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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
2 months ago
Unfortunately, to up the power level, some of the things I will recommend might be pricey (cost-wise), but I'm already seeing some places to improve.
- Entomb and Buried Alive are good options to get your things into your graveyard that you can later reanimate with Scarab God. Alternately, Filth and Wonder are good things to put into the grave that give you added bonuses. (If you go the Filth route, Urborg, Tomb of Yawgmoth is super-valuable.)
- For mana rocks, Thran Dynamo, Gilded Lotus, and Chromatic Lantern are all very handy and budget-friendly. If you have them, of course there's also Mana Vault, Mana Crypt, and Chrome Mox, but don't just get them for this deck. (I happen to have opened them, so they move around between decks a lot.)
- The ultimate zombie enabler, to me, is Field of the Dead. You would need to likely swap some basics for snow-covered basics to make it work more, but the condition (7 lands with different names) is incredibly easy to meet. You can also go the route of some fetching (Terramorphic Expanse and Evolving Wilds, Fabled Passage, Polluted Delta, Prismatic Vista...). Watery Grave is also highly advised, along with Contaminated Aquifer, Ice Tunnel, Underground River, and Drowned Catacomb. Port of Karfell might also be worth considering.
- The best mill payoff from your opponents is Rise of the Dark Realms. Alternately, Reanimate, Animate Dead, and Extract from Darkness are great for bonus reanimation. Junji, the Midnight Sky is another possible option. Desertion and Aethersnatch are also good to take your opponents' things before they knew what hit them.
- More tutoring. Expedition Map will help for lands; Vampiric Tutor, Demonic Tutor, and Diabolic Intent are good in general; Lim-Dul's Vault is, I find, underappreciated and very handy. Fact or Fiction is also handy to get through your deck and get fun things into the graveyard (or make your opponents wonder what's happening).
- The Meathook Massacre, Damnation, and Cyclonic Rift are extremely handy for removal. The first is also a bonus payoff if your zombies die in the process! Yawgmoth, Thran Physician is also super-useful when it comes to removal, turning your zombies into both extra cards and weakening your opponents' creatures.
- High-cost things: Force of Will, Force of Negation, Mana Drain, and Commandeer are useful for control and making sure things don't stick and Memory Jar for filling up graveyards.
3 months ago
I have some deckbuilding advice. I'll make it concise:
The Three Problems
Your goal is to play a winning combination of cards before your opponent can do the same. To do this, you need to draw the right cards, be able to cast them, and do this faster than your opponent despite their efforts to stop you. These are the Three Problems your deck is trying to solve. It is tempting to fill your deck with only cards that work towards a build-around commander, but if you do, you'll have 4 or 5 mana available on turn 6, you won't be able to stop your opponent's threats, and you won't be drawing the cards you need. Follow the quantity recommendations below to deal with the Three Problems and still get to play your strategy.
Include 28 lands, plus 2 for each color, plus the average mana cost of your deck. So for a typical 3 color deck, you're looking at 39-ish lands.
Include 10 cards that let you deal with threats at instant speed. Every opponent uses artifacts, enchantments, and creatures, and you often need to disrupt a combo that's about to go off when it's not your turn.
Include 10 cards that net you more cards. With a high density of card draw spells, you are more likely to draw into your next draw spell and never run out of things to do.
Include 10 cards with low mana cost (3 or less) that give you more mana. Generally for every 2 mana rocks above this number that cost 0 to 2, you can cut one land.
Include up to 5 "win-more" cards, not more. These are cards like Doubling Season that are only good when your deck is already doing what it's supposed to do.
Include 1 card that hurts decks that use the graveyard, such as Tormod's Crypt.
Include 1 card that recycles your graveyard, especially if it can be played from the graveyard or activates when milled. Gaea's Blessing is a good one. Feldon's Cane is especially good if you are using your graveyard and you would rather have your graveyard be in your library than exiled by someone's Bojuka Bog.
