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Silence the Believers
Strive - Silence the Believers costs more to cast for each target beyond the first.
Exile any number of target creatures and all Auras attached to them.
Silence the Believers Discussion
3 months ago
Suggestions: If you're running payoffs for death triggers and sacrifice outlets, you might want to put in some things you want to sacrifice. Or ways to recur things. Either way, I think we're angling toward a black stompy deck with removal and commander synergy. We should be able to budget-ize this pretty nicely by focusing it as well.
Some cards to try: Maralen of the Mornsong , Wound Reflection , Lashwrithe , Dread Presence , Vilis, Broker of Blood , Scheming Symmetry , Ever After , Killing Wave , Decree of Pain , In Garruk's Wake , Pestilence Demon , Indulgent Tormentor , Painful Quandary , Silence the Believers
4 months ago
"One-card wincons" to consider: Insurrection , Expropriate , Painful Quandary , Rise of the Dark Realms , Revel in Riches , Cut / Ribbons . Perhaps Clone Legion , Rite of Replication , Mogis, God of Slaughter , Hour of Promise , Blatant Thievery , Grave Betrayal , or Mind's Dilation .
One thing to think about is getting Nicol Bolas flipped and maybe joined by the other planeswalkers and casting Obliterate , Jokulhaups , Devastation , or Decree of Annihilation . Almost guaranteed ultimates. Nicol Bolas, Dragon-God would be the best--proxy for now and include in first build?
Boardwipes: Toxic Deluge , Black Sun's Zenith , Hour of Devastation , Decree of Pain , Curse of the Swine , In Garruk's Wake , Deadly Tempest , Evacuation , Nevinyrral's Disk , Last One Standing , Perilous Vault , Oblivion Stone , Kindred Dominance , Necromantic Selection , Subterranean Tremors
Removal: Capsize , Bedevil , Hero's Downfall , Chaos Warp , Kolaghan's Command , Reality Shift , Pongify , Rapid Hybridization , Vraska's Contempt , Rakdos Charm , Price of Fame , In Bolas's Clutches , Plaguecrafter , Merciless Executioner , Fleshbag Marauder , Unstable Obelisk , Vandalblast , By Force , Shatterstorm , Hostage Taker , Yawgmoth's Vile Offering , Settle the Score , Dark Impostor , Hour of Glory , Sever the Bloodline , Silence the Believers , Spread the Sickness , Slave of Bolas , Electrodominance
Draw: (I would add Erebos once you're home) Patient Rebuilding , Phyrexian Arena , Greed , Arguel's Blood Fast Flip, Notion Thief , Windfall , Mystical Tutor , Blue Sun's Zenith , Pull from Tomorrow , Stroke of Genius , Braingeyser , Mind Spring , Expansion / Explosion , Invoke the Firemind , Deliver Unto Evil , Augur of Bolas , Painful Truths , Fevered Visions , Search for Azcanta Flip, Fact or Fiction , Dig Through Time , Treasure Cruise , Tidings , Thassa, God of the Sea , Day's Undoing , Reforge the Soul , Standstill , Deep Analysis , Necrologia , Steady Progress , Tezzeret's Gambit , Oath of Jace
Random utility: Ophiomancer , Metallurgic Summonings , As Fortold, Pendrell Mists , No Mercy , Stranglehold , Fated Return , Dark Intimations , Spellseeker , Sire Of Insanity , Thief of Sanity , Spark Double , Primal Amulet Flip, Dragon's Hoard , Mystic Retrieval , Shreds of Sanity , Spelltwine , Ashiok, Dream Render , Torpor Orb , Baleful Strix , Darksteel Myr , Solemn Simulacrum , Wayfarer's Bauble , Vedalken Orrery , Saheeli, Sublime Artificer , Will Kenrith , Mana Geyser , Gem of Becoming , Thran Dynamo , Narset, Parter of Veils , Keranos, God of Storms , Thrilling Encore , Star Compass , Coldsteel Heart , Kazuul, Tyrant of the Cliffs , Ensnaring Bridge , Crawlspace , Expedition Map , Burnished Hart , Torment of Scarabs , Cruel Reality , Mnemonic Betrayal , Yawgmoth's Will , Bloodchief Ascension , Nightscape Familiar , Gonti, Lord of Luxury , Thaumatic Compass Flip, Dreadhorde Invasion , Fraying Omnipotence , Thrummingbird , Viral Drake , Past in Flames , Mizzix's Mastery , Omniscience , Tainted AEther , Aid the Fallen , Deepglow Skate , Flux Channeler , Rings of Brighthearth , Silent Arbiter , Meekstone , Mudslide , Astral Cornucopia , Everflowing Chalice , Lethal Vapors , Sunbird's Invocation , Stolen Strategy , Maze of Ith , Spreading Plague , Merchant Scroll , Polluted Bonds , Black Market , Grave Upheaval , Memory Plunder , Pain Magnification
