Plaguecrafter

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Plaguecrafter

Creature — Human Shaman

When Plaguecrafter enters the battlefield, each player sacrifices a creature or planeswalker. Each player who can't discards a card.

Crow-Umbra on Dark Obliteration

1 month ago

If the other decks are creature heavy for their set up, you could probably play more stuff like Fleshbag Marauder, Plaguecrafter, & Merciless Executioner.

When I used to play casual 60 card tabletop, those type of edict effects that hit the whole table often slowed down the creature dependent strategies.

You could also play something like the ever classic Gray Merchant of Asphodel to drain all of your opponents at once (assuming you play multi-player & not 1on1). Gray Merchant is considered a classic finisher.

spaghetti_police on 'Whatcha gonna do about it?'

1 month ago

SirHipHopHippo


Tome of Legends I will definitely try out, a good 2 mana colorless draw engine is hard to find.

Preston, the Vanisher does have a nice ETB doubler but Elesh Norn, Mother of Machines fills much a similar role. I still haven't figured out which card I can remove from the list, that's the hardest part lmao.

Kaya, Intangible Slayer has really nice abilities and you can use all 3 immediately. Planeswalkers work well in a deck full of board wipes and the card draw for 0 is really nice, the scry one for the opponents is political and not too advantageous.

I love Orzhov because of the 'Death and Taxes' theme. I go easy on the 'taxes' so that opponents worry about each other more than myself. The Gain and Drain is what I use to offset the life loss from artifacts and enchantments and card draw, I avoid increasing the cost of spells since I require fast mana to operate. The 'Death' aspect manifests itself in the form of board wipes and creatures meant to be played directly after a board wipe, most creatures I play offer a lot of value individually to control the board alone or in combination. I am a sucker for either Elesh Norn or cards like Ethereal Absolution.


I checked out your Obzedat deck, it looks like you have a lot of high synergy within your deck. I would recommend Elesh Norn, Grand Cenobite because of the group buff/opponents debuff, playgroups tend to hate that card though.

Other card to think about would be:

Many of those came from my Karador deck, which has a similar creature ETB playstyle. I listed many with the hope at least one will be helpful. I'm glad I'm not the only one who sees value in this commander still!

The_Warleader on Mardu Tokens

1 month ago

I always gravitate towards aristocrats when discussing token strategies in competitive magic. You already have Westvale Abbey  Flip which is one of my favorite wincons and lends itself towards an aristocrat-style gameplan. Falkenrath Aristocrat / Butcher of the Horde are great token payoffs, however the format might be just too fast for them at the moment.

But some advice I would say for your current decklist is that it's just too slow. The Modern format is very fast and most decks snowball too much for you to be playing cards like Battle Screech and Lingering Souls. I do like the Ephemeriate + Solitude + Season Pyromancer package. However your other creatures aren't too relevant for what you're trying to accomplish. I would rather see a couple Intangible Virtue instead of the Serra's (which, by the way, you really shouldn't play all 4 copies of that card. It can make your draws awkward and isn't so detrimental to your deck working that it makes up for the drawback). I love the idea though. Honestly, I think the Ephemorate package I was talking about before could be your linchpin for the deck. Maybe find some other strong ETB effects that revolve around tokens ( Weaponcraft Enthusiast )? Or maybe a Plaguecrafter effect? Those might be too cute, but it's something to consider. Either way, good luck with your Deck it looks fun!

Strangelove on The Black Rose Grand Theft

2 months ago

Heyo happy to chime in! +1 m8

-allThreaten effects in favor of payoffs like Mob Rule, etc... or sticks like Big Game Hunter, Evil Twin, etc. Once you hit any of these you'll be doing the same thing (from your opponents' POV): soft-locking the board.

-1 Primordial Mist

+1 Sultai Emissary

+6-10 Dusk Legion Zealot, draw, ETC ...I feel like these are MVP and lend to an aristocrats style.

-1 Curse of Stalked Prey... too conditional in the late game

-1 Captivating Crew... too much mana

+1 Vigean Graftmage, or anything that can put counters on Marchesa

+1 Plaguecrafter, etc... these are oppressive engines

With a lot more draw + lower cmc removal/ removal-sticks this will slap!

legendofa on Kenrith,the returned king plus door …

3 months ago

Welcome to the club, Mattzr01!

The deck description says it came from the Commander's Quarters YouTube channel. Is it a direct copy, or did you use that deck as inspiration? What lines of play are used or recommended in the video?

If the intent is to win by using Door to Nothingness on each opponent, you want to focus heavily on generating mana and slowing the game down. Since you need two mana of each color and a specific card in play to knock out an opponent, your immediate concerns should be reaching those marks. Ramp, color fixing, and card draw and tutoring should make up most of your early game, using your control elements to protect your key cards and prevent an opponent from getting too far ahead.

