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Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Surrak, the Hunt Caller
Legendary Creature — Human Warrior
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (This can attack and as soon as this comes under your control.)
















TheMadRocketeer on
Who's Counting?
7 months ago
Nice!
I'm considering this change.
Swap In:
- Archetype of Endurance
#Protection
- Fertilid #Acceleration #Gain_Counters
- Surrak, the Hunt Caller #Gives_Haste
Swap Out:
- Armorcraft Judge #Draw
- Hunter's Prowess #Draw
- Ulvenwald Oddity Flip #Beater #Gives_Trample
NinjaKitty778 on
Mayael's Force of Nature
2 years ago
NV_1980 I made some of those changes! I upgraded the ramp by adding Arcane Signet, Chromatic Lantern, Fellwar Stone, and Nature's Lore. For more protection I added Archetype of Endurance, Asceticism, and Heroic Intervention. For some haste enablers I added Frenzied Saddlebrute and Surrak, the Hunt Caller. And finally, I was able to add Kodama of the East Tree.
After a couple of playtests I feel like the speed of the deck has increased by a couple turns and I'm a bit more aggressive. But what do you think of the changes?
davidny212 on
Her Royal Fluffness: Gorestorm
3 years ago
HI love your deck! Don't know if you would consider these but two I am adding to my build are Ulvenwald Oddity Flip and Surrak, the Hunt Caller
Haste to me in a creature based decks is key!
MLS91 on
FYNN-ISH HIM!!!
4 years ago
Ohran Frostfang should not be cut, and because it’s an enabler which allows more flexibility in the creature slots which I think is absolutely nessessary consodering he does really have haste enables (look in Surrak, the Hunt Caller ) I don’t really find the saturation of “death touch creatures a reason not to rely more on the enablers. They’re better for the deck and more efficient in every way the TRYING to get through with 1/1s practically. Truthfully you should probably focus on token produces, such as Living Hive , or Phyrexian Swarmlord
Snowmen1 on Undying Retribution
4 years ago
Ok, so I did some testing with the deck and some of the changes, and here's my findings: on going up on additional copies of Eldritch Evolution: Having the card is still awkward, and I think that it all just comes down to what this decks trys to capitalize on the most: Speed and very efficient card advantage. Though Eldritch Evolution has a spot in the deck because it does allow you to essentially play additional copies of your "toolbox cards", playing it really is counter to what this deck is trying to do because of the higher converted mana-cost relative to the rest of the deck (which is hard for the deck to support), That you need to sacrifice a creature to play it (which is hard to do at that mana cost and because it is not at instant speed), and because you don't want it in every situation. To further explain that last point because the mana cost is so high and you have to pay three mana and sacrifice a creature for it, this spell can be really over-committing for the deck, especially if you are getting a creature that isn't going to have the highest impact.
As for the inclusion of Surrak, the Hunt Caller: Unfortunately, in testing I found this card to bring a few issues to the table. With this deck, I cannot justify playing more than just the two four drops in the deck, both of these slots belonging to Yawgmoth, Thran Physician, because the deck cannot support an aggressive, low to the ground style and reliably cast a four drop on turn four without playing mana dorks or detracting from the main gameplan. Following that logic, I removed one of these yawgmoth's in place of Surrak, the Hunt Caller. This lead to a number of issues. The first of which is drawing either of these cards, especially drawing Yawgmoth, Thran Physician. A lot of what makes Eldritch Evolution so good is the ability to basically play these cards for three mana. If you draw either or you already cast one, or the card was even discarded to a spell, you lose access to playing these cards off of Eldritch Evolution, which just makes it so much worse. This pretty much forced the deck into playing the two Yawgmoth, Thran Physician over other four drops. If you were to make this deck and go that route however, I would recommend looking at Questing Beast as a potential option for this slot as well.
Two changes for the deck however have stuck: Blood Artist over Zulaport Cutthroat: There are some matchups where you start to stabilize with Retribution of the Ancients, but cannot get to a stable position because you are low on life. This is part of the reason for playing Zulaport Cutthroat, but I have had more than a few games where not being able to gain life off of killing an opponent's creature would have been much more relevant than that one power. I think that playing Blood Artist also plays more into why the deck wants this effect: as mainboard lifegain and reach if needed.
The fourth Village Rites: This card has felt very good, and it feels like you cant really get flooded with this card surprisingly. cut a Viscera Seer, and it has felt good.
Anyways, that's what I got for now. I will be updating the list accordingly. I think that at this point the main deck feels really solid. I think that the sideboard needs work, but I am on the right track. Still, if you have suggestions, I will certainly love to hear them!
Snowmen1 on Undying Retribution
4 years ago
Xica, Thank you for the comment!
On your first point, I completely agree with you about decks getting underneath the strategy. I do think think that it is hard to find an elegant solution to this problem though. While I have heard suggestions of playing additional cards like Fatal Push, which certainly helps the deck to stabilize in situations where that early interaction is a must, you don't want to dilute the deck too much by playing too many. I think if you try to lean into the route of jamming in more removal, you will end up with wrong half issues that mid-range and rock decks face (like only drawing beaters, or creature removal, or discard spells). I think that solving this problem comes down to evaluating what matchups specifically this issue, and seeing if there are cards that address those specific issues while still playing more into the deck's core gameplan (such as having a one of Plague Engineer to search up off of Eldritch Evolution in the sideboard). I do think I will have to do more testing before I can make an informed change to the deck though.
