Nirkana Revenant

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Vintage Legal

Nirkana Revenant

Creature — Vampire Shade

Whenever you tap a Swamp for mana, add an additional .

: This gets +1/+1 until end of turn.

1hko on mono-black flicker

5 months ago

Crypt Ghast is illegal in this deck because it has White in its colour identity. Maybe go for Nirkana Revenant instead.

clonalselection on Spirit of the Night Demon tribal

7 months ago

Has this deck been in your rotation for 9 years? Awesome! I have my own love bug that just won't quit: The Red Terror: Akroma's Manifesto

Some tricks that might help:

DrukenReaps on Has anyone played with or …

7 months ago

I've not seen him played but I wouldn't build him with the expectation of being able to flip him consistently. You'll need to lose exactly 27 life and have that 6 mana available before one of your opponents knocks you out of the game. 13 damage is such an easy thing to do really. Even if they don't knock you out of the game they only have to push you off 13 life before your end step. That said there are some options for you that could really make the deck tick and allow you to get to that life total quickly.

Unspeakable Symbol, Soul Channeling, Phyrexian Processor, Infernal Contract, Plague of Vermin, Toxic Deluge, Hatred, Razaketh, the Foulblooded, Doom Whisperer, Wall of Blood, K'rrik, Son of Yawgmoth, Blood Celebrant, Vilis, Broker of Blood, Yawgmoth, Thran Physician, and Bolas's Citadel.

Some of these will just set you to 13 life, others will get you close. Things like Hatred I really like here because that could be knocking someone out of the game. Then flipping your commander and going right into drawing a bunch of cards. You'd need 11 mana to do that in 1 turn though so I'd also include black's big mana cards like Nirkana Revenant and Crypt Ghast. A number of these things are mana hungry to do in one turn. All in all I wouldn't say this is looking half bad. Some rather strong cards here at the core of your strategy.

bomb_arie on Umezawa's Demons

9 months ago

I like what you did with the Demon theme. Some good cards here that really are supporting the deck. I have a feeling that you are running a low count of cheap evasive creatures. These are really a must playing this commander and every mana counts if you want your deck to be competitive.

So cards like Gudul Lurker or Slither Blade playable for only and Tormented Soul for only are really worth a slot because they are sometimes better than Flying or Shadow.

And if you are running Crypt Ghast for ramp my advise is playing Nirkana Revenant as a back up. And speaking of back-ups, what I am going to add to my deck are cards like Vampire Charmseeker or Possessed Skaab can help to return your combo pieces form the graveyard when going infinite.

I'll keep an eye on your deck and see how it evolves.

Mountainmammoth on Strefan the Bloody [primer]

9 months ago

Your collection is impressive. Here are some suggestions that I hope will improve your list.

Olivia's Attendants creates 6 blood every time they attack, which is an amazing as a set up for dockside extortionist

Twilight Prophet is dirty with Strefan. Draw an extra card each friendly upkeep and if it has a cost more than zero, damage each opponent so you get three blood per turn and gain life too. Plus strefan’s blood tokens make getting city’s blessing a snap.

Ghirapur AEther Grid. You will be creating a lot of artifacts (blood and treasure) and being able to tap them in pairs to damage either players or problem creatures can give you an edge while you are building a critical mass of artifacts for krark or inspiring statuary and torment of hellfire.

Olivia, Crimson Bride is a Rakdos vampire that Strefan can cheat on to the table. Essential does a similar thing to Strefan only she cheats on any creature from your graveyard instead of vampires from you hand. Great way to recur dockside extortionist or anything else you discard with blood tokens/lose to spot removal.

Squee, Goblin Nabob is fantastic with blood as you can discard him and redraw him from the graveyard once per friendly upkeep. That can turn a blood per turn into card advantage.

Anger is also amazing with blood tokens. You can use the blood to discard anger, draw a card and give all of your creatures haste. Strefan doing his combat trick the turn you recast him can be clutch.

I would consider adding Nirkana Revenant back in as it works really well with Urborg, tomb of yawgmoth and can also give you extra mana for your cost X spells.

