
Combos Browse all Suggest
Legality
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 |
Shadow of the Grave
Instant
Return to your hand all cards in your graveyard that you cycled or discarded this turn.







Andramalech on
i.Stab
2 months ago
Balaam__ that's another great example of clunky gameplay on my part- so I swing in combat phase prior to casting the Shadow of the Grave, awaiting damage to go through. Post-combat I cast SOTG in order to refill my hand and dump from it the fodder I won't be needing in the following turn. Bit of a rudimentary and super sucky Scroll Rack type of effect.
Balaam__ on
i.Stab
2 months ago
It’s pretty tight, all things considered. You’ve got plenty of pseudo-draw, cycling keeps things moving forward while fortifying what’s in play, and there are only very minor instances of disharmony like Shadow of the Grave temporarily kneecapping Vile Manifestation until you get some more cycling cards back in the discard pile.
DeinoStinkus on
Count the Bells, Heed the Chimes
2 years ago
God-Eternal-Magic-Player it actually has a fairly decent win rate so far. The issue is that despite its incredibly expensive mana base, it can't really compete with 9-10 level decks. I'd place it at about a 7 or an 8, and it absolutely depends on how fast you can get the sphinx out. Once the sphinx drops, you are almost completely guaranteed to win that turn because of all the wheels and of course the approaches, but it's all about that speed. I've been trying to slot in some quick countermagic to protect the combo but it's still fairly fallible. Currently I have to rely a lot on people not thinking the sphinx is a legible threat, and then activating the ability (since it's rare to see activated ability countermagic).
The ultimate glass cannon deck I suppose xD
king-saproling I completely forgot that Street Wraith was a creature X(
I added Gitaxian Probe and thought "oh hey Street Wraith is samesies" without considering the consequences, lol.
I really like Shadow of the Grave. Thinking on it a bit more now I think LED would be a fine addition as well. Mastery is a bit strange but could definitely serve as an alternate wincon. 120 damage to each opponent is certainly nothing to scoff at!!
king-saproling on
Count the Bells, Heed the Chimes
2 years ago
So cool! Never thought I'd see Sphinx of the Chimes in EDH. Personally I'd cut Street Wraith due to the risk of hitting it with The Bridge.
You might like these: Shadow of the Grave, Lion's Eye Diamond, Mizzix's Mastery
immakinganezehaldeck on
Anje Reanimator (Casual CEDH)
2 years ago
11/23/22 - Madness update
I'm really low on madness cards. Needs to be far higher for an anje deck.
IN
-
Emergence Zone - adds a lot of sorcery speed options into gorger loop
-
Cloudstone Curio - infinite mana combo with Dockside + a creature iff dockside makes enough mana to cast both.
-
Revolutionist - if in gorger loop, can loop instants (and sorceries if anje is there too.)
-
Alms of the Vein - sorcery for above
-
Fiery Temper - instant for above
-
Violent Eruption - instant for above
-
Distemper of the Blood - can also get looped with Revolutionist
-
Hell Mongrel - discard outlet WITH MADNESS
-
Bag of Holding - Shadow of the Grave effect
-
Asylum Visitor - madness
-
Kitchen Imp - madness
-
Bloodhall Priest - madness and etb trigger that kills with gorger
-
Terminal Agony - madness
-
Necrogoyf - madness
-
Malevolent Whispers - madness
OUT
NOTES
Removed most end game threats + interaction that didn't have madness, since madness tech needs to be there in high density and the deck can win through that stuff mainly.
Andramalech on
MBD Zombie
2 years ago
Balaam__ I agree about building towards a goal that is non-traditional:
Building to win is so Spike, and I wanna win like Timmy or Johnny. I personally think this deck is more Johnny because at first glance.. you might miss some of these key interactions!
I.e.: things like how Zombie Infestation makes bodies that can be tossed for Scourge of Nel Toth, and then replenish your hand with Shadow of the Grave.
Boneyard Scourge is a cool card, but admittedly it isn't eternal format legal... that doesn't mean I won't use his happy ass anyways!
Andramalech on
MBD Zombie
2 years ago
Balaam__ yeah the Shadow of the Grave interaction is so fulfilling. My favorite part of the deck is when you take your turn 1 OTD (on the draw) to draw, be holding 8 cards, move to end step, and immediately stack a body into the grave.
Just a noteworthy characteristic about this deck is I typically don't build towards an idea that "goes second", it's just slower and often less competitive.
However with these, I have discovered that the Zombies kinda flourish with the more interaction your opponents sink in without exiling. More Grave presence = more field presence.
Balaam__ on
MBD Zombie
2 years ago
It’s always nice to see cards like Zombie Infestation that are cemented into everyone’s mind as being part of these static combos (i.e. alongside Treasure Hunt) get used in a different way. The Shadow of the Grave combo you have here seems pretty satisfying when it hits.
Have (2) | TheRealSpecialK , metalmagic |
Want (0) |