Midnight Reaper

Midnight Reaper

Creature — Zombie Knight

Whenever a nontoken creature you control dies(is put into the graveyard from the battlefield), this deals 1 damage to you and you draw a card.

Latest Decks as Commander

Midnight Reaper Discussion

DreadKhan on Sheoldred, Whispering One (Commander) Mono-Black

1 month ago

Coffin Queen is pretty good reanimation that can hit any graveyard, so you can use it to exile stuff from opponent's graveyard. Ophiomancer is a source of bodies you can use to block or to sacrifice, with potentially one per upkeep. Ayara, First of Locthwain is a nice lower-budget Yawgmoth, Thran Physician, clearly worse but still relevant.

Have you thought about Gravecrawler as a repeatable reanimation effect? Wins with an Aristocrats payoff, even if you're not infinite (you do have Black Market, which isn't quite infintie but is probably close enough after a turn or 2). If you don't mind ending up infinite, Phyrexian Altar or Pitiless Plunderer very easily go infinite with Gravecrawler, and your Rider can generate bodies off it, since it's not a token. Something like Midnight Reaper can draw off the deaths, as can Grim Haruspex.

Ashnod's Altar is a very good card to look at, even if it's just generating mana. Demon of Dark Schemes can do some crazy stuff with a creature like Underworld Hermit, especially with some sacrifice driven mana generation this can be a mana/energy positive transaction, so it can go infinite potentially.

If you're not against tutoring, you could look at Expedition Map to help find Cabal Coffers or Urborg, Tomb of Yawgmoth. Black has lots of other good tutors, but not everyone likes playing with them.

Ardees on Its Just a Flesh Wound (Budget cEDH Meren)

1 month ago

Suggestions from someone who started from a total junk Meren deck in 2015, and through the years made it to a cEDH (check the playlist here if you want: Meren Surgical Toolbox [2K22]:

More generally, have a look at EDHREC.com to see what cards best fit a budget Meren deck. No offense, but even as a budget your deck certainly needs much improvement. That is, assuming you don't run cards for their flavor or because you just like them. Then that's totally up to you.

cac1212 on Teysa Karlov

2 months ago

Ok I messed up and can't edit my comment so I'll continue from where I left off:

...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.

I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.

We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.

Combos

Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.

Early Game Strategy

In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.

Mid Game

In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.

Late Game

All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.

Miscellaneous Mechanics

If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.

Brought Back can be used on our fetch land Marsh Flats for extra ramp. Consider adding more fetch lands to up the power level a bit.

Closing Notes

Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!

plakjekaas on Showtime Juri

2 months ago

Midnight Reaper

Grim Haruspex

Morbid Opportunist

Yawgmoth, Thran Physician

Skullport Merchant

For if you're looking for synergistic carddraw pieces. I've found everything that makes treasures to be very good with Juri as well, I find Revel in Riches a very strong card in this deck, even if you're not winning with it and just sacrificing the treasures for more mana and counters on your commander.

Necrosis24 on Nim Deathmantle artifact boardwipe

3 months ago

Short answer: Yes it will trigger and you can return an artifact creature that is destroyed simultaneously with Vandalblast by paying the

Long answer: Equipment can only be equipped at sorcery speed so you would need a card like Leonin Shikari.

Assuming Leonin Shikari is in play you could equip in response but regardless Nim Deathmantle’s triggered ability is independent of whether the dying creature is equipped or not.

So with Ornithopter in play when Vandalblast resolves Nim Deathmantle and Ornithopter will be destroyed. This will put Nim Deathmantle’s trigger on the stack allowing you to pay the to return Ornithopter to the battlefield. However, Nim Deathmantle will remain in the graveyard.

So assuming you have five artifact creatures in play at the time of Vandalblast you may pay the for each creature or however many you wish to or can afford to return to the battlefield.

This is the same as other death triggers like Midnight Reaper where you will still get all your triggers from a boardwipe.

DreadKhan on Haakon Haxx

3 months ago

I use Haakon in my Meren deck, and I love the Universal Automaton I added, it's even better with Gravebreaker Lamia, you get a free to cast knight. Midnight Reaper is pretty good there as well, and can help dig, you can always sack it if the life loss matters.

Necrosis24 on What are some combos that …

3 months ago

Soul Warden + Herd Baloth+Archangel of Thune

Infinitely large creatures and infinite life which amounts to nothing if the loop isn’t broken.

Midnight Reaper has caused me grief because I have forgotten it was in play and went for a Thrilling Encore + Ashnod's Altar type of play.

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