Enchantment — Aura
Whenever enchanted creature attacks or blocks, its controller loses 2 life.
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|Commander / EDH||Legal|
Latest Decks as Commander
Sinister Possession Discussion
2 months ago
There's a few Legacy Ninja lists running around, same idea with the 0 CMC creatures! I'd recommend giving Modern Horizons a look through, they printed a LOT of ninja support in there!
Just a few creature upgrade suggestions, Yuriko, the Tiger's Shadow can put in a lot of work, drawing you cards and draining your opponent (I think a lot of people overlook this due to "Commander Ninjitsu," but it states you can either play it from your hand or the command zone, so it's all good!). Same goes with Ingenious Infiltrator .
If you end up going that route, Changeling Outcast is another unblockable ninja enabler.
Depends on how cutthroat of a playgroup you're playing against, but I would suggest cutting the bounce lands for some fetches (whatever you can afford). A LOT of legacy decks run things like Strip Mine , and having your bounceland destroyed is setting you back almost two turns, making it a steep climb to catch back up.
Overall, the ninja strategy is pretty quick! In your current build, I don't see a lot of interaction with what your opponent is doing. Since you're running Dimir, you have a PLETHORA of interaction options, from Counterspell to Go for the Throat or Dismember and Thoughtseize . I'd recommend at least having some permission, removal, and hand control effects in your sideboard. If you'd like to double down on the aggressive ninja strat, Smoke Shroud can help with evasion and a small power boost.
In terms of specific cuts, I'd recommend cutting Minamo Sightbender , Sinister Possession Bladed Pinions Shuriken . I think there are more recent cards out there that do the same thing these do with a lower CMC!
2 months ago
Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!
Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.
Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!
Blind Obedience seems perfect for your deck!
Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!
In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.
For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .
That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!
10 months ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
1 year ago
I would cut Sinister Possession as it only nets you 2 damage a turn and can be removed when Greven Dies. I
2 years ago
Erebos, God of the Dead
would be a perfect fit here.
Gatekeeper of Malakir
are both high-devotion powerhouses. If you feel like shelling out the cash,
would be disgusting in here.
You could also use some more efficient and effective removal. Go for the Throat , Victim of Night , Fatal Push , and Hero's Downfall are all great options you have available to you. I'd look to play 6-8 pieces of removal in a deck like this.
If I were you, my changes to the deck would look something like this:
OUT: 1x Abhorrent Overlord , 1x Disciple of Phenax , 2x Korlash, Heir to Blackblade , 2x Squelching Leeches , 1x Barter in Blood , 1x Corrupt , 1x March of the Returned , 1x Mind Rot , 1x Sanguimancy , 1x Quag Sickness , 2x Sinister Possession , 1x Murder , and 1x Sands of Delirium .
IN: 3x Fatal Push , 3x Go for the Throat , 2x Erebos, God of the Dead , 2x Phyrexian Obliterator , 3x Gatekeeper of Malakir , and 3x Geralf's Messenger .
That's my take, anyway. Whatever you decide to do, good luck and have fun!
3 years ago
If you want to inch towards a more drain and gain over several turns here are a few ideas you might want to consider
If you want to proceed along a more lifegain based creature buff type thing then you might want to consider
3 years ago
Aegis of the Gods can be pretty good against certain combo decks, so It seems like a fine sideboard option to me. However, if you fear enchantment removal, you should maybe run True Believer isntead, (double W is harsh though.)
The strategy you're going for here is pretty much the most difficult arctype to make good in the entire game. Just letting you know right away. I can't see a feasible way to make a Sinister Possession deck viable. I wish you good luck, but emplore you to go a for a prion style deck instead if you want to punish people wishing to attack.
3 years ago
(Sorry I posted trice, Tappedout kept telling my comment hadn't been posted so I tried a couple time over.)
Anyways, I kinda feel your deck is trying to do many conflicting things at once.
You both have cards that try to kill with life loss, and with poison.
If you are on your way to infect your opponent, that Sinister Possession is kinda going to be a dead card, and if you have your opponent at a low life total, Phyresis is not going to be the card you want to see.
You also have this sub theme of land locking, but you don't have that much card draw. Neither do you have too many pieces to support that strategy. You can justify running Spreading Seas in most slow decks, because it cantrips, but if you don't draw multiple Contaminated Grounds, that card isn't going to do much either. And that's assuming your opponent doesn't just run black themselves.