Sorcery — Lesson
Create two 1/1 black and green Pest creature tokens with "When this creature dies (is put into the graveyard from the battlefield, tokens are put into the graveyard before they cease to exist), you gain 1 life."
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|Commander / EDH||Legal|
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Pest Summoning Discussion
1 month ago
2 months ago
I like this concept but it currently seems a bit out of balance, specifically i think you're too heavy on sac outlets and too light on sac fodder. If my counting is correct, there are 25 total sac outlets but only Kroxa and Claim are providing good sac fodder, outside of big hits from Tend the Pests, so if you don't see Tend early you could have a hard time getting off the ground with your other sac outlets.
Eyetwitch could be a nice cheap creature to fuel your sac outlets, with Pest Summoning and Necrotic Fumes making for good lessons for a sac deck. You could also go harder into the steal strategy by playing The Akroan War in the mainboard; I actually like it better than Claim anyways since it can hit any target and you get an extra turn to figure out how to sac the creature you steal. The one thing about going with more steal effects is that it will probably make your deck more matchup-dependant, as it'll be great against creature decks but could struggle if the opponent doesn't play things worth stealing, so that's why it's nice to have a few of your own things to sac.
2 months ago
I like the this deck concept I have several similar(I'll list one with the simplest concept I use) I love Witherbloom!
My suggestions come in your Lands, ie. instead of 2xCrawling Barrens, I'd run 4x Faceless Haven I'd also suggest running 26 lands if you are going to run with "Manlands". I would use 4x Darkbore Pathway Flip. No "jungle hollows" nor "Campus" they are too slow for Witherbloom. 9x Snow-Covered Forest and 9x Snow-Covered Swamp . One because the are considered "Basic" Land and two it only takes 3 Snow-Covered Lands to activate Faceless Haven instead of 4 for crawling barrens.
Here is the deck I had mentioned sharing with you earlier.
These are all just my suggestions, take them with a grain of salt. Ultimately what matters is designing and playing a deck you like/love.
3 months ago
Thanks for the insight!
I've looked at most of the cards you've suggested, but I wanted to stick to the life-gain shtick, as it was the original idea behind the deck. I don't know how I missed Bastion of Remembrance , though, as it seems like a definite upgrade to the deck. I've edited the deck a few times after play testing it on the site. I don't think that I want to put too much into making it competitive, as the main idea is to just have fun at FNM.
If I had to make changes, I would take out the Witherbloom Command s and the pure life-gain cards, probably for Woe Strider , Hunt for Specimens , and Pest Summoning . Vito, Thorn of the Dusk Rose is a pet card of mine, so I don't think that I could cut it without losing the heart of the deck.
I've played competitively (poorly) in the past, so I know that my deck is sub-optimal. I appreciate that you took the time to look at the deck and critique it. It's my first standard deck in about four years, as I mostly play commander now. There will probably be more edits to the deck in the future as I change preferences in how I would like it to play.
3 months ago
Looks like you already got some fine suggestions from razelfark, but I might have a few other ideas.
I think Elite Spellbinder should go straight in the main deck. It's never a dead card and fits with your flying theme. It has a nice ETB that's still underrated and it would pair well with Nightmare Shepherd too.
Killian, Ink Duelist Seems like a good 2 drops but it's a bit annoying that he's legendary. If you decide to run Elite Spellbinder (or if you're used to the meta) you could consider mixing in a few Silverquill Silencer . It's always good to make your opponent not want to cast the 1 spell that you expect them to play to ruin your day, and even if Silverquill Silencer only trigger onces, it's still a 3/2 for 2 that drew a card and gained 3 life.
You could probably add maybe like 2 Plumb the Forbidden . You do have some creatures you don't mind sacrificing like Eyetwitch , Inkling Summoning , extra Killian, Ink Duelist , and it's always great to use in response to removal, especially board wipes. Could also be used to trigger Nightmare Shepherd when you see fit, or to get a surprise lethal attack on something that went unblocked with Shadewing Laureate .
One of the big upside of the Lesson cards is that they give you a bunch of options to chose from. If I was you I would remove an Umbral Juke and add a Pest Summoning because you never know when you'll want 2 blockers or creatures to sacrifice, that gains life.
3 months ago
I would suggest removing the white from the deck as your splash cards don't seem to relevant to what you are doing. As amerika00 mentioned, your Obosh, the Preypiercer will not provide extra damage to your drain effects as they are life loss effects and not considered damage.
If you want a token build option then I would add the new Hunt for Specimens card to the main board to give you tokens that give you extra life when the die that will help Vito drain for more. With the addition of the Hunt spell you can add Pest Summoning to you sideboard to give you another token spell. This would unfortunately mean you would need to remove Obosh, the Preypiercer from your companion slot.
You may just want to add in more copies of Bastion of Remembrance to increase your passive drain on creature death. With this in mind you may want to include Woe Strider as a self recurring threat that gives you a sac outlet to allow you to kill your own creatures for death triggers at any time and help make sure you are getting value from Lurrus of the Dream-Den letting you loop creatures easier each turn.
Hope these quick suggestions help.
3 months ago
Kind of noticed your deck idea is lacking on pest token generation and a strong consistent closer. I have tried and witnessed a couple variants and see you are missing some of the strong combo pieces that would likely help your build.
Would suggest putting the Hunt for Specimens in your main board and putting a couple copies of Pest Summoning in your side. This will help give you some more sources of token generation access to you main board outside of Sedgemoor Witch but also give you more tokens if played after the witch is on board.
Another strong spell Plumb the Forbidden will give you explosive turns of damage as a sac outlet for your tokens and spell stacks to create tokens with your Sedgemoor Witch or great amounts of drain with Witherbloom Apprentice . The spell also doubles as a way to sacrifice your board in response to a sweeper to refill your hand (be mindful not to sacrifice Witherbloom Apprentice or you won't get spell drain triggers).
The enchantment Bastion of Remembrance is also highly recommended as this makes sure you get life drain to happen even if you don't have Vito or Dina on board. The enchantment also is not legendary meaning you can get multiple triggers unlike the creature options.
If you feel you need more draw, then I would suggest Village Rites . It is a cheap draw spell that has combat trick potential and can be used to give you a response to removal.
Personally I am not a big fan on the Witherbloom Command and would cut from these to make room for the suggestion as most of its options are very restricting for sorcery speed.
Pending on how you want to drain your opponent I would suggest trimming some copies of Dina, Soul Steeper and Vito, Thorn of the Dusk Rose if you need the extra card slots, or trimming/cutting Witherbloom Apprentice . Personally I am fan of the apprentice, but the decks more focused on Sedgemoor Witch sometimes skip on it.
Hope these suggestions help. Let me know if you have any questions and I can get into more details on the cards I suggested.