponents marginally, where classic standby spells like Path to Exile would be both cheaper to cast and more effective. The cantrip draw card of Reprieve doesn't provide any card advantage, so it isn't really helping the deck. In it's place, I'd suggest 2x more removal spells and 2x more draw cards, bringing your draw card to 4x and your removal to 6x. For removal, I'd suggest 2x of any of the following: Path to Exile, Damn, Winds of Abandon. For draw card I'd suggest Night's Whisper, Sword-Point Diplomacy, or Tocasia's Welcome. A big advantage to running 6x+ removal spells is that when facing non-creature threats, you can sideboard out some removal to deal with Artifacts and Enchantments, etc while still having some creature removal spells. An important element to solid draw card spells is that they offer you card advantage, not just cantrip replacement.
I think it's also worth noting that Black is really only a splash in this deck and that while Black does open up effects not available in white, I'm not seeing those effects here. While Bitter Triumph is a good fit mechanically in this deck, given how many great removal spells available in white, I don't think it warrants the need for Black mana here. Similarly, Cleric of Life's Bond doesn't strike me as a 'must have' in this list. I'd say Essence Channeler would be as good or better in it's place. So it's very possible Black could be cut entirely, which would just make the deck more consistent/stable. Something like Marauding Blight-Priest would be an example of a Black spell giving the deck something White isn't going to offer. I'd also say Black offers a lot more card advantage options than White, though Tocasia's Welcome is a very solid more recent option for White that goes a long way in reducing the need to depend on Black for draw card. That said, I think Night's Whisper would be a solid choice for this deck, especially if you're dedicated to limiting the brew to 1 & 2 drops.
I want to like Giver of Runes - the repeatability of Protection is a great ability - but with Brave the Elements, I'm not convinced Giver is worth the space. If you were to go to mono-white and lose the lifegain from Cleric of Life's Bond, then I think I'd drop Giver of Runes for Soul's Attendant.
NV_1980 on
At What Cost?
1 year ago
I love the delicious old-school nature of this EDH deck. It's obviously been your baby for a long, long time and I think you've kept it in its current form for a while. Considering how many avenues the deck contains to gain life, why not punish the opposition a bit more by adding stuff like Marauding Blight-Priest or Enduring Tenacity? Also, Athreos, God of Passage seems very on-theme considering the cards you've already added to keep your stuff from dying permanently. Whatever you decide, I'm now a fan.
RiotRunner789 on
Slimefoot, the Stowaway
1 year ago
Wilderness Reclamation: Doubles your mana. The more you can take advantage of Slimefoot's mana sink, the better.
Jade Mage: Back up mana sink that's also cheaper.
Marauding Blight-Priest: Aristocrats win through attrition. This guy speeds everything up.
Mycoloth: Makes a stupid number of saprolings if he can survive a turn.
Ohran Frostfang: Great card draw. At worst, great trade against opponents creatures.
Savage Thallid: Great way to protect Slimefoot and fungus support. Occasionally gives you a saproling as a bonus.
Verdant Force: Not as cheap as Tendershoot but still gives you x4 saprolings a turn.
Keen Sense: Insane card draw.
Massacre Girl: Board wipe that also kills indestructible.
Best of luck with your build. If you have any questions about my list, feel free to ask.
Mortlocke on
The Nobility Are Athirst
1 year ago
pinecone2k3, It's been sometime since your comment - I was more focused on trying to get the deck and deck page in a good place. For the longest time since I bought the precon I always treated the deck as a sort of afterthought, never putting it front and center - until now. The previously mentioned Cliffhaven Vampire and Marauding Blight-Priest seem irrelevant in the face of the new Vampire BFFs Vito, Thorn of the Dusk Rose and Bloodthirsty Conqueror. And Hall of Heliod's Generosity feels a bit too specific to really make an impact. What do you think of the updated list?
kamarupa on
Clerical Air
1 year ago
Thanks so much for the +1 and thoughtful comment, Barbarian_Sun_Pope!
Yes, I've considered Revival / Revenge. I still might change my mind on it, but since there's only one copy of Vito, Thorn of the Dusk Rose in the deck, I'm not that keen on adding a spell that combos with him and because he's Legendary, I'm not that keen on adding more copies of him. Also, I rarely include any spells that cost 6 to cast, at least not in decks without some mana ramp. Also, Marauding Blight-Priest does a pretty good job, as most of the lifegain comes from the soul sisters triggering multiple times. And when it comes to the Revival half of the spell, I already have Orah, Skyclave Hierophant to help bring creatures back from the graveyard. And more importantly, I have Tocasia's Welcome, which is a very efficient draw engine that makes graveyard recurrence a lot less important.
But like I said, I might change my mind. I can be pretty stubborn, but I also build a lot of forks of decks to explore different possibilities. This deck itself is a Cleric Tribal fork of my deck Halo, and Welcome!. So I might as some point decide to fork again with a greater focus on recurring creatures. Truth be told, I'm not super happy with the performance I've seen from Orah, in large part because 4 is just a little more than the deck really wants to spend on a spell and also because he just doesn't deliver that much value. Of course, a lot of that also has to do with the fact that with Tocasia's Welcome, his role isn't all that important either.
