Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
- Supernatural Stamina and Magma Spray
- I've got a good one. Metallic Mimic being returned to the battlefield with Supernatural Stamina in the middle of casting another tribal Creature.
- card:Obelisk Spider (HOU)|Obelisk Spider's second triggered ability + card:Supernatural Stamina
- Can I exile a card with ruin rat even if it is the creature that it blocked and has been targeted with supernatural stamina
- Does The Scarab God return to hand after being reanimated?
Until end of turn, target creature gets +2/+0 and gains, "When this creature dies, return it to the battlefield tapped under its owner's control." (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)
4 months ago
Welcome to the club, JHM921!
For this deck, I see a focus on getting Sarevok, Deathbringer as big as possible, but I also see some bits and pieces that I think can be switched out. Cards like Butcher of Malakir and Grave Betrayal would work better in a more graveyard-focused deck than what I think this deck wants to be. There's some ramp and mana modification, with Nature's Lore, Sakura-Tribe Elder, and similar cards, but I think some more early cards like Elves of Deep Shadow, Golgari Signet, and Elvish Mystic would help accelerate early game into mid game.
Virus Beetle, Ravenous Rats, and Festering Mummy are all kind of underwhelming in this deck. If you want to force discard, you either want to affect every opponent or choose the discard yourself, and Festering Mummy just has too small of an effect that the deck doesn't really have ways to capitalize on. I recommend adding some more targeted permanent destruction. Depending on how much money you're willing to spend, Nature's Claim, Maelstrom Pulse, Abrupt Decay, and Assassin's Trophy are all viable.
Since your commander is a big part of your win condition, you need to be able to protect it. Regenerate effects like Golgari Charm or Wrap in Vigor, indestructibility from Tamiyo's Safekeeping or Heroic Intervention, or simple unkillable-ness from Supernatural Stamina or Undying Malice will help keep Sarevok fresh and deathbringing.
Look through your deck, and for each card, ask yourself, "Why is this card in here? Does it advance my win condition? Does it remove an opponent's specific threat or problem? Does it protect my board?" If the answer to any of these is no, then it can probably be replaced with something more directed to this particular deck.
For some more specific suggestions, I assume Cloak of the Bat is to make Sarevok harder to block. I would switch that for something like Whispersilk Cloak. You don't have a solid Vampire base for Indulgent Aristocrat, and the Vampires you do have don't contribute much to your winning strategy, so I would save the Vampires for another deck.
I think if you tighten up the focus, this deck will become very solid. Happy brewing, and above all, have fun!
5 months ago
Abnormal Endurance and Murder both resolve, putting Grizzly Bears in the graveyard. Then the ability to return Grizzly Bears to the battlefield triggers, and in response I activate Scavenging Ooze, targeting the Grizzly Bears in the graveyard.
Grizzly Bears is then exiled, so what happens with its triggered ability? Is it still returned to the battlefield, or is it stuck in exile?
5 months ago
Plague Wind - Attrition - Gift of Doom - Darksteel Plate - Hammer of Nazahn - Kaldra Compleat - Shield of Kaldra - Kaya's Ghostform - Malakir Rebirth Flip - Armor of Shadows - Boon of Erebos - Feign Death - Supernatural Stamina - Undying Evil - Undying Malice -
I know you're not trying to go for board-wipe-tribal but here are lots of other ways to save your commander. I know you know about a lot of these.
You should seriously consider Blasphemous Act; it's one of the best wraths period.
5 months ago
Good luck in your play test, and I understand trying to build out of your collection, that’s why I didn’t recommend anything but very budget cards. Like I said, I think you’ll find you use the exile ability more than you think. I’d go for cards like Supernatural Stamina over Kaya's Ghostform as you could end up exiling the enchantment.
6 months ago
Thank you very much for the suggestions. Good call on Sadistic Hypnotist. I actually own a copy, but didn't consider it because like you said, very mean. For the same reason, I am staying away from Captivating Vampire. My playgroup hates having their stuff stolen. Supernatural Stamina as well as Gift of Immortality seem like no-brainers, but I am struggling with what to cut. Have you tried Dark Prophecy? How does it stack up against Morbid Opportunist? I am on the fence about Massacre Wurm because I don't play many token or elf ball decks, so I am not sure it would have the impact I want. That said, I think the deck needs more removal.
Btw, love your inclusion of Coffin Queen. Nostalgic card for me and I actually have her playmat. Always loved the art.
6 months ago
Cruel Celebrant, Gift of Immortality, High Market, Supernatural Stamina, Phyrexian Reclamation, Captivating Vampire, Massacre Wurm, Morbid Opportunist have all been great in my list, i try to focus more on simply sacrificing Elenda rather than protect her, as the biggest worries are mass bounce and exile. Sadistic Hypnotist is great if you're feeling mean
8 months ago
Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:
Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil
"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher
Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap
I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.
Things in your current list that I'm a little skeptical of:
Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.
Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).
Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.
Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.
All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)