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Format | Legality |
1v1 Commander | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Priest of Forgotten Gods
Creature — Human Cleric
, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature. You add and draw a card.









NV_1980 on
Ok, Now Kill Yourself
1 month ago
Including a few recursion resources allows one to benefit from the death-triggers of certain creatures even more. Some great examples you could consider on that front would be cards like Athreos, God of Passage, Celestine, the Living Saint, Liesa, Forgotten Archangel, Luminous Broodmoth and Sun Titan. Including Drivnod, Carnage Dominus increases the amount of death triggers even more.
Recursion options provides more incentive to include cards that make death happen as it were, to profit from sacrifices. This could include cards like Ashnod's Altar, Attrition, Hell's Caretaker, Phyrexian Altar, Priest of Forgotten Gods or Warren Soultrader.
Have fun with this brew!
kamarupa on
How to Capture and Consume a Soul
2 months ago
I gotta be honest, I feel like they've printed quite a few of such cards ('has X ability of X graveyard targets') and as decent as they seem in theory, I've always felt the payoff was never good enough to warrant the effort. But you sir, have proven me wrong because this deck is nice.
I'm curious - did you consider self-mill cards like Stitcher's Supplier? and perhaps in combination with spells like Brainstone or Mystic Speculation?
Conversely, did you consider trying to overdraw to discard? It seems like a pretty unlikely strategy, but there is Inspired Idea... Maybe a fork brew might explore that more...I do think some broad spectrum counterspell might be useful, if only in the sideboard - your creatures have a goal of entering with some kind of built-in protection, so only a counterspell could offer anything extra. Rebuff the Wicked seems like a rough fit with your color scheme as is, but it doesn't really do anything Hexproof doesn't do. Whereas a general counterspell like Mana Leak could stop a Priest of Forgotten Gods from entering play or a Diabolic Edict from resolving.
I wonder if you plan on occasionally casting discard targets like Vampire of the Dire Moon - that strategy seems dynamic (good) but also less focused/committed (bad?). To that end, did you look into spells that might both sacrifice themselves and also provide abilities once in the graveyard? I didn't do any searches to see if those even exist, but imagine at least one or two does.
Collective Brutality seems way too good to only include 2x copies.
As good as Collective Brutality is, I still want to see at least 2 more slots devoted to removal. I see you have two in your sideboard, but I have a sideboard rule that violates: You have to have mainboard spells to remove to have a functioning sideboard. Extrapolate from that: mainboard removal sideboards out for sideboard removal.
I wonder if something like Pull from Eternity might be useful in the sideboard. I'm thinking that since both your beatsticks need to exile creatures themselves, being able to reuse the same creature could be useful?
So long as there's a splash of white, I'd like to see some Enchantment/Artifact removal in the sideboard. Those spells can sometimes wreck mono-black and white is the best at that. To that end, I'd probably try to run more dual lands. There are just so many useful white spells!
I'd love to see some more draw card here. I like Sword-Point Diplomacy because it has a chance of drawing 3 cards for 3 mana, which is pretty much as good as it gets for card draw. Otherside, Night's Whisper or Sign in Blood are among your best options, which are both decent.
Quady14 on
Slimefoot, the Stowaway
2 months ago
Phew, I got kind of exhaustive with this so apologies in advance but Slimefoot's very nostalgic for me so it's my pleasure to pass along some of my includes I didn't see mentioned already. Hope it helps and from one fungus friend to another I wish you good luck!
Dina, Soul Steeper: teams up with Slimefoot's life gain on saproling death triggers and in a pinch she can be a mana sink sac outlet.
Priest of Forgotten Gods: Easily turns saprolings into extra damage, mana and card draw, probably one of my favorite value generators.
Psychotrope Thallid: Has gotten grossly $$$ for a utility add, but undeniably one of the better small Fungus creatures alongside Utopia Mycon to draw more sap generators and life drainers into your hand while executing your gameplan.
Vitaspore Thallid: You never know when a little haste can turn the tables to start tapping abilities early or stage a surprise Overrun or well-timed Song of Freyalise, I like including this fella just for that.
