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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Omen of the Dead
When Omen of the Dead enters the battlefield, return target creature card from your graveyard to your hand.
, Sacrifice Omen of the Dead: Scry 2.
1 year ago
Ok, with more context, there are more cards I can suggest. Lurrus of the Dream-Den and Omen of the Dead are a pretty cool value engine. Gravebreaker Lamia is a version of Oriq Loremage. As you're also including , Doomed Traveler is perfect. To draw cards, I heavily suggest Grim Haruspex and/or Smothering Abomination. With enough tribal synergy, Species Specialist could work, as well. Oh, and Elenda, the Dusk Rose is just nuts. Bushmeat Poacher is another underrated card to draw cards.
1 year ago
First things first, I really like the tone of the deck description. This is a casually built deck that doesn't want to max out, it's just fun. Great thought. I built Sylvia Brightspear and Khorvath Brightflame with a similar attitude, and the deck is just a beauty.
Regarding this list, let me suggest some more underplayed, but fun cards for it:
Gravebreaker Lamia is a powerful tutor, a fine creature and even provides ramp. A card I really like in Lurrus of the Dream-Den is Omen of the Dead. It's cheap recursion and can even sacrifice itself. Desecrated Tomb is similar to Tormod, and the flying tokens can definitely add up pretty fast. Revival Experiment is another card could be really fun in here.
2 years ago
This looks pretty cool. I have my own Lurrus list, maybe take a look?
I like your synergy with Apostle of the vault. Also, Enduring Renewal is great for Lurrus. Cards you should really take a look at are Stitcher's Supplier, Reanimate Dead, Omen of the Dead, Kaya's Ghostform and Demonic Vigor.
2 years ago
Thank you for your thoughts! I'll explain my reasoning behind the three cards you mentioned:
I initially had planned to build a mono black deck around Erebos, and Gray Merchant of Asphodel was a must at the time. I left it in this deck because I had more black cards in the deck than white (which might've changed).
I thought Omen of the Dead would be a good card as 1 black mana can return a creature card from the graveyard, but the deck is enchantment heavy, so I reduced it from 4 to 2 copies and added Omen of the Sun.
I'll remove the 2 Gray Merchants from the main deck, and in their place add a 2nd Vito and a 4th Birth of Meletis (Cheap enchantment to sac to Doom Foretold) I'll remove the Omen of the Dead and add 2 more copies of Omen of the Sun in their place. Reduce Treacherous Blessing from 3 to 2 and add a 3rd copy of Bastion of Remembrance. I will modify the sideboard accordingly.
Most of the decks I play against are precons, but one friend of mine (who I haven't played MTG with in a while) used to run a dinosaur deck. Let me know what you think of my changes!!
2 years ago
Cool. I'm not that up-to-speed with standard (i pretty much exclusively play modern), so hopefully someone here can give you better advice than my questionable thoughts - but here's what I've noticed:
I don't think Gray Merchant of Asphodel is worth it in this deck. Normally he shines in decks where you're running mono-black, with a high devotion count to black... I don't see him doing more than around 3ish points of damage here, and I think you can fill this spot with a better card.
I also don't think Omen of the Dead is entirely worth it. Most of your creatures are indestructible, and those that aren't don't really need recursion. About the only card you'd want to recur would be Vito, Thorn of the Dusk Rose - and in that case, you'd be better-off just running more copies of that card.
How has Treacherous Blessing gone for you? It feels like it could be strong in situations where the game is about to end, but not so much if the game drags on. Maybe 2 copies works better than 3? But really, I have no idea.
The rest of the deck looks decent to me. I'd question the sideboard though - it seems to mostly have additional copies of what you already run maindeck. You'd be better off having sideboard cards that hate on the particular decks you play against.
2 years ago
Heyya Tanman, taking a look at the list and I have some broad critiques and some smaller ones. Let's start big.
You don't have enough +1/+1 counter cards to make it worth including payoffs for.
