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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 |
| 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 |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Morbid Opportunist
Creature — Human Rogue
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)
aldont on
So I heard you like Tokens ...
5 days ago
Heyo! I ran a very budget Isshin deck a year or two ago; Mardu tokens are fun! I leaned towards a more aggro/streamlined approach, but if that ain't the vibe here, don't even worry about all this lol.
A broader question is how much/little you want to lean into the different face commanders, if you want to push more towards Zurgo ping/card draw or Neriv's unique token names; that can really shape the direction of cuts/include.
Cuts-wise, Thought Vessel Elspeth, Sun's Champion,Phoenix Fleet Airship don't do much for the game plan. Cathars' Crusade is good, but it's gonna be soooo many dice in this deck. Rising of the Day feels like it would be rough to cast on curve even if it makes the mobilize tokens hit harder. I'm kinda iffy on Neriv, Crackling Vanguard and Selfless Glyphweaver Flip. As much as I love Brutal Hordechief I don't know if the attack drain trigger is going to be as good with all of the myriad/enters tapped and attacking stuff.
I think there's a lot of fun payoffs, but some of the token makers either show up later, or are conditional and need stuff to get them going, so having some other initial bodies you're not afraid of throwing into the red zone might help; combat is good, but also having a healthy number of sac outlets to let you have better control of which Zurgo mode might be nice?
As far as budget swaps go,Bitter Reunion for Fervor is some extra card selection, and then haste when you need it. Song of Totentanz for Tempt with Vengeance but it depends on if your playgroup is fun and gets tempted versus fringe utility as song's effect is split to make tokens/give EVERYTHING haste, so you can X=0 just to make a cool guy move faster...
Regarding boardwipes/mass interaction, white has some other proactive and sculptural ones and so swapping in Slaughter the Strong or Fell the Mighty for Hour of Reckoning can clear out some of the big bodies that make attacking hard. Treasury Thrull for Sun Titan is a silly one, ignore that lol. This one is a personal taste thing, but I might run Woe Strider as a second Viscera Seer over Morbid Opportunist, because that once per turn limit is frustrating.
Possible other budget things to look at: Horn of the Mark lets you dig 5 cards deep and look for a creature for every 2 tokens you send at someone; Devilish Valet Foul-Tongue Shriek Frontline Rush can just kill people dead; Woe Strider Dig Up the Body Blood for Bones are possible sac outlets.
Hope this helps lol
SaberTech on favorite pet card(s)
2 months ago
I like games where the power balance of the board shifts a lot between players from one turn to the next, keeping people guessing how it will ultimately turn out. I enjoy catching people off guard. I also tend to gravitate to sacrifice and graveyard recursion strategies so there are a few cards that tend to show up in my deck lists, at least until I start refining.
Whenever I build a deck with blue I like to see if Domineering Will fits in the list. I like how flexible it is and how it can really mess up an opponent's plans. You can be political and save an opponent if they agree to block how you want them too, often getting rid of a bunch of annoying creatures at once. You can give yourself surprise blockers. You can play it before combat to basically fog an opponent's three strongest creatures for a turn. If you have a way to give haste then you can snag three additional attackers. And if you have a free sacrifice outlet then it basically lets you kill three creatures at instant speed for just 4 mana.
Shriekmaw ends up in a lot of my black decks. The sacrifice trigger off of the evoke cost lets it nab extra value off of cards like Grave Pact and Morbid Opportunist. It's a creature that you can blink or recursion loop to kill multiple creatures over the course of a game. It's an evasive creature that might be able to help push through some last few points of damage. You can tutor for it off of Birthing Pod to kill something and then sac it the next turn to tutor up something else. You can also evoke it and then sacrifice it in response to its sacrifice trigger to Soldevi Adnate to give yourself a quick burst of mana ramp.
Necromancy is fun for its ability to grab a sudden blocker or utility creature out of any graveyard at instant speed to catch opponents off guard. The built-in sac effect when you cast it at instant speed can be relevant to get death triggers, like off of Protean Hulk. Since it's an enchantment form of reanimation you can also run it as backup for Animate Dead in Leonin Relic-Warder combos.
DemonDragonJ on Do Trigger Doublers Bypass "One …
1 year ago
Does a card that doubles triggered abilities bypass abilities that normally trigger only once per turn? For example, if a player controls both Morbid Opportunist and Teysa Karlov, and then a third creature dies, will the opportunist's ability trigger twice?
DemonDragonJ on
Death and Rebirth
1 year ago
I have replaced Deathreap Ritual with Morbid Opportunist, which reduced the average converted mana cost of this deck from 3.15 to 3.13, because the opportunist can attack, block, and be sacrificed and also because I do not need to wait until the end step of the current turn to gain the benefit of its ability; as a side note, I am very displeased that the ability of Wardens of the Cycle triggers only during the end step of its controller, or else, I most certainly would have put them into this deck.
DreadKhan on
Maga, Draining the Swamp
1 year ago
I think the general 'rule' around here is to never bring up politics in an existing discussion (or use it to harass people in their own spaces) because it's super off topic and poisons the well so to speak. I've got political decks (generally lefty stuff) and haven't had too much trouble, and I've seen people with some pretty right wing stuff that is acceptable on here.
