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.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Phage the Untouchable Discussion
1 month 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.
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.
2 months ago
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.
4 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!
4 months ago
If I'm being honest the area where I know the least about what I'm doing is making a mana base and am open to feedback regarding it but honestly I don't know what you're trying to tell me. I have looked at manabases of top decks with off-color fetches and essentially copied them with slight modification. In none of those top decks have I seen this type of mana base be brought up as having the same issue. I'm definitely in line with Abzkaban's view here.
One of the advantages of this type of mana base that my deck desperately needs is mana fixing as we're trying to win with Phage the Untouchable and Body of Research . This is also why I run Chromatic Lantern . I wouldn't run a mana base this expensive unless I absolutely needed to so if you have an example of a more appropriate mana base please link it here.
4 months ago
Dermotaxi: The unexpected Phage the Untouchable tech
White got some nice new toys in Esper Sentinel and Solitude (actually a good card in the cycle which is rare)
Ragavan is pretty neat, not sure if it will replace Grenzo or Breeches at the helm of those style of decks, but I like the card
Piru is another awesome callback to deep MTG lore.
Lonis is fantastic. I love it when they print commanders for narrow archetypes
Not sure what all the hub-bub about Gaea's Will and Yavimaya, Cradle of Growth is about. The cards are strong but not too strong, and they fit perfectly within Green's color identity. Seem well designed to me. I could see Gaea's Presence being a bit gross in modern As Foretold or Living End decks, but that's about it It'd actually be nice to see a full cycle of Urborg and Yavimaya printed someday.
Nice to see some good $$ reprints in Greed , Mirari's Wake , Enchantress's Presence , Zuran Orb , and Sterling Grove . None of these will impact Modern, but it's great for commander. Other than the clear cash grab choice to print Cabal Coffers at mythic, the reprints have been on point this set so far.