Choose two —
- Counter target noncreature spell.
- Return target permanent to its owner's hand.
- Target creature gets -3/-3 until end of turn.
- Destroy target planeswalker.
Printings View all
|Commander 2017 (C17)||Rare|
|Dragons of Tarkir (DTK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Silumgar's Command occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Silumgar's Command Discussion
1 week ago
I have never found Pull from Tomorrow type cards to be very good, they need way too much mana. Speaking of too much mana, consider this! For everything 5 mana and more, to what extent does it help you to win you the game? How much of a threat will you be to the table? Will you be able to win that turn or the next turn, is there a clock? Maybe that Silumgar's Command isn't too good by these standards, and I'm not convinced The Mimeoplasm deserves a slot. Spelltwine is cool, but this deck doesn't strike me as one where this would help you achieve victory.
My major criticism is that you aren't ramping hard enough to pull this off in a devastating way. it seems to me that the way to getting more creatures out is to draw more from Damia, but of course you aren't getting her out early game, so you end up playing from the hand and running out of things. I am thinking of either Gilded Lotus, or Thran Dynamo. Are you aware of Nature's Lore and Farseek, they can pull up dual lands that have those land types i.e. Zagoth Triome. You probably also need some draw for before Damia, like maybe you could do Elemental Bond style effects to improve that? Of course there is also Mystic Remora. Also if there aren't enough creatures coming out, is the recursion you have that valuable; why not try to just draw more cards, it doesn't seem like you need any particular cards that badly or you would be running tutors?
Sorry for the long post! I like the deck, I always thought copying other people's stuff would be a cool way of playing!!
3 months ago
As we mentioned, I think the best thing for Thrax himself is to get him on the field a turn or two early. Mana rocks are going to be the thing, since we can't make extra land drops with green. Hopefully we can get Thrax down turn 5 or so, so rocks costing 4 or less are where it's at. My favorites are Chromatic Lantern, signets such as Izzet Signet, and others that make your off-colors since we're focusing black with our mana. Altars such as Ashnod's Altar and Phyrexian Altar might be the end goal here, given the sacrifice subtheme with the Pact effects.
Some extra card draw might help get us the mana and rocks we need on-curve. God-Eternal Bontu pairs with pact effects for a blowout, Cryptbreaker turns your bodies into cards and your useless cards into bodies, and Midnight Reaper/ Undead Augur are less dangerous to you with your sacrifice outlets to make sure they don't hurt you too much. Corpse Harvester plays triple duty as ramp, tutor, and sac outlet.
I'm going to further push the sacrifice subtheme and see if we can shore up one of the weaknesses Thrax shares with Savra...large creature armies. Archfiend of Depravity and Vona's Hunger will stop a billion saprolings from getting you down, and Butcher of Malakir seems like a good redundancy piece. And it might not be the best, but I really like Syphon Flesh in here.
Also, if you're going for stealth Liliana tribal, you're missing OG Liliana Vess :P I also like Angrath, Captain of Chaos in here (I wouldn't even make a token with him...just leave him up as a harder-to-kill enchantment)...probably better than most of your Lili options if you're not married to the 'tribe'. Last Hope and Heretical Healer would be my picks for the weak links of the planeswalkers you do play.
THERE ARE NO INSTANTS IN THIS DECK?! Let's grab some versatile ones, so I don't start thinking I can free-roll on your turn. Crosis's Charm, Soul Manipulation, Grixis Charm, Silumgar's Command, and Lazotep Plating are some of my picks for cards that can always find a use.
4 months ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
1 year ago
Smothering Tithe - A great 'pay to play' card, and you'll ramp like crazy if they don't.
Rhystic Study - If they don't pay, you draw... they'll pay.
Thief of Sanity - Thievery + some mill, all in a nice evasion package.
Mnemonic Betrayal - This is just too good, cherry pick all your opponent's best spells they've played.
Desertion - Counter the threat, get the threat.
Paradox Haze - Double up on your commander's ability.
Emergency Powers - Great for resetting what is in someone's hand or your own. Addendum is gravy on top if you have nothing else to play during your main.
Supreme Verdict - Just a great wrath spell.
Rewind - Counter and keep the mana open.
Unwind - Sure it only works for noncreature spells, but there will be plenty of those around.
Wrath of God - The original.
Celestial Dawn - Makes casting opponent's spells with your commander just too easy.