Include 1 board wipe, but it must fit the theme of your deck and break parity. For example, All is Dust when you're playing colorless, Living Death when you're playing reanimator, Hour of Reckoning when you're playing tokens, Cyclonic Rift in blue, etc. The more one-sided, the better.
Include 20 creatures, at least 10 of which can be played by turn 3. Some of these cards can double as your removal, ramp, or draw, or strategy cards. Having creatures prevents you from taking opportunistic early combat damage, and helps you recover quickly after a board wipe. Creatures with ETB effects are more valuable when you can blink or reanimate them.
Include 20-30 cards that work with your deck's strategy. It seems like not enough, but when you include more than this, you're cutting removal, draw, or ramp, which are all necessary for dealing with the Three Problems. Also don't forget that when you have enough card draw, you'll have access to most of these strategy cards.
4 months ago
I love doom whisperer I run it in my Kathril, Aspect Warper deck and it is a great way to dump around 10-20 cards into your graveyard in one turn for either a massive pay off through Rise of the Dark Realms or finding a combo piece.
In your case you won't really be taking advantage of the recursion route so it would be more so used to search for answers or a combo piece. Since you are focusing on life gain you will likely be able to dig pretty deep. If you have a combo that you want to dig for that can win you the game I'd say go for it. Otherwise it isn't a bad card and you will still get card advantage out of it but isn't a necessary one.
If anything just proxy it and test it out. See how it actually plays out.
5 months ago
The fact that Ancient Imperiosaur can be a free 20/20 is kind of hilarious to me. Pairing it with something like Xenagos, God of Revels or Zopandrel, Hunger Dominus to one shot a player for 40 life seems like a fun achievement to attempt.
Into the Fire looks a like a new red staple and Pile On looks like a new black staple.
I know that they probably no longer have the license for it, but the fact the Kogla and Yidaro didn't get Godzilla alternate art of King Kong and Godzilla is criminal in my opinion.
I do find it a little odd that the pre-con commanders clash with the main set somewhat. Like some of the interesting convoke cards and phyrexians/incubate cards can't be played in their respective pre-cons. It's not a huge deal, but not being able to play Pile On and Hoarding Broodlord in the Jeskai convoke deck or Glissa, Herald of Predation in the Orzhov Phyrexian/Incubate deck bothers me a little.
8 months ago
had cut Dark Prophecy to test out Weatherlight Compleated but I'm thinking prophecy is better. While Weatherlight achieves the same thing when it's fully turned on it doesn't do much when it comes in late. You also need some form of sac engine going to get it up to snuff. Prophecy on the other hand can hit the ground running and draw you into answers from the get go.
Body Launderer is ok but we don't have too much reanimation going on so discarding cards is not always optimal. Our typical reanimation strategy is just going for Living Death that also acts as a board wipe. Agadeem's Awakening Flip is also another option but can double as a land if we're mana screwed. Reanimate is used for our single target reanimation and for a single black it's hard to beat that slot. As Launderer is only a single target reanimation it doesn't beat these cards.
Storm of Souls used to be in the main decklist but 6CMC is a lot to hold up and the typical meta is usually faster with more interaction. It's another reason why cards such as Rise of the Dark Realms was also cut.
9 months ago
More like a last resort card. Y need a specific creature or spell or the enemy will win in a turn or 2, and y cast Doomsday to draw the card(s) you want and get the advantage. The downside is sure lose in 5 turns at best, but if you are at a point where you will lose the game anyway, then you have no other choice and y dont exile the enemy graveyard.Y set the draw for the next 5 turns and y win with mill(Consuming Aberration+ Rite of Replication), clone( Phyrexian Metamorph) or abuse the graveyard( Rise of the Dark Realms) of the enemy.
9 months ago
11 months ago
The abilities don't resolve at the same time. Objects on the stack resolve one at a time. However, the Soul-Guide Lantern ability will resolve first since the stack resolves last-in first-out. And then the Rise of the Dark Realms will resolve after and you will be the only one who has a graveyard to reanimate.