Season of Loss

Combos Browse all Suggest

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
Freeform 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Season of Loss

Sorcery

Choose up to five paw worth of modes. You may choose the same mode more than once.

Paw — Each player sacrifices a creature.

PawPaw — Draw a card for each creature you controlled that died this turn.

PawPawPaw — Each opponent loses X life, where X is the number of creature cards in your graveyard.

Beebles on Mazirek's Blood Bank | V-EOE

6 months ago

Thanks 8netherwind8,

I never paused to realize that I still run woodland chasm but not underground mortuary in this list. Thanks! I also like carrion feeder as a card, but am not sure that I want it in here. I'll think about that one. And although blasphemous edict is great, if I have a board state so wide that I'm getting one-sided board wipe kind of value out of it, I'm probably already winning. I like Season of Loss a little bit better in this deck as a similar card.

Cheers,

Beebles

multimedia on Liesa but Angels

10 months ago

Hey, good WIP for Angels, nice Avacyn and Tithe.

When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?

In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?

Add:

Cut:

Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry

I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.