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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Revival / Revenge
Return target creature with converted mana cost 3 or less from your graveyard to the battlefield.
Double your life total.
Target opponent loses half their life total rounded up.
2 days ago
Hey, if you want to stop No Mercy then consider Cathar Commando? It's a budget creature so it can be reanimated or recurred with Liesa, Forgotten Archangel as well as other ways which I will mention in my next comment :)
If your getting Jumpstart packs there's several cards to look for other than Exquisite Blood:
- Witch of the Moors
- Phyrexian Reclamation
- Sheoldred, Whispering One
- Blood Artist
- Selfless Savior
- Speaker of the Heavens
- Phyrexian Tower
- Drana, Liberator of Malakir
I believe in using my money getting singles to build my decks not on $5 packs, but if you enjoy cracking Jumpstart packs look for these cards. Selfless Savior and Blood Artist are uncommons, you might have these cards.
If you're interested in Exquisite Blood then maybe you want to make your deck more combo? I don't think Exquisite is worth $18 since with $18 you can make several upgrades not just one card. For $18 you can make close to 20 card upgrades. Even if you're playing casual having a combo to win the game is helpful. Just don't combo off right away, let the game build up, have fun and then boom.
- Vizkopa Guildmage
- Children of Korlis
- Bond of Agony
- Tainted Sigil
- Mischievous Poltergeist/Wall of Blood
- Revival / Revenge(Revenge)
There's no budget alternative card for Exquisite Blood, but you can mimic the outcome of what the Blood combo does with budget cards. By making yourself lose a lot of life and then gaining the life you lost right back.
Vizkopa Guildmage's ability is like Vito, Thorn of the Dusk Rose/Sanguine Bond except it's more powerful because it affects each opponent all at once not just one opponent. It however costs three mana to have the effect until end of turn. The combo is to cast a spell or activate an effect to lose a lot of life such as Bond of Agony where you can control how much life you lose which then makes each opponent lose that same amount of life. When you lose the life then sac either Children of Korlis or Tainted Sigil to gain all that life back. This then triggers Guildmage to make each opponent lose that same amount of life again, most likely killing each of your opponents for having 0 life and you win the game.
Children of Korlis is a good card for gaining life because it looks at all life you lose for the entire turn. You can gain a lot at one time after a big attack from opponent doing combat damage to you or a small amount, you choose. It's a one drop creature who can be reanimated or recurred to repeat this effect, great with Liesa, Forgotten Archangel. Outside the combo if you're paying a lot of life for draw such as with Greed then Children can help to gain that life back.
In my last comment I mentioned you can get quality from filler creature cards you play with Infantry Veteran as example of not quality. Children of Korlis and Selfless Savior are examples of quality budget one drops. Mischievous Poltergeist/Wall of Blood's ability can be paid as much as you want, each time losing 1 life, but it's not a good card outside the combo. I suggested it because it's a creature who can be easily reanimated or recurred which can be helpful to more easily combo or repeat the combo. If I was playing this combo I would play it for that reason.
I'll continue with more advice in another comment later.
3 months ago
I do love a good lifegain deck : ) The one I built a while back is a variation of 60 card soul sisters with Soul Warden and Soul's Attendant gaining me life from Lingering Souls or afterlife creatures like Seraph of the Scales or Orzhov Enforcer all to power up a Bloodthirsty Aerialist
Revival / Revenge is a great versatile card, and my favorite lifegain combo is to use Selenia, Dark Angel with Sanguine Bond and Tainted Sigil Selenia is a great flying blocker that your opponent will never actually get rid of, bond is bond : ) and sigil can actually save you in a pinch, but when you put them all together, it's a kill one player combo. Stacking Selenia triggers can be fun when it works : )
But again, I use this in 60 card, so not sure how applicable it is to commander. I also really like Ivory Tower or Sun Droplet just for constant gain effects for Bloodthirsty Aerialist but I'm not sure if it would work in EDH.
Best of luck with the deck! Looks pretty awesome.
4 months ago
Niko9 Thanks for the kind words! Glad it inspired you to shuffle up your lifegain deck, if the cat ever moved anyways :) I like the idea of Revitalize - I've used it before in a few different applications. It has low manacost to play and is useful at most points of a typical games timeline. I might have to play around with adding some of these, or browsing for something similar that perhaps has "positive for me but negative for opponents" action, like that of Revival / Revenge.
For this deck, I'm not sure Revival / Revenge is the best fit, given that up until the playing field gets equalized, I don't really care too much about being ahead or falling behind in the life count, so I wouldn't be playing it early on. In my mind, optimistically, I benefit from "knowing" we'll all end up with identical low life amounts and if I don't win as planned there...I think I the 6 mana that Revival / Revenge is too much compared to the benefit I might gain from the first steps in taking another shot at knocking out opponent(s). This could be saving mana for defensive spells, since I'll be number one on the most wanted list after this little maneuver, or depending on the opponents boards, looking at brute forcing my way to a win. This only works if someone had a really low life total - if that isn't the case, then I could see this being an option. I still think Bargain or some of the other sideboard cards might be as good or better with lower mana requirements and some offering offense and defense in future turns. With 4 of each Celestial Convergence and Hex Parasite in my deck, there's also the chance I could try again with the combo.