I don’t see a ton of synergy between Strefan and the Exquisite Blood tricks, but you do have the tutors to make it work even if there isn’t any support from the command zone. If you want to keep those win conditions, consider adding Blood Tribute. Tap a vampire as the kicker and have Vito/sanguine bond in play and you get to straight up remove a player (or all players if you have sengir as well). Great backup play for when exquisite blood gets removed/countered.

You already have one of the pieces for the Worldgorger Dragon combo (animate dead). Add in a Dance of the Dead and a Necromancy for redundancy and you have a recipe for infinite mana. Just use a blood token to discard the dragon and you are in business. Avacyn's Judgment, discarded with blood and cast for the madness cost can also deal lethal damage to three player with enough mana.

trippy_mcfly on Mono Black Death Plague

1 year ago

Cool deck. I'm here to offer some suggestions after you pointed me here from your other deck.

Tergrid, God of Fright  Flip is a powerful commander and generates insane advantage in 4-player games. Let's take a look at this deck and see what it is doing, and then streamline it. I see three main objectives of this deck:

1 - RAMPING.

This is pretty much a primary objective of any commander deck, since if your only source of mana is playing one land per turn, you're going to fall way behind. Your main ramping plan for this deck is to double lands, using Cabal Coffers, Cabal Stronghold, Caged Sun, Crypt Ghast, Extraplanar Lens, Gauntlet of Power, and Nirkana Revenant. This is super cool and probably a pretty strong plan. We want to try to maximize this plan. How can we do that?

All of these cards want you to load up on basic swamps, which you did. We want to make sure we are playing a basic swamp every turn. Solemn Simulacrum is definitely a worthwhile add. Liliana of the Dark Realms is very helpful and I'm happy to see her in this deck. Often times Urborg, Tomb of Yawgmoth is a worthwhile add for decks with Cabal Coffers. I think it is worth it here. Although you yourself don't have many non-swamps that will benefit from Urborg, you are likely going to be stealing people's lands with Tergrid, and counting those as swamps will be helpful for you.

How else can we keep getting swamps onto the battlefield to power up this strategy? Card draw. The more cards in your hand the higher the chance you will have a swamp to play every turn. Night's Whisper and Sign in Blood are great for this. Disciple of Bolas is solid too. Dread Presence loves swamps and is a must-add. I would add Phyrexian Arena, which is great card draw for you. Necropotence, one of the craziest cards in the game, is also a worthwhile addition. Not as good but worth consideration are Yawgmoth's Bargain and Null Profusion. Two other well-known card draw machines in black are Dark Confidant and Bolas's Citadel. You have some costly spells in your deck, so they might be a bit of a liability. If you want to include them, Sensei's Divining Top pairs very well with them.

Just because you are mainly ramping with land doubling doesn't mean there isn't room for other ramping as well. You have Black Market, which I have never personally tested, but is probably decent. Black has some explosive, single-turn ramp with Dark Ritual, Cabal Ritual, and Culling the Weak. These cards would do well in letting you get out expensive plays ahead of schedule, mainly Tergrid. Artifact ramp is also great in any deck. I would add Mana Crypt, Sol Ring, Jeweled Lotus, and Jet Medallion. I would consider adding even more artifact ramp as well. Getting down Tergrid as early as turn 1 or 2 is just so good.

2 - SACRIFICE AND DISCARD.

Once you have Tergrid out, sacrifice and discard become powerful effects that let you take control of your opponent's permanents. This is insane advantage and if left unchecked for very long will win you the game. Syphon Mind while Tergrid is in play not only puts you up 4 cards in comparison to each opponent (since they each went down 1 and you went up 3), but also could net you 3 more cards if they discard permanents that then go onto your field. That's insane. Let's take a look at all the cards you have that enable Tergrid:

SACRIFICE:

Archfiend of Depravity - A one-sided, almost board wipe that repeats every turn? Pretty solid. Getting the creatures onto your field with Tergrid? That is nuts. The one issue is that some commander decks won't have that many more than 2 creatures on the field when this comes down, and if they do, then this card and/or Tergrid become a big target, but if you survive the turn, this and your commander will put you ahead so far.