On the subject of control, don't waste your control effects on trivial threats. Cast your Plaguecrafter or Foundation Breaker or Austere Command or whatever when you see a major threat or obstacle that must be removed for you to win. Knowing the difference between an annoyance that can played around and a kill-on-sight card/combo is critical for slower decks.

I understand and respect that you're not looking for card suggestions with this thread, but there are a few cards in there that I don't fully see the purpose for. They don't appear to help you win in any significant way, unless I'm missing a combo or something.

Above all, have fun with it!

Gidgetimer on kenrith

3 months ago

I am operating under the assumption that this is intended to be a Door to Nothingness gimmick deck on a budget. With that assumption I would actually have to disagree about it looking like a bunch of cards thrown together. There six broad categories that cards fall into. Black tutors that let you get anything either to graveyard or hand. Control elements since Door to Nothingness is a slow wincon. Ramp and fixing since you need WWUUBBRRGG. Draw to find the other pieces. Recursion to reuse vital pieces. Combo to win/generate value.

Under the same assumption you need to ramp to get double of each of your colors and then find and loop Door to Nothingness with recursion effects. And loop the recursion effects with sac outlets and Kenrith, the Returned King's last ability. Any mana not used for ramping during the early game should be put into drawing to find more ramp or playing control pieces to slow down opponents. One of the most effective control moves against creature-based decks is going to be having 4 mana worth of creature ability cost reduction and loop Plaguecrafter with Kenrith to Diabolic Edict each opponent for only .

multimedia on Muldrotha: Budget Elemental Tribe!

3 months ago

Hey, just saw your update. Something to think about for gameplay, is it more important to you to have Muldrotha on the battlefield or many Elementals? Having both is asking too much because Muldrotha requires much setup and Elementals don't provide that setup. Muldrotha is a go-tall Commander, but you're playing as go-wide with many small Elementals. This conflict of what Muldrotha wants and what the rest of your deck is doing is most likely hindering gameplay.

Your deck is not built to go-wide with Elementals because you don't have any Elemental tribal lords, anthem effects and no early game Elemental token sources to flood the battlefield with Elementals. Lords are needed to make little Elementals actual good attackers so that you can swarm opponent. You're best attackers other than Muldrotha when it has evasion are the Elementals who can grow themselves. These Elementals are go-tall strategy not go-wide, having a large power/toughness Elemental for an attacker, instead of many little Elementals.

You're not going to like my next suggestions, but now that you've seen that your deck is struggling, some changes could help? My advice is build your deck first to maximize Muldrotha and second add in Elementals after doing so? Cut the weaker Elementals for more Muldrotha synergy especially draw/self-mill, ramp, protection and removal? Just play the better Elementals? I'm not suggesting to change your deck strategies, keep Elementals, +1/+1 counters and proliferate, but tone them down in favor of Muldrotha?


An example of a streamline Elemental base using current Elementals (by CMC):

I left Slitherwisp off the list because you don't have any other cards with flash? Without other cards with flash, Slitherwisp isn't worth a deck spot. Now you could add cards to give spells flash, but even so Muldrotha doesn't work with flash since you can only during your turn cast permanents from your graveyard.

Flash doesn't get around this Muldrotha restriction. You can flash at any point during your turn, but not on opponent's turns which defeats the purpose of flash. Spending your mana in the early turns for ramp, evoke Elementals, self-mill and draw is better to setup Muldrotha then having many Elementals on the battlefield.

Just adding a small package of nonElemental budget creatures that have excellent interaction with Muldrotha and Cavalier of Night could help gameplay.

Kret on Blackness EDH

3 months ago

Hello from a covert discard enjoyer. My suggestion is that the discard itself won't win you the game and If I were you I'd cut some discard spells that target only a single player like Duress or Invoke Despair because they are quite inefficient in a 4 player game as well as some discard spells that only discard one card like Burglar Rat because again they are quite inefficient. Bad Deal isn't what you want to be doing for 6 mana. Instead, I'd add Painful Quandary because it has a static effect and in a low resource environment your opponents will have to start paying 5 life to do anything and that feels really miserable. Discard goes well with reanimation, I'd add all 3 versions of Animate Dead -> Dance of the Dead and Necromancy. Unfortunately discard players often get focused by the table so I like to add something like Gray Merchant of Asphodel to keep life total high. Consider also Bone Miser, Soul Shatter, Sign in Blood, Rankle, Master of Pranks, Bottomless Pit, all versions of Plaguecrafter, Asylum Visitor and Containment Construct. In general I'd prioritise static discard effects (like discard one card every upkeep etc) over single dicard effects.

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