Beaters: Dragonlord Silumgar , The Scorpion God , The Locust God , The Scarab God , God-Eternal Kefnet , God-Eternal Bontu , Darksteel Colossus , Colossus of Akros , Visara the Dreadful , Tsabo Tavoc , Avatar of Woe , Balefire Dragon , Nicol Bolas , Hellkite Tyrant , Bladewing the Risen , Grave Titan , Inferno Titan , Steel Hellkite , Vampire Nighthawk , Torrential Gearhulk , Noxious Gearhulk , Combustible Gearhulk , Dominus of Fealty , Roil Elemental , Tidespout Tyrant , Kokusho, the Evening Star , Keiga, the Tide Star , Ryusei, the Falling Star , Wrexial, the Risen Deep , Etali, Primal Storm , Nezahal, Primal Tide , Tetzimoc, Primal Death , Dread , The Haunt of Hightower , Niv-Mizzet, the Firemind , Razaketh, the Foulblooded , Enigma Drake , Crackling Drake , Archfiend of Depravity , Sheoldred, Whispering One , Thing in the Ice Flip, Niv-Mizzet, Parun , Sepulchral Primordial , Molten Primordial , Diluvian Primordial , Ob Nixilis, Unshackled , Sire of Stagnation , Utvara Hellkite
4 months ago
Yo Ruggs, here are a suggested cards to remove from you deck open up space.
Graveyard Fetching/Recursion - Competes for cards slots that support the tribal control theme. Besides Craterhoof Behemoth , I dont see any creature worth two cards for throwing it into your graveyard and then recurring it onto the battlefield. Animate Dead is good because you can target you opponent's graveyards - perfect for your discard theme.
- Buried Alive -> Vanquisher's Banner
- Entomb -> Herald's Horn
- Unearth -> Kindred Summons
- Entreat the Dead -> Rise of the Dark Realms Use elf ramp bring all those discarded creatures back into play under your control.
Other swap options include:
- Deathreap Ritual -> Skullclamp . The ritual conditionally yields one draw/end step. It's not bad, but the clamp will can explosively refill your hand for with more discard shenanigans
- Nature's Claim - > Beast Within . More flexibility on target selection.
- Deathsprout -> Silence the Believers , Vraska's Contempt , or Toxic Deluge . Your deck is missing alternative removal tricks, which I think is important. Indestructible is pretty common.
Thats what I got for now.
5 months ago
9 months ago
BW control generally involves discard spells. You can get some good ones with Duress , Despise , and Castigate . If your friends play mostly creatures, then Harsh Scrutiny is good too. Hymn to Tourach is relatively cheap, but it's very very very very strong, play it at your own risk of creating an arms race between you and your playgroup.
Healer's Hawk is definitely more of an aggro card, if you want an effect like that, I would recommend Vampire Nighthawk . Obzedat, Ghost Council is incredibly strong, as is Blood Baron of Vizkopa . Vona, Butcher of Magan is incredible too.
I love merciless eviction, but you should really only run one, I would recommend you play some copies of Day of Judgment , Languish , Wrath of God , and Ritual of Soot to get those wraths earlier and keep the board clear.
I cannot recommend enough some Isolated Chapel s, Temple of Silence , Concealed Courtyard s, Shambling Vent s, and Caves of Koilos . Fetid Heath has recently plummeted in price as well, but I don't know your budget.
You'll definitely want some card draw to refill your hand too. In these colors it comes at the cost of life, for the most part. My personal favorites in casual decks are Twilight Prophet , but she is ridiculously expensive, and Kaya, Ghost Assassin . Arguel's Blood Fast Flip, Phyrexian Arena , Greed , Sign in Blood , Night's Whisper , Damnable Pact , Dark Bargain , Read the Bones , and Midnight Oil .
Hope this was at least a little helpful!
10 months ago
The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.
Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)
Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.
Finally, on to individual cards:
Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.
Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.
Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.
Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.
Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.
Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.
Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.
Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.
Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.
Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.
Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.
Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.
Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.
Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.
Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.
Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.
Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.
Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.
Nevinyrral's Disk is pretty good. Go ahead and keep that in there.
Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.
Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.
Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.
Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).
Here's one inexpensive, somewhat-boring take:
2x Glyph Keeper
1x Liliana Vess
2x Dimir Charm
2x Doom Blade
2x Agony Warp
3x Notion Rain
That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.
1 year ago
+Urza's Incubator - cheeper minotaurs
+Fervor - haste for all
+Living Death - protection against board wipes
+Lightning Greaves - protection and haste
+Sign in Blood/card draw in general
+Phyrexian Arena - card draw!
+Rakdos Charm - just a good card
+Gratuitous Violence - dmg incorporated.
+Anthem of Rakdos - dmg incorporated.
+Furnace of Rath - dmg incorporated.
+Havoc Festival - dmg incorporated. Plus the most Rakdos card
+Mana Flare - speed things up a bit
+Greed - more card draw
+Pain Magnification - could be good for keeping 0 cards in their hands
+Shared Animosity - can be super strong
-Black Sun's Zenith -expensive
-Cut // Ribbons - expensive
-Torment of Hailfire - expensive
-Ifnir Deadlands - I just don't get why its here, a swamp seems better
Cards to look into removing:
-Aether Vial - seems almost slow? Just doesn't fit in with the deck, but by all means, test it and see where it goes! Having fun with the cards is the most important part anyway.
-Obelisk of Urd - another one to playtest, I've thought it wasn't good enough in my tribal decks to get a spot
-Trepanation Blade - Very random card. Very random. I don't know what to think. Probably very good, though.
-Consuming Vapors - Don't quite get it, but might be a good way to gain life. Seems dependent on your playgroup.
-Impale, may I introduce you to murder?
-In Garruk's Wake - very expensive
Silence the Believers will be too slow.
-Cruel Reality: Just a trap, you have much better cards and it is extremely expensive.
-Dictate of Erebos: Maybe? I think you have better options
-Cut // Ribbons: Nope. See above.
+Flurry of Horns :)
-Firestorm: too expensive IRL
+All the minotaurs, they're minotaurs?
Silence the Believers will be too slow.
Sorry about the formatting, it hates me sometimes.
1 year ago
So here are some suggestions, feel free to accept/ignore them as much as you want :).
1) I think the biggest issue your deck faces is that you are running a lot of cards that aren't terribly impactful in a 40 life, multiplayer format. For example, most of your card draw is either a one-off effect or tied to another spell that doesn't do a whole lot (i.e. Peppersmoke or Brainbite). I'd suggest adding card draw effects which either accumulate you more cards (i.e. Fact or Fiction, Stroke of Genius, etc.) or even better, are repeatable effects (i.e. Greed, Mystic Remora, Bident of Thassa, etc). Repeatable effects are key in EDH.
2) You are using a lot of spaces in your deck for effects that give your creatures evasion. I don't think you really need that much because most of your creatures already have evasive abilities. If you do want to devote some space however, there are much stronger options that you could consider like Whispersilk Cloak, Mask of Riddles, Sword of Feast and Famine and its siblings, Dauthi Embrace, Thassa, God of the Sea, Cloak and Dagger, etc.
3) Here is an obligatory promotion for Cyclonic Rift and Rite of Replication in any blue deck. Also, you probably want to run a couple more board wipes. Decree of Pain, Toxic Deluge, and Black Sun's Zenith are great. You also might want some more ramp. Talisman of Dominance, Sol Ring, Mind Stone, Hedron Archive, and Thaumatic Compass Flip are all really great options.
4) Alongside repeatable effects, flexible cards are extremely powerful in EDH. You are going tribal here, so a card like Vanquisher's Banner would be amazing. It boosts your tribe and provides card draw. Herald's Horn is another option.
5) I think you could be running a stronger removal package as well. Instead of running tap effects, why not just run straight kill spells like Hero's Downfall, Silence the Believers, Vraska's Contempt, Attrition, etc.?
Lastly, I'll leave you with my deck Pocket Sand. Feel free to take ideas from it. It isn't a rogue/faerie tribal deck and it plays a more political game than yours, but it is similar to your deck in that it likes to use small, evasive creatures to out value opponents to eventually win the game.
Good luck deck building! +1
P.S. Some of the cards that I suggested aren't very budget friendly, but there are tons of cheaper replacements that do almost the same thing.
Silence the Believers occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%