Body Count: Similar to Plumb the Forbidden this instantly reloads your hand when you (or an opponent) sweep your tokens.
Dig Up: Fun on-theme turn-1 ramp that can be Cleaved into a Diabolic Tutor. Not that that's very powerful or speedy but it's nice to have a flexible multitasker in the mix.
Gruesome Fate: Easy game ender for big damage if nobody quells your saproling-growing, you can do a one-two punch casting this first, then sacrificing your tokens if you can finish off the table.
Saproling Symbiosis: A saproling-specific Second Harvest effect that doubles its count based on all creatures, not just tokens, so your nontoken life drainers will contribute to the token generation as well.
Spontaneous Generation: After you get a huge hand with Plumb the Forbidden, Body Count, Snake Umbra and Keen Sense this will basically blow up your token army to preposterous size.
Saproling Burst: Old card with clumsy wording but for Slimefoot's purposes you can basically drop it on the board, gain 7 saprolings by removing all the Fading triggers thus killing the enchantment, which in turn destroys the tokens made with it. Another great big-damage finisher or surprise value play.
Fungal Plots: Despite Golgari colors I don't think Slimefoot benefits as much from recursion as others so this lets you use your graveyard as a token cultivating ground when your nontoken creatures die from removal or board wipes, plus gives you an outlet to sacrifice those saprolings two at a time for card draw and life gain. It does a lot for a low cost so I consider it an auto-include.
Night Soil: Selective graveyard hate to fuel token production, not as multifaceted as Fungal Plots above but a good token generator to have around in longer games along with Necrogenesis.
Moldervine Reclamation: Good, generalized Golgari card advantage and life gain on death triggers. A little expensive but well worth it if games trend longer.
Agent of the Iron Throne: Just a nice life drain enchantment from the D&D set, enchantments stick to the board better than creatures too so it can be worth the slot.
Snake Umbra: Same as Keen Sense if you slap this on Slimefoot, other than the Totem protection which is excellent for Commander, you get a card for every instance of damage thus making every saproling worth 3 cards in your average 4-player pod. Unless your tokens get mass bounced or exiled AND you don't have one of your many free sac outlets you'll never run out of fuel for the engine. This also makes Thought Vessel and Reliquary Tower worth considering in case you do end up holding a pile of good cards in hand, lol.
Verdant Embrace: Rounds out the Tendershoot Dryad & Verdant Force saproling-every-upkeep silliness with an aura you can pop onto your sturdiest creature so it sticks around.
Neko-Te: Last one and a weird one but Neko-Te on Slimefoot turns every death trigger into two damage so you'll kill your opponents in half the time/sacs. Good to shave down your turn clock to victory.
Wesinator69 on
Teysa Karlov EDH
5 months ago
Some options to consider. Most are really budget friendly.
Eloniel on
Teysa Karlov’s Double D's
9 months ago
You should cut Myr Sire, Martyr of Dusk, Carrier Thrall and replaced them by Indebted Spirit, Infestation Sage, Wriggling Grub.
Personnally i would also replace Priest of Forgotten Gods by Viscera Seer, i find the sacrifice 2 creature + tapping too restrictive.
Do you often play Anointed Procession, Drivnod, Carnage Dominus, Mondrak, Glory Dominus ? I must admit i don't play them although I would like because they don't do anything when they arrive.
_AoxomoxoA_ on
Veni, Vidi, Vici
9 months ago
10/24/24 Revisions
Why?
A bit of a fast follow-up here, I know. While I liked where the deck was at, I couldn't help but notice that it was still far too slow. Sure, when you get to turn 7 or so, the deck was able to start pumping out, but those first turns were grueling. Essentially having 0 ways to cheat for extra mana put me far behind any deck that is even slightly competitive. So, this change was hard to make, but definitely feeds the machine of progress through the entirety of the game. Reducing the CMC of the deck with the removal of certain high-cost low value cards will ensure a better early game while not damaging the late game potential too much. One of my favorite parts of this deck is how resistant it is to being board wiped, and I think this has improved that, instead of spending an entire turn to play a 6-cost card like Elspeth, only for her to be killed the next turn I can spend my turns playing more combo pieces and not have a large cost card that's dead in hand.
