Phage the Untouchable

Phage the Untouchable

Legendary Creature — Avatar Minion

When Phage the Untouchable enters the battlefield, if you didn't play it from your hand, you lose the game.

Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.

Whenever Phage deals combat damage to a player, that player loses the game.

Phage the Untouchable Discussion

NV_1980 on Grinding with Yuriko

1 month ago

Hi m8,

This deck looks very nice. I'm using Etrata, the Silencer and Phage the Untouchable in mine as alternative (yanky) wincons. I also really like using Thalakos Seer because of his 'when leaving the battlefield' trigger.

Wkr,

NV_1980

plakjekaas on Satoru Umezawa Brainstorming

4 months ago

Since Ninjitsu is not casting the creature you're cheating in, Phage the Untouchable seems like the worst creature to give Ninjitsu to.

TheoryCrafter on Satoru Umezawa Brainstorming

4 months ago

Phage the Untouchable and Etrata, the Silencer are cards I can imagine going into a deck with Satoru.

Others I could imagine include cards with ingest such as Benthic Infiltrator or card draw such as Eternal of Harsh Truths.

I concur with average_overlord_enjoyer...this card is getting banned.

multimedia on Olivia EDH

4 months ago

Hey, you're welcome.

Cards that put creatures from your hand or library into your graveyard can help Olivia as Commander . You don't need to add a bunch of expensive price cards to make improvements. Staying on a low budget is perfectly fine to have a good Olivia tribal deck. What your deck mostly needs are cards that can enable Olivia to reanimate.

The advantage that Olivia has is haste meaning she can attack to reanimate the same turn she enters the battlefield (ETB) if you have a creature in your graveyard. You want to be able to take advantage of this by having creatures in your graveyard to reanimate before you want to cast Olivia.

"Loot" is a term in Magic that means draw then discard or discard then draw. This effect lets you discard creatures in your hand to draw cards and then reanimate those creatures with Olivia. You want to cast loot early in the game thus most of these types cards you play should be lower mana cost. 40 creatures is a lot of creatures even for tribal consider cutting a few of the lesser creatures for some cards that can get creatures into your graveyard?

Budget loot package to consider adding:

Anje Falkenrath is a legendary Vamp who can be a repeatable source of looting. Vile Entomber is not loot it's better and it's a creature who Olivia can reanimate. Entomber's effect is called "entomb" in Magic and it's where you search your library for a card and put that card right into your graveyard. Seize the Spoils and Unexpected Windfall are also ramp with treasures which is helpful to cast Olivia.

Cards to consider cutting for these:

I offer more advice in another comment. Would you like more advice?

trippy_mcfly on Mono Black Death Plague

5 months 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.

d_iros on Crouching Kadena, Hidden Phage [Primer]

8 months ago

Sure thing! The primer is written for near absolute beginners after all ;)

Step 1: Cast Phage the Untouchable

Step 2: Equip protection as fast as possible

Lightning Greaves - Free to equip and can be attached the moment Phage hits the battlefield.

Swiftfoot Boots - Due to the equip cost I would consider carefully waiting a turn to cast Phage if it means having the mana to equip the boots instantly.

Whispersilk Cloak - 2 to equip but provides the necessary Step 3 in one package. It’s probably still a good idea to wait to cast Phage and equip the same turn. If this is on the board when you cast Phage someone might put two and two together.

Sometimes you’re just gonna have to just cast Phage and pray no-one removes her or rely on protection morphs to keep her around. This can be effective but is less reliable and less long term. What to do is a situational judgment call but if Phage gets removed it can easily turn a win into a loss.

Step 3: Make Phage Unblockable

Thassa, God of the Sea - Very hard to remove plus a nice bonus of repeated scrying if played early

Rogue's Passage - The most expensive way to get the job done. More mana available for morphs is always good.

Whispersilk Cloak - Protection and unblockable rolled into one equipment. See above.

