Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Reanimate
Sorcery
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its converted mana cost/mana value.
capwner on No Pain no Gain
3 weeks ago
This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1
legendofa on Help with turbo excruciator
3 weeks ago
On turn 2? Mana rocks, rituals, and tutors. Dark Ritual, Cabal Ritual, Jeweled Lotus, Lion's Eye Diamond, Imperial Seal, Vampiric Tutor, Demonic Tutor, Entomb + Reanimate if you want to try the reanimator route.
Obligatory disclaimer that I'm not a high-level EDH player, but K'rrik, Son of Yawgmoth needs 4 mana minimum to cast, and you need to get Doomsday Excruciator into your hand without mulliganing to uselessness. It's going to take a lot of resources to get them out even semi-regularly.
RockIV on Golgari commander deck Opinions
3 weeks ago
Hi everyone, ive been recently building some commander decks. Lately ive made a monoblack commander, but after playing with it, i decided to transform it into a golgari.
Rocks Golgari power of death Commander
Im using Jarad, Golgari Lich Lord as my commander, my strategy is going to summon big creatures and sacrifice them (in the right moment) to do damage to all my oponents.
im using some reanimator spells to be able to bring them back, like Entomb, Buried Alive, Exhume. Animate Dead, etc. I decided not to include Reanimate, because of the life loss.
right now, i included more than 15 mana ramps, to be able to get the enought mana to cast the strong creatures as early as i can.
i still not shure if the creatures i choose are the correct ones, and also if the number of creatures is the correct.
i feel that creatures like Desecration Demon, Spiritmonger and Skarrg Goliath can be replaced for something better like, a Terastodon or a Hydra Broodmaster
what do you guys think? suggestion will be deeply apreciated.
ty for everyone that read or comment on this post and in the last one too :D
ProgramIncomplete on The Mycotyrant
1 month ago
Sure thing!
When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.
But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora Flip as our boardwipes.
One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.
Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.
The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.
Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.
A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!
Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.
So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.
P.S. Apologies for the long winded reply, hopefully it was insightful.
RockIV on monoblack commander building help!
1 month ago
hi everyone im building a monoblack commander deck, and im a little lost on how to make it functional.
this is my deck, i tried to get the best monoblack cards that i have. but i feel the deck is not well builded.
i have some good cards that i didnt add. I have some reanimator deck posibilities , but i dont know if adding them would be a good move. Animate Dead, Buried Alive, Entomb, Exhume, Griselbrand, Reanimate, Sheoldred, Whispering One, Entomb
i have other options that i dindt choose i have some zombie lord type cards, but i feel i dont have that many zombies to make them functional.
what do you guys think? should i add the reanimator type cards?, or maybe take out some removal for other cards, what changes would you guys do to this commander?
ty for reading
Davinoth on K'rrik, Manipulator of Life (Totals)
1 month ago
Deck looks like a lot of fun to play! You have quite a few inefficiencies but after having read through the comments I see no fault in your build path! Sometimes throwing together a stack of cards you like in a color you like is all it takes to have fun! :)
I would recommend adding some Reanimation spells to the deck! There's some great budget options in things like Victimize and Persist, but also Animate Dead and Reanimate are much cheaper than they once were!
Master_J on Attack Attack!
2 months ago
OUT: Faithless Looting, Thrill of Possibility, Anger
IN: Brave the Sands, Chivalric Alliance, Aurelia, the Law Above
Making a few minor changes. I generally don't like throwing cards away with no way to Reanimate them, so taking those out for other small enchantments that will hopefully help me longer term.
Then trading or haste with Anger for some evasive draw enabler.
fluffyeel on Death and Taxes
2 months ago
Apart from a spate of tutors of varying price points (Vampiric Tutor, Mystical Tutor, Demonic Tutor, Entomb, etc.), here are some thoughts of varying degrees of evilness/making sure your opponents "love" you forever:
- Kokusho, the Evening Star is, for me, a must-include in any black-containing EDH deck, especially with how its life-drain effect scales with the number of players. You could also add an Archfiend of Despair and/or Wound Reflection to multiply suffering, Archangel of Thune to make your board bigger with every passing turn (or life-gain occurrence), and/or Boon Reflection for more life-gain fun!
- Some additional reanimation in addition to what you already have could be handy. For this, I would suggest Karmic Guide; Junji, the Midnight Sky; Reanimate; and/or Necromancy.
- If you have access to it, Yawgmoth, Thran Physician would be super-handy: on-demand sacrifice, not to mention card draw and weakening your opponents' boards.
- Some more land fetch/land thinning tools, like Expedition Map; Urza's Cave; Prismatic Vista; and Marsh Flats, might help. Similarly, Field of Ruin and Demolition Field serve double-duty of land fetch and land destruction for problematic lands. Alternately, some more multi-lands like Reflecting Pool, Mana Confluence, and other pain lands could help you in early game stages.
Have (4) | Azdranax , orzhov_is_relatively_okay819 , rixlai , JordanSanFran |
Want (7) | TRANNYDAN , TechNoble , zachi , ACrispyTaco , DonDinamita , devtor360 , beesaurs |