About what you said about Eldritch Evolution, this card has a lot of the same curve problems that I mentioned earlier when discussing the card Liliana of the Veil. That alongside the introduction of Village Rites was the driving force for playing down to two copies. This change has felt really good, but when I reflect on this decision and what drove me to make it, I realized a few things: Eldritch Evolution is only as good as the creatures in you're deck, and I think that I was doing the card a disservice in playing the mainboard toolbox cards that I did. To explain what I mean, I play Scavenging Ooze as a search target, but it is so bad to search up, and I really only cast the card if I draw it, and it doesn't have immediate impact unless I have Mana to dump into it. This brings me to your suggestion if playing Surrak, the Hunt Caller, I think playing this card makes Eldritch Evolution so much better. In the past, Eldritch Evolution has felt anemic, and really only helped if I was fetching for a silver bullet or a Yawgmoth, Thran Physician. Playing surrak gives the deck more mobility in choosing between going fast or playing the long game, additionally, this just gives Eldritch Evolution a lot of potential to just have a lot of raw power to tap into whenever you want. This was a great suggestion, and I will try this out!
On your point about Life's Legacy, I 100% plan on going to four village rites, but I don't think I will be running Life's Legacy. I think that Life's Legacy gets easily outperformed by Village Rites because the card not being instant speed and being two mana as opposed to one means it can't really perform the same function that village rites does. Being able to sacrifice creatures in response to removal at the cost of leaving up only one untapped land is a huge feature of this card. With the ability to do this, you can use this card very effectively even without even depending solely on undying creatures. I think that Life's Legacy's inability to let you do that is the biggest hindrance for the card. I also do not think you can reasonably expect to draw more than three cards off of life's legacy, which doesn't really seem that good when compared to Village Rites. Definitely adding in the last Village Rites though.
Once again, thanks for the comment!
As for SynergyBuild, I can't believe I didn't know that! I guess I have been playing against this card wrong for years. Don't think I ever targeted one with an ability, so I guess it never came up. As for the actual matchup against eldrazi tron, I keep going between thinking it is entirely beatable and it will be near impossible, so I'm just going to see how my first match against it goes and let you know how the current list feels against it. With that, I'd like to ask a question. Should I keep a log of matches I play and add them into the deck tech? I keep a log of wins/losses along with some notes about games just to inform decisions on the list, and I think it may be helpful for people who may be interested in looking into it.
Anyways, thanks for the comment!
Xica on Undying Retribution
4 years ago
The idea is sound, however i would suggest to not limit the focus of your deck to dealing with creature decks, by reliying solely on +1/+1 based shenanigans.
As there are decks that will be faster than you if you cannot present interaction with other permanent types - since this deck is not particularly fast.
I would go as far as to say that Eldritch Evolution is the beast card in your deck.
As it is always the creature you would need the most, be it a hate card, or something that speeds up your clock.
I would strongly recommend running a full playset.
(maybe at the price of taking removing 1x Unearth & 1x Yawgmoth, Thran Physician - as evolution is yawgmoth if you need it to be yawgmoth, and unlike unearth its not dead to graveyard hate)
And run a copy at least a single copy of Surrak, the Hunt Caller in your 75. In any matchup where you must have a fast cock - like against tron, the card is a miracle worker.
T2 geist (swing for 2), T3 Evoltion, sacrificing geist, get Surrak (formidbale active)), give itself haste, swing with both surrak & geist for 8.
Op is likely at 10 or less life if we count fetching, by the end of t3.
And if you make your sideboard into a compilation of creature based hate cards, even if you only run a single copy of each, they will act as 5 effective copies, thanks to Eldritch Evolution
Blood Artist is leagues better than Zulaport Cutthroat, as the life leech from the opponen'ts creatures getting removed is far more relevant than the ability to swing for 1 dmg.
You may also want to consider playing Life's Legacy beside Village Rites - as drawing cards not only means not sitting empty handed once the initial 7 runs out, but also that you will have more chances to find the cards you are looking for, be it the 4th land you need to cast yawgmoth, something to sacrifice or whatever else.
I would run between 4-6 of such cards.
RubenWaters on
Neyith of the Dire Hunt EDH: Beastmaster
4 years ago
multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well
Cut/ Add
Arlinn Kord Flip = Domri, Anarch of Bolas
Vivien, Champion of the Wilds = Aggravated Assault
Atarka, World Render = Savage Ventmaw
Ulvenwald Tracker = Brash Taunter
Champion of Lambholt = Kiki-Jiki, Mirror Breaker
Grand Warlord Radha = Dockside Extortionist
Gruul Beastmaster = Manglehorn
Huntmaster of the Fells Flip = Zealous Conscripts
Nikya of the Old Ways = Apex Altisaur
Pathbreaker Ibex = Craterhoof Behemoth
Quartzwood Crasher = Polyraptor
End-Raze Forerunners = Prowling Serpopard
Rubblebelt Raiders = Ilharg, the Raze-Boar
Somberwald Sage = Birds of Paradise
Surrak, the Hunt Caller = Woodfall Primus
Gruul Guildgate = Winding Canyons
Temple of Abandon = Emergence Zone
Concordant Crossroads = Sneak Attack
Gruul War Chant = Invasion Plans
Lightning Greaves = Shadowspear
Savage Punch = Green Sun's Zenith
Shamanic Revelation = Momentous Fall
Soul's Majesty = Return of the Wildspeaker
Domri's Ambush = Ancient Animus
Kodama's Reach = Crop Rotation
Shared Summons = Tooth and Nail
Temur Battle Rage = Titanic Brawl
Growing Rites of Itlimoc Flip = Carpet of Flowers
Mosswort Bridge = Gaea's Cradle
Sheltered Thicket = Fabled Passage
Spire Garden = Prismatic Vista
Eldritch Evolution = Heroic Intervention
Aggressive Mammoth = Ohran Frostfang
Etali, Primal Storm = Inferno Titan
BUT these are just a suggestion
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