Captain of the Watch: 6 Mana to create 3 tokens, plus vigilance and +1/+1. Personally I think the card is pretty good, but in White it's very slow for a mid payout. In this deck +1/+1 and Vigilance isn't nearly the game changer it would be if it were in a deck that only cares about swinging
Colonel Autumn: While his Exploit ability is pretty good, especially with the amount of legendaries in this deck, it's still not good enough and it's another case of the actual damage done during my attack phase doesn't matter nearly as much as the triggers I get off the phase
Talisman of Conviction: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Talisman of Hierarchy: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Talisman of Indulgence: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes
Evolving Wilds: Not terrible, but there's better options. Takes 1 turn to be usable.
Myriad Landscape: You get to waste 2 turns AND spend 3 mana to get 2 tapped lands. Not ideal.
Intangible Virtue: Similar to Autumn and Captain of the Watch, at this point I care much less about the damage dealt by the tokens and more about their usability in triggers
Elspeth, Sun's Champion: 6 mana chonker for either 3 tokens, or 1/2 of an Austere Command. If she lives it's great, but she's a pretty big target for elimination. I like her, but once again, too slow and too risky to dump 6 mana into
Keeper of the Accord: I have 4 basic plains in the deck, and I almost never have less creatures than everyone else. If this card needs to come out, I have probably already lost the game and am far behind.
MacCready, Lamplight Mayor: This kind of hurts to remove. MacCready is super interesting in the deck and gets a good amount of damage to sneak through, but at the late game, most of my tokens are too big for his ability to use.
Commander Mustard: He provides WAYYY more value than Captain of the Watch in the form of trample and haste, as well as he costs 1 less than it, is a human soldier and his 2nd ability is very synergystic with the rest of the deck, even for 4 mana. Basically he provides two triggers of impact tremors when I swing out, giving my tokens more value
Priest of Forgotten Gods: This card is actually kind of busted. Forcing enemies to sacrifice creatures gets around indestructable, or big boys, pings their face for 2 damage, free mana, and card draw. All of this for a two cost card and sacrificing 2 creatures. Actually kind of insane to have all of these effects for 2 1/1 tokens.
Jeska's Will: Free mana is exactly what I was looking for. Against a deck that uses thought vessel, or reliquary tower, ad nauseum, ect... just any deck that draws cards easily (90% of decks especially with the One Ring still unbanned), this will work wonders for my X-cost cards, or just getting some of the bigger boys out.
Chrome Mox: Better Talisman IMO
Mox Amber: Almost all of my creatures are legendary, free money. Arcane Signet for 0 mana
Mox Diamond: 0 mana for any color I need every turn
Phyrexian Altar: Essentially just Ashnod's altar
Afterlife Insurance: Amazing protection against boardwipes, or punishing people for blocking me. 2 mana to recover all my tokens
Phyrexian Tower: Exactly what I was looking for, a way to generate more mana than just 1 colored.
Urza's Saga: No brainer, free colorless for 2 turns, then I get a Sol Ring, Mox, Mana Vault. Whatever fits my needs
Prosperous Partnership: 3 mana to generate 2 creature tokens and treasure tokens when I'm not ready to swing with my entire board. Also works well with vigilance!
Hybrow on
The Big Black Succ
11 months ago
I play Heart of Black Coal - Ayara ETB trigger EDH deck that is mono-black and deals with ETB causing 1 damage. I was going to start suggesting a bunch of sac engines and recastable creatures, like Priest of Forgotten Gods and Nether Traitor but you have a whole mill strategy going on here that is pretty nice.
So instead I started looking at my Tilting at WindMILLS - Zellix mill EDH build. It however is tilted heavy to blue, the only one i can really recommend (depending on your sac strat) would be Altar of Dementia. And frankly, my zellix build is not amazing, might be stealing this deck list :)
Great Deck
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