Cloudy2024 on
Clerical Air
1 year ago
so cool! I think that Giver of Runes might be a good addition to the main list. also Vito, Thorn of the Dusk Rose instead of Marauding Blight-Priest. overall I think it's working up to something great! definitely upvote worthy!
Apoptosis on
All my life
1 year ago
Added the following: Ivory Tower Marauding Blight-Priest Mystic Veil Crypt Rats Glacial Chasm Mortify Starscape Cleric Slaughter Spirit Link Cyclonic Rift Robe of Mirrors Lunar Convocation Void Rend Darkstar Augur Dawn of Hope Damn
Farewell Karlov of the Ghost Council Splendor Mare Pestilence Drogskol Reaver
TheForsakenOne on
Omnath, locus of all
1 year ago
You need a lot more cards that trigger Omnath, ideally you want to be hitting it every single turn but with lands that's already not going to happen. You barely have 6 cards in the deck that he'll trigger on, and while he will still draw you a card each turn you want to be adding that free mana. If you want a more goodstuff commander I'd recommend switching to Kenrith, the Returned King as a card that has more general value.
You seem to have a lot of just bad cards in here, giving the impression that you built this out of the cards you have lying around. Everyone has to start there, I did the same when I was starting out, but a lot of these go straight to the cutting floor. Aegis Turtle, Campus Guide, Sanguine Syphoner, Gutless Plunderer, Scytheclaw Raptor, Stromkirk Bloodthief, Hoverstone Pilgrim, Misleading Motes, Pilfer, Navigation Orb, Prophetic Prism, Tithing Blade Flip, and Clawing Torment are all on this list.
You also seem to have a weird sacrifice subtheme with Ravenous Amulet, Vampire Gourmand, Dreg Recycler, Ayara, First of Locthwain, Vein Ripper, and Liliana, Dreadhorde General. The problem with this is that you just don't have good token generators or sacrifice fodder to support this outside of Liliana, not to mention its complete disconnect from the Omnath theme. I'd cut them all except for Liliana and Vein ripper since those are just good cards by themselves.
For other miscellaneous cuts: Rest in Peace is probably unnecessary for the power level you're looking to play at, most of the time it's going to sit dead in your hand. You don't really have enough enter the battlefield effects for Blur to pull its weight. And you don't really seem to be putting out creature numbers necessary for Campaign of Vengeance to be worth the 5 mana. Invasion of Ravnica Flip is a decent card but the flip cares about 2 color pairs which seems out of place in this deck.
And are you sure you want to keep the infinite combo? Your deck is very low power, while that wincon is something more akin to something higher up. People are going to see you pull off the infinite out of nowhere and then have the perception of your deck based off of that when it'll probably only do it once every dozen or so games. I heavily suggest cutting Marauding Blight-Priest to avoid this.
For what you should add:
Pick and choose from the and cycles, those are pretty consistent 3 color spells that trigger Omnath.
Other suggestions: Villainous Wealth lets you turn all that mana into free spells of your opponents deck. A wincon in of itself.
Rienne, Angel of Rebirth if you put in more multicolored legends then this is a godsend, letting you play them over and over.
Maelstrom Nexus triggers Omnath and is just a really good card for casting big things like you want to.
Kodama's Reach is a second cultivate, which you definitely want.
Mirror Room / Fractured Realm copies a creature or doubles the triggers of all your stuff, including your commander.
Conflux tutors you three cards which is just great and with all the mana you should have you can have a nasty turn with this.
Annie Joins Up is removal and doubles your commander trigger. Also triggers Omnath's draw.
Wargate lets you tutor out whatever Permanent you need directly onto the battlefield, and is a good X spell for all your mana. Also see Chord of Calling or Rocco, Cabaretti Caterer for creatures specifically.
Yurlok of Scorch Thrash is great for adding a ton of mana over several turns. Also triggers Omnath
Sphinx's Revelation to turn that mana into a ton of lifegain and card draw.
Victory Chimes nets you 4 mana a turn with Omnath.
Koma, World-Eater is just a big guy that creates a bunch of tokens and is hard to get rid of. Also triggers Omnath.
Faeburrow Elder is another bloom tender that's also a 5/5 for 3 if you have a decent board.
Aragorn, the Uniter loves you casting multicolored spells because he'll trigger multiple times for each.
Zacama, Primal Calamity can be devastating with the amount of mana you can store. You can cripple your opponents with a string of her abilities.
Muldrotha, the Gravetide is great for recursion to spend all that mana. You'll basically never run out of things to play.
From your Maybeboard: Kroxa and Kunoros should be fun, and Polukranos Reborn Flip is just a decent creature that also triggers Omnath. Rebuild the City is decent mega ramp that also creates bodies. If you add enough 3 color stuff Meeting of the Five would be great for a massive turn (I would also suggest Threefold Signal if you hit that level). Everything else I don't think is worth adding, you seem to have ambitions for Battle synergy but most of those don't trigger Omnath, I think that would be better saved for another deck.
Tl;Dr: Add more stuff that triggers Omnath and cut out the bulk. Add more ramp and think long and hard about if you do really want that infinite in a deck that cannot match it's power level and the hate it will bring on you.