Butcher of Malakir - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Gatekeeper of Malakir - This guy only costs three and steals a creature if Tergrid is on the field. Love it.

Phyrexian Obliterator - If someone is dumb enough to deal damage to this guy, then you're getting a lot of their permanents! I don't love this card for you. People will just leave it alone and then you just hit someone for 5 each turn or leave up a blocker, which is a bit slow.

Sheoldred, Whispering One - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

Dictate of Erebos - I like it. Let's say you have 10 mana. Cast Tergrid, then somebody goes to kill him. Flash this card in. Now, you at least get 3 of your opponents creatures on the way out!

Grave Pact - I like this as well. You can't flash it in, but if you put this card on the field, then people will have to kill this before Tergrid comes down or else end up giving you their creatures.

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

DISCARD:

Liliana, Defiant Necromancer - You need to flip her first, but once flipped she is great.

Syphon Mind - Great.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

... and that's it. We need more cards that are busted with Tergrid! The following would be great adds to your deck: Smallpox, Dark Deal, Liliana's Triumph, Plaguecrafter, Soul Shatter, Mire in Misery, Innocent Blood, Vona's Hunger, Death Cloud, Burglar Rat, Demon's Disciple, Fleshbag Marauder, Elderfang Disciple, Liliana, Waker of the Dead, Bottomless Pit, Fraying Omnipotence, Rotting Rats, Cunning Lethemancer, Merciless Executioner, and a personal favorite: Smokestack.

Notice that all of these cards are typically even trades (ex: I play Elderfang Disciple, going down 1 card, everyone else goes down 1 card.) These aren't great on their own since it costs you mana to do so, and, in the case of discard and sacrifice, the opponent gets to choose an asset that they are least upset to get rid of, making them actually below-even trades. However, they become insanely busted with Tergrid. (ex: I play Elderfang Disciple, going down 1 card in hand for a measly 1/1. But, I get a Carpet of Flowers, basic plains, and Birds of Paradise on my field? Now that's an amazing play). Therefore, the ones that are recurring are better, since they give you more chances to make sure they resolve while Tergrid is on the field. (ex: I play Cunning Lethemancer and my opponent kills Tergrid. Later in the turn I play Tergrid again, albeit for 7 mana now due to commander tax. Next turn, with the Lethemancer trigger, I get some great value!)

Here are some other cards that work well with Tergrid, although they only target one opponent: Sudden Edict, Hellish Rebuke, Pharika's Libation, Diabolic Edict, Duress, Thoughtseize, Hymn to Tourach, Chain of Smog, Despise, and Divest.

Notice that in the absence of Tergrid, these cards are negative trades. They set you and an opponent back by putting you both down one card. The other two opponents are left untouched. Seeing them early in the game is not particularly helpful since you'd rather spend the early game ramping. They are great and slowing down whoever is winning, but at the expense of your own board. There is a trade-off here, since these can be leveraged politically. "Each opponent discards a card"" can give you tons of value with Tergrid on the field but makes you 3 enemies. "Target opponent discards a card"" gives you not as much value in general but you can leverage this to make someone else the common enemy or make a deal with a player ("if you don't attack me next turn I won't target you with my Duress"). Things like Duress can also target specific cards, which is an added benefit for you and an added detriment to the opponent.

I would run some from each category, probably with an emphasis on maximizing Tergrid value.

3 - DRAIN AND GAIN.

Blood Artist and other cards gain you one life and drain your opponent one life. This is cool and certainly an interesting archetype of a deck. It doesn't synergize with Tergrid particularly well. I personally would not use this strategy at all in this deck and maximize the Tergrid plan. However, Exquisite Blood + Sanguine Bond is an awesome combo and an unexpected way to finish the game for you while people are busy dealing with Tergrid. If you want to keep this, I would trim some of the other cards, such as Exsanguinate and maybe Underworld Dreams.