If you're playing infect, you're gonna need evasion, because no one in their right mind just lets an infect creature through, and honestly they're pretty small bois to begin with. Fleshing out the +1 counter package may help with this, big creatures are more troublesome to block and effects like Tuskguard Captain and Abzan Falconer can provide evasion beyond just being big and chunky.
You could do with a bit more ramp and a LOT more card draw.
Cards that are probably cuttable include:
Oko, the Trickster: I see this walker being cast for 6 mana, putting two +1 counters on one of your dudes, and immediately being focused to death by the rest of the table because its ult wins the game. You'd honestly be better off with Citadel Siege, it's harder to kill.
Arrest, Luminous Bonds, and Pacifism: in our meta, with so many creatures that either don't need to attack or can just be sacrificed, you're better off using kill spells like Mortify, Putrefy, or Swords to Plowshares (especially Swords bc exile beats recursion).
Grave Betrayal: such a sweet card, but much too slow.
Omen of the Dead and Omen of the Hunt: neither of these really do anything to further your gameplan. The fact that they're enchantments doesn't matter to this deck, and there are stronger recursion and ramp options.
Sunbond: There are 5 cards in this entire deck that gain you life. Goes great with your commander but there are a lot of things I'd rather spend my turn 4 on.
Courage in Crisis: Three whole mana for this effect? It's not a horrible card, but definitely inefficient.
Debt to the Deathless: This card would only be okay if damage was your primary win condition. As is? Not good.
Duneblast: The 7-mana slot may not be ideal for a wrath? Maybe this one is fine tho, idk.
Planewide Celebration: 7 mana to proliferate four times? No.
Storm Herd: Once again, this might be fine if damage was your wincon. You'd get a bunch of evasive attackers. As is? Probably not good.
Altogether though, great first deck, this would've kicked the crap out of my old Marath build back in the day.
3 years ago
First glance - without playing the deck, Thassa, Deep-Dwelling and Zareth San, the Trickster are great for the long-game but the rest of the deck might not survive into the long game. There is a benefit to playing low cmc cards. Many can be returned and re-played using Lurrus of the Dream-Den. You can sac a 1-drop with Mutual Destruction to kill a big creature, return it to your hand with Blood Beckoning and re-play the original card - all for 3 mana. The advantage of having Slitherwisp in the deck is that you can cast Omen of the Dead, So Tiny, Starlit Mantle, Minion's Return, and others and get life gain/drain, then recast them from the grave with the effect of Lurrus. Sorry, but cards like Lullmage's Domination really do nothing for me - they are just too expensive to cast and clumsy.
3 years ago
If you are playing Lurrus of the Dream-Den purely as a Companion, he starts the game outside of your core deck and you can cast him at any time. This would actually work well with this deck, but I would want something like Keep Safe available to protect Lurrus.
Then comes the mill cards that you can keep recasting from the grave with Lurrus: Merfolk Secretkeeper (for Venture Deeper), Maddening Cacophony (instant mega-mill), Sweet Oblivion (more instant mill) and Ruin Crab (Landfall mill).
Thieves' Guild Enforcer works well with the theme. Then comes your supporting cards. Essence Scatter is, to me a good side-board card for 2 reasons: firstly trying to keep a balance between colors in the deck, and secondly if your mill is fast enough you may not need it against anything but control decks. Archfiend's Vessel will be suggested by all in sundry, but also detracts from your mill theme (you won't win games with creature damage). I like Heartless Act but you might also want Blood Beckoning or Omen of the Dead to support Lurrus and bring your Thieves' Guild Enforcer and/or Ruin Crab back from the dead (could also work on Merfolk Secretkeeper). The final non-land card in the deck (assuming 4 of each card) is less easy. I personally like to use Mind Carver in any deck with , but Village Rites or another creature kill card will be just as good. There - I think that I have made enough suggestions to also get a side-board going.
As far as lands go, I would keep things as simple as possible. Fabled Passage and Evolving Wilds let you search for the color land you need and also give a double landfall for Ruin Crab a dual colored land that enters tapped may just slow you down a bit. I would stick with 7 Swamp and 9 Island.