I have said it before and will say it again - the alternative winning conditions are a big weakness for this deck I think...So anyone with suggestions to how to improve this pipe up! :) Protection / defense in general is also a weak spot for me as a new player and
Vampire Hexmage was one I considered, but as you mentioned, it can be an attention grabber. I like that this deck has an off beat feel to it and that it does use a sweet combo, but it's not infinite, obvious, or common (that I know of). For this reason alone, I shy away from adding this. But I'll try out some "similar card" searches and see if anything interesting pops up.
I'll do some more investigating and then try and make any changes over the coming weekend.
Thanks again Niko9 !
4 months ago
Nice deck! This makes me want to dust off my lifegain deck and give it a go again. So thanks for the inspiration : ) Only problem is that my cat is sitting on the box with that deck in it and he may not move for a while...
Anyways, I really like the idea you've got. There may be ways to streamline the combo with something like Vampire Hexmage who is the classic remove counters creature, but I really like that you have a different way to do it. So, up to you. I know hexmage can make opponents groan because it's almost only used for brutal combos.
And I wonder how something like Revitalize would do. I always liked it as a cantrip at instant speed that can also trigger life gain. I've definitely had a few games where Revitalize saved me, and then drew a card too, which are both very nice : )
There's also Revival / Revenge that could bring back Hex Parasite if they target it and also can be a swingy life spell. It might not be exactly what the deck wants, but thought I'd throw out some ideas.
But yep, off to play lifegain now. Thanks!
6 months ago
Ye, makes sense over Revival / Revenge since you can just wish for Kitchen Finks if you wanted to reanimate it, so the downside on Can't Stay Away isn't much of a downside in reality plus you can flash it back if needed, so there's that.
7 months ago
Yup, I agree about the mill matchup being hard, and you also don't have good gravehate, which is why I was suggesting inclusion of Endurance in the side since it would cover both weaknesses.
If you like Revival / Revenge so much as an option, then my next candidates would probably be Loxodon Smiter / Mystic Enforcer or Despark although they all leave holes. I'd probably go with Loxodon Smiter if I had to choose, since a blue player could just counter the Glittering Wish but since it's 3 CMC it is actually capable of being moved in...
I'm not even sure what's the weakest sideboard card, as they all have very niche uses that can change the gamestate now.
I know it sounds crazy to sort of cripple yourself with a worse removal spell, but maybe Assassin's Trophy instead of Abrupt Decay + Despark is the best route to go if freeing up a slot. It does come with the upside of being able to target troublesome lands like the tron lands I guess...
It's always been a general rule of mine that ramping my opponent is bad, and making your only targeted removal do just that seems a little sub-par.
I think you should still try to fit in Endurance somewhere, but I'm not really sure where right now honestly, haha.
7 months ago
Wow, this is so much more consistent, ideal, and fun than I thought it would be. This version plays amazingly! And such simple changes, too, who would have thought.
Yes my first thought on the Witness was definitely from how they deck played before, totally unnecessary now.
Anafenza is nice and all, but I already have the Unicorn on the side. And that is what's so nice about Rhonas: he is the combo piece that transitions to an aggro strategy. He's such a jack of all trades in that regard, it's why it as worth taking Endurance out for.
In that same vein, I see what you're saying about Revival / Revenge. It can just win the game on the spot, but maybe it's not necessary. I'm not sure about including something monocolored, that opens up a whole other situation. I actually like multicolored only, I have tried it several ways over the years. Endurance seems to be the only effect I'd be missing out on, which is worth considering. Again, I think Mill is now actually going to be my hardest matchup
7 months ago
Yeah, it is a lot to think about, but I think there's definitely room for cuts to be made so you are more consistent. I think 1-2 Quillspike main is fine, it does synergize well with the Kitchen Finks in addition to Devoted Druid which is why I had it at 2. It's probably not worthy of 3 slots as it doesn't do enough.
Eternal Witness is great, and comparable to Renegade Rallier. There's enough fetches / sack outlets that you can almost always trigger Renegade Rallier. The main differences is the CMC, permanents, and hand vs. battlefield. Eternal Witness's main upside over Renegade Rallier is in recurring Collected Company. But if you don't have a Collected Company in the graveyard, Renegade Rallier is generally superior. Keeping both slots is once again fine, but the more you can do with less, the more consistent you can make your 'game winners.' There's some overlap between Endurance / Eternal Witness / Renegade Rallier, so you should be able to pick 2 of them. Maybe the 2 I picked weren't the same 2 you would have picked.
Anafenza, Kin-Tree Spirit let's you infinite sac Kitchen Finks since it'll come back as a 2/1 which will always be the lowest toughness. It's a more synergistic option than some of the other anti -1/-1 options, that actually can just pump other creatures on its own. For example, Anafenza, Kin-Tree Spirit + Renegade Rallier or Collected Company would just give you nice bolster options, letting you play as sort of a midrange deck if need be. None of the other anti -1/-1 cards let you transition to more of an aggro strategy with non-combo pieces.
Also keep in mind what I think was my biggest point - cut Revival / Revenge from the side, as you can already wish for almost everything it would recur. With that slot, you can use it for a creature you actually plan to side in, so if you take out a strong hate card like Endurance from your initial 60, you still have access to it in games 2/3 when it is relevant.