Cascading Cataracts - Indestructible color fixing.
Revel in Riches - Mana fixing + a win-con if you get lucky.
Lightning Greaves - Protect what matters most.
Swiftfoot Boots - More protection.
Sun Titan - This guy is a beast, sometimes he'll only do a small bit, other times he's your golden boy. Cool little combo: Use Mirage Mirror to copy a sacrifice artifact like Mindslaver , use the sacrifice of the copied card, then bring Mirage Mirror back with the titan.
Paradox Engine - Use artifacts to pay for spells, then untap them to pay for more.
Darksteel Forge - With all your artifacts you're running, this lets you play your wraths without any fear.
Cards to consider ousting:
Blood Baron of Vizkopa - It's good, but won't be active all that much as a 10/10.
Deadeye Plunderers - Lackluster.
Merieke Ri Berit - Without a way to abuse untapping her she can under perform.
Nightveil Predator - Doesn't do as much for you as it could.
Odric, Lunarch Marshal - You're not strictly a combat deck.
Spell Queller - I like this card, but in commander it's just too fragile.
Traxos, Scourge of Kroog - He's not horrid.
Walking Ballista - Just not got for this deck.
Wrexial, the Risen Deep - Too slow, by this point you should be focusing on control with your commander.
Displacement Wave - You're putting in better.
Mind's Desire - You're just not build for this card.
Illusory Gains - Really depends on your play group.
Dimir Locket - The signet is better.
1 year 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
Curse of the Swine
Go for the Throat
Chain of Vapor
1 year ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools , Irrigated Farmland , Sunken Hollow , and Prairie Stream . These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel , Glacial Fortress , and Drowned Catacomb . If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map , and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens , Ruin Raider , Twilight Prophet , Dusk Legion Zealot , Phyrexian Rager , Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain , Serum Visions , Impulse , Painful Truths , Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor , Sorin, Lord of Innistrad , or Elspeth, Sun's Champion , and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic , is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody , Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius , Glint-Sleeve Siphoner , and Aether Hub . I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell , Mana Leak , Supreme Will , Ojutai's Command , Silumgar's Command , Negate , Essence Scatter , and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress , Thought Erasure , Divest , Harsh Scrutiny , Persecute , Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek , Thoughtseize , Castigate , Blackmail , and Hymn to Tourach . You also have Kitesail Freebooter , Tidehollow Sculler , and Brain Maggot . From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control . Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar , Dragonlord Ojutai , Cloudblazer , Restoration Angel , Ravenous Chupacabra , Isareth the Awakener , Vona, Butcher of Magan , Nightveil Predator , Thalia, Heretic Cathar , Hostage Taker , Regal Caracal , Thraben Inspector , Noxious Gearhulk , Torrential Gearhulk , or Cataclysmic Gearhulk . There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking . Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
1 year ago
hello really like your deck
Cloudstone Curio with Rooftop Storm is the combo you are probably looking for boucing Gray Merchant of Asphodel to drain everyone or bouncing Grave Defiler to cast all zombie in your deck but you could stick with only Rooftop Storm + Grimgrin, Corpse-Born + Gravecrawler + Diregraf Captain
for the cut it really depend on how you play the deck the problem is that you are trying to do everything you have control/agro/combo going on you should pick combo/agro or control/combo
for the card that in my opinion arent worth to play are : Consuming Aberration , Fatestitcher, Geth, Lord of the Vault, Ghoulcaller Gisa, Josu Vess, Lich Knight, Liliana's Reaver, Noosegraf Mob, Stitcher Geralf, Undead Alchemist, liliana, death's majesty, Liliana Vess , Cancel, Counterspell, Hero's Downfall, Murder, Negate, Silumgar's Command, Quietus Spike, Sword of Vengeance, Freed from the Real, Training Grounds, Army of the Damned, Dark Salvation, Rise from the Tides, Ruinous Path also cut some of the worst land like Dimir Guildgate and run some more basic
for the card that you should be adding to the list: Grave Defiler, Kalitas, Traitor of Ghet, Phyrexian Altar, Skullclamp, Throne of the God-Pharaoh, Bitter Ordeal could be good if your local meta is a lot of food chain/flash hulk or combo deck , Diabolic Intent and all the other tutor if you have the money Cabal Coffers + Urborg, Tomb of Yawgmoth
ps: my recommendation fit for a agro/combo deck