So, now that we know what the 3 objectives are, and have maybe cut the third, we have a bit more of a plan. I've suggested adding some card draw and mana rocks for ramp, and tons more Tergrid synergy. What are the cuts? I would say anything that doesn't fit in with the objectives, so basically any card I haven't mentioned already, unless it gives great value on its own. I'll go through some:

Demonic Tutor and Vampiric Tutor are incredible cards and provide great value. Diabolic Tutor, Scheming Symmetry, and Shrouded Lore are worse tutor effects and should probably be moved to the maybe board. Sudden Spoiling is interesting and stops somebody from comboing off on their turn so is probably worth it. Reanimate is good value and should probably stay, same with Animate Dead. Demonic Vigor protects creatures but not Tergrid, unless you want him going to your hand. This is risky but probably fine. I could see him getting countered and then removed from your graveyard which puts you back majorly, but I could also see you avoiding commander tax. Worth looking into. Undying Evil is strictly better since it has instant speed and keeps him on the field. We might also want to protect him with Lightning Greaves or Swiftfoot Boots

Coffin Queen is too expensive and vulnerable. Drana, Liberator of Malakir is cool for aggressive strategies and can help you close out the game but is out of place in this deck. Falkenrath Noble is an overcosted Blood Artist. Gonti, Lord of Luxury is a value creature that if you can get his ETB many times, which your deck can't really do. Grave Titan isn't worth it in this deck. Gravedigger is fine but might be a bit slow. Helldozer is probably not worth it unless you want to pick on somebody lol. Korlash, Heir to Blackblade is not worth it. Massacre Wurm might not be worth it. Nighthowler isn't worth it. Opposition Agent is always a good add. Phage the Untouchable is too slow and vulnerable. Sepulchral Primordial might not be worth it. Skirsdag High Priest is probably not worth it. Syr Konrad, the Grim is not worth it. Wight of Precinct Six is not worth it. Tainted Strike is not worth it. Lashwrithe is not worth it. That's about 15 cuts right there.

Props to you for building Tergrid and having an interesting ramp strategy. I think if you go more in on the Tergrid plan by cutting unrelated cards for cards that ramp or are good with Tergrid then your deck will be a lot more reliable. After all, the most fun part of this deck is going off with Tergrid!

Hope this helps.

DemonDragonJ on Innistrad: Crimson Vow

1 year ago

I dislike how crossway troublemakers grants lifelink and deathtouch only to attacking vampires, as that encourages attacking, not blocking, and I would like to see this game be about more than simply aggressively attacking with creatures.

The new artwork on Swords to Plowshares, Nirkana Revenant, and Drogskol Captain is most excellent, so I am glad for it.

Timothar’s ability is quite awesome, but the tokens that he generates do not have haste and are very vulnerable, so the chance of recovering the exiled creature is less than optimal, unless the player has methods of protecting the tokens.

Why is disorder in the court blue and white, the two colors most concerned with order and structure? Will it be a suitable replacement for Turn to Mist in my Chulane, Teller of Tales EDH deck?

I like how spectral arcanist can cast spells from any graveyard, but the fact that it does not have flash limits its usefulness.

Ethereal investigator definitely should have been white, considering that it generates white tokens.

Sudden salvation is definitely a form of card drawing that feels white without violating white’s weaknesses.

Donal, herald of wings and whispering wizard could have been so awesome if they did not have the "once per turn" clause; why does WotC seem to think that that clause is a good idea?

On the other hand, the fact that haunted library does not have a "once per turn" clause is amazing, so I expect that that card shall be very popular and powerful.

Storm of souls is very nice, but the fact that it reduces all the creatures to 1/1’s means that its caster shall need another methods of making them more powerful, which is easy to do in white, thankfully.

Sinister waltz is amazing, and costs only five mana to recover three creatures, so I hope that I can find a way to fit it into some of my decks that contain red and black.

Glass-cast heart again suffers from the same problem from which all mass life drain has, recently, in that the amount of life gained does not increase with the number of opponents who lose life; why did WotC make that change?

Also, on that subject, the fact that WotC still has not printed a creature version of Exquisite Blood really annoys me, since this was the perfect set in which to print such a card; when will they ever print such a card?

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