Step 4: Kill everybody with Phage and pray nobody has a boardwipe or that you have an answer. Also, control the board as much as possible with morphs and removal.

linksdeity on Help with Voltron protection and …

9 months ago

Hello,

Let's begin with evasion - because answers run out and might not even be there.

My favorite way to make Volrath unblockable is discarding Filth with Urborg, Tomb of Yawgmoth in play. I also love Rime Transfusion and having Snow Covered Swamps. Manifold Key does double duty by also untapping big mana rocks or other toys like Quicksilver Amulet. Dragon Shadow is a decent option, and helps most of the other big creatures. Whispersilk Cloak is obvious, as is Rogue's Passage.

Some less obvious plays are using instant speed board wipes via Vedalken Orrery to clear the field right before your turn so nothing is left to block - or similar instant speed board wipe effects like cycling a Decree of Pain. Things like Pestilence/Pestilence Demon can clear the field with little threat to a pumped up Volrath. You could include a Breaker of Armies, which would absorb all of your opponents blocking creatures or also be discarded to Volrath for 8.

Ok, then you have protection. Normal stuff like Swiftfoot Boots and Lightning Greaves. Volrath gains a lot of protection and evasion from the swords of X and Y. Light and Shadow is a must play. Feast and Famine is a very high recommend followed by Fire and Ice. Imp's Mischief is invaluable in redirecting removal or countering a counterspell. You can run Not of This World for a good counter. Veilstone Amulet is a good option for protection as well.

Really you want some protection but if you focus more on ramping, haste, evasion, and other ways to continue putting pressure and threats out then the odds are that you will find a way through. Command Beacon and Netherborn Altar can help Volrath be cheaper, or even cheated into play. Have some reanimation effects, preferably those you can use repeatedly like Strands of Night and Sheoldred, Whispering One. Artisan of Kozilek is amazing when you can hit 9 and bring another major threat out. If they "deal" with Volrath it just means they have less answers for Phage the Untouchable or Blightsteel Colossus, or the next time Volrath lands and swings.

Artatras on The Many-Faced God - [Primer]

11 months ago

Wow! Thank you so much for the kind words!

Suggestions are always more than welcome. I'm definitely not omniscient. In fact, I didn't even think about the almighty Mystic Remora , which is a card I play in a few other decks. It is definitely worth including due to its raw power level. I'm not sure if it's going to replace DC, as I kind of like the flexibility of being able to copy him from the graveyard in the late game. Phyrexian Arena is probably what I'll end up cutting. After all, the average CMC of the deck is low enough that I can afford DC over the Arena. On the same note, I'm considering Ad Nauseam as a way to refuel in the late game. It shouldn't hurt too much. When you say I can dodge Remora's cumulative upkeep by morphing Lazav before my turn begins, what do you actually mean?

Scorched Ruins is yet another awesome suggestion. I particularly like that it taps for because, as you said, it's the magic number for many of our combos. This makes it a lot better than Lotus Vale and Lotus Field . It's a risky play, considering the chance to get blown up by land destruction. However, I think it's worth the risk.

Herald of Leshrac does have a very nice synergy with Lazav, but unfortunately his 7 CMC is way too high for this build. After all, it's the same mana cost of Phage the Untouchable , which can technically kill an opponent with a single attack. However, for a more "casual" build, it's a very fun (for you) card to try out.

Speaking of different kind of builds, that's the reason why I'm not playing Dauthi Voidwalker and Opposition Agent . They are both extremely powerful cards that work particularly well at high power tables, but they would take the deck in a different direction from the one I've chosen. This build is all about killing opponents as fast and safely as possible. I don't really care about interacting with their game plans, because the base idea is "kill them before they can start doing their things". However, mine is definitely not the only way of playing Lazav. I can perfectly see a more staxy build work well with him, where you include lots of cheap hatebears and deny your opponents' resources. It will be less explosive, but viable nonetheless.

Thanks again for your suggestions! They'll make the deck a lot better!

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