In light of the present election I took another look at Maga, Traitor to Mortals and I was a bit surprised to realize (as you did) that it's a fairly playable card to build around. The card's name is objectively hilarious now, so I do wonder if it'll be a fun card to build, seeing this list illustrates the potential, but I have a few ideas that might be worth a look!
This might sound weird, but are you sure you want stuff like Exsanguinate and Torment of Hailfire? Ditto for Sanguine Bond stuff, I think you should leave in Exquisite Blood (it's amazing with your Commander), but I feel like making this a combo deck will make it much less fun to play (obviously ymmv, just my thoughts!). Anyways, your Commander already gives you an outlet for big mana, and with all your ramp it should be fairly easy to eliminate an opponent; have you thought about some Flash sources, maybe Emergence Zone and/or Vedalken Orrery? If Maga has Flash you can potentially hold up enough mana to eliminate an opponent that is about to win (or simply eliminate you!). I'd rather play against that than Torment of Hailfire!
I rarely regret including stuff like Night's Whisper and Sign in Blood, these can do a lot of work. I don't think I'd bother with the Fallen Empires one, but Subterranean Hangar is a fairly good card if you want to store mana, I look at it as a ramp card instead of a land. I'm not sure if it's too much of a hassle, but Diabolic Revelation is a pretty crazy tutor if you dig out more than 2 cards. Maybe War Room
? Drana, Kalastria Bloodchief is a great sponge for extra mana, she can remove creatures (including blockers) and then hit the opponent like a truck. Morbid Opportunist can draw a decent number of cards. Once Maga is out either Scavenged Brawler or Mask of Griselbrand can offer a lot of value for mana, maybe Shadowspear? I don't know if you have enough Demons to make Liliana's Contract a viable win con (though TBH I think it's a reasonable one because it's so telegraphed, and more decks can interact with it) but it's also a good card draw effect. I can't decide if Mandate of Abaddon is worth it, if Maga is big he just wipes out EVERYTHING except himself, so he can probably kill a player the turn you play Mandate and swing.
Hope these ideas help!
irmsilver on Homicide Investigator: A Ruling on …
1 year ago
Thank you for your answer. I've noticed that similar cards like Morbid Opportunist
and Vraan, Executioner Thane
don't have this ruling either, so that would make a lot of sense that this is somehow an error.
_AoxomoxoA_ on
Veni, Vidi, Vici
1 year ago
09/07/2024 Revisions
Why?
The focus of these changes were to increase the token generation ability of the deck. Many of the removed cards interacted with cards that have been killed/allowing me to profit off of the death of tokens/creatures. Often, this would lead to me having a board of creatures that Caesar couldn't make use of which would stall my boardstate.
11 Card Changes
Creatures
-1 Alesha, Who Smiles at Death: Limited Graveyard recursion that didn't do much for many of my creatures
-1 Athreos, God of Passage: Tokens are what mainly die in my deck and those can't be in my hand
-1 Deathgreeter: Hard choice to make with this one, but at the end of the day, I wanted to remove this aspect of the deck. I don't care as much about longterm survivability if I can win early.
-1 Desdemona, Freedom's Edge: Similar to Alesha and Atheros
-1 Elas il-Kor, Sadistic Pilgrim: Another hard choice to make, but I want to focus on tokens entering the battlefield and the attack phase rather than sacrificing and graveyard.
-1 Morbid Opportunist: Good card but similar to Elas, I want to focus on ETB and Attacking rather than killing
-1 Paladin Elizabeth Taggerdy: I don't want many of my creature cards attacking and honestly the CMC of many of my creatures doesn't make this card worth it
-1 Pitiless Plunderer: Same as Morbid
-1 White Glove Gourmand: Ended up being a card that read: 4 mana create 2 humans, which is not ideal
Artifacts
-1 Ashnod's Altar: Never really panned out how I wanted it to, make room for better cards
Enchantments
-1 Battle of Hoover Dam: Choosing NCR runs into the same issue as Alesha and Desmonda, choosing Legion is fine but also not amazing. I would rather buff all my cards or keep them small to help with McCready
Creatures
+1 Hero of Bladehold: Great consistent token generator, and it creates soldiers
+1 Iroas, God of Victory *list*: Keep my tokens alive and able to consistently hit face against tall boards
+1 Karlach, Fury of Avernus: I LOVE this card, similar to Isshin being able to trigger Caesar's ability multiple times per turn is super strong. Also, I have many other attack phase triggers
+1 Myrel, Shield of Argive: Better Hero of Bladehold + Grand Abolisher, this card is a no brainer. Plus it has soldier synergy
Enchantments
+1 Anointed Procession: Stupid to not include this card in a white token deck
+1 Court of Embereth: This card is STRONG, consistently generates targets for Caesar to sacrifice if needed, and it does Caesar's strongest ability automatically every turn. Also Monarch is fun and I can consistently fight to keep it.
+1 Warleader's Call: Purphoros and a static +1/+1
Instants
+1 Grand Crescendo: At worst, it's 2 mana to make my board indestructible, at best it generates tokens for me
Sorcerys
+1 Finale of Glory: Token generator
Artifacts
+1 Mana Vault: More fast mana!
+1 The One Ring: Card draw plus protection from everything
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