Artifact — Equipment
Equipped creature gets +1/+0.
Whenever equipped creature is put into a graveyard, you gain 3 life.
Printings View all
|Scars of Mirrodin (SOM)||Common|
Combos Browse all
|Commander / EDH||Legal|
Sylvok Lifestaff Discussion
1 month ago
hey Boza, thanks for your opinion. I was already thinking about adding one more land, or maybe two, but definitely not more. Adding also Loam Dryad wouldn't really do because I'm not looking to ramp up some big crature, and actually having only three lands in play can let you play a good match. What's more, you'll get the lands you'll need with Viridian Emissary, and with Altar's Reap. About the "needing a big creature" (actually only 4 cards do), yeah, having a Bloodthrone Vampire down on the board it's not always granted, but you can easily make up for her using Hunger of the Howlpack on a 3/3 Boar token, or on Viridian Emissary, which lets you play at least a 5/5 paying only 3 mana with Miming Slime or leeching 5 life with Essence Harvest (and it can often be game ending or game changing). Anyway, what would you suggest removing to add in more lands? I was thinking about moving Sylvok Lifestaff to the sideboard. I'll think about adding Loam Dryad (or some Llanowar Elves, which I prefer) instead of the two lands, to add more possible sacrifices
3 months ago
Aetherflux Reservoir , Aethersphere Harvester , Prism Ring , Umezawa's Jitte , Dragon's Claw , Tablet of the Guilds , Staff of the Flame Magus , Batterskull , Loxodon Warhammer , Wurmcoil Engine , Delif's Cone , Soul Net , Sylvok Lifestaff , Basilisk Collar , Bubbling Cauldron , and Profane Memento are probably about as close as you'll get.
4 months ago
Your commander does take out players in 2 hits with commander damage so Manifold Key could be something to pick up.
Colorless is not a color so you can remove Diamond Mare
Whispersilk Cloak will be good to keep your commander from being destroyed by single target removal and it makes it so much easier for him to potentially kill a player.
1 year ago
Thanks a lot ThallionDarkshine. As far as focus goes, it's pretty simple: I just want to have my graveyard be an extension of my hand and be able to play "answers" to pesky permanents. I'd rather not spend over $20 on a single card.
I chose to run 33 lands cuz I found myself "fetching" lands often and even more often with Muldrotha on the board. I don't cast her until my graveyard has a good amount of permanents in it anyway so I'm not worried about playing her asap. I do tend to cycle some lands for draw when the opportunity arises cuz I know I will play them later from the yard. Circuitous Route , Burnished Hart , Sakura-Tribe Elder , and Shefet Monitor all help with a bit of ramp.
I like the idea of Manglehorn replacing Acid Web Spider , and Noxious Dragon is merely a place holder as I found it in my bulk and threw it in. Both spider and dragon are mainly flying blockers with a lil bonus; but I do agree that they are mana spendy.
I did splash a bit of sacrificing in cuz why not? Caustic Caterpillar and Thrashing Brontodon (removal), Burnished Hart and Sakura-Tribe Elder (land), Scribe of the Mindful to get back some value instant/sorcery, and some more options. Plus you put Sylvok Lifestaff on a creature before you sac it for the proverbial icing. Sac outlets also include Bone Splinters , Ruthless Disposal , Victimize , Burnished Hart , Jarad, Golgari Lich Lord and Whisper, Blood Liturgist . And the sacrificing trigger from Liliana, Heretical Healer Flip! Then turn around and cast those sacrificees from the yard which would trigger Desecrated Tomb for more sac fodder, chumps, or aerial assualt.
This was a bit winded but this is the jist of the deck. It's not a fast starter but chugs along just fine when it picks up momentum. I'm aware there are a few kinks to work out and thus the reason I called for help. I appreciate any and all feedback, so again.. thank you!
1 year ago
Thx a lot for the feedback! I like the suggestion to play more unconditional removal maindeck, but the thing I've realized with Snuff Out as well as Vendetta is that sometimes the life is too much to pay. I've played a lot of games with this deck that have come down to a matter of a few life points between winning and losing because of the 'suicide' zombies in the deck, and I think there may be too high of a chance of killing myself early. I try to maintain a 1:2 ratio of damage to myself and the opponent in the cards (with a few cards like Piranha Marsh to break the symmetry a bit) and Snuff/Vendetta might mess that up. I'll try out Victim of Night in main though.
I have tried playing a third Anurid in place of a Gempalm Polluter and it worked fine, but there wasn't a noticeable difference in performance. While testing with all 4, the issue of "too many" never really came up outside of niche scenarios where I flooded out and didn't have much board presence; and even then it helped draw some action so it was still useful. In the end I think it comes down to personal preference, and I like having the potential to chain them together and such (there's some sentimental value too <3).
I disagree with you on this point. Shepherd of Rot is a key part of the deck, and it's one of the cards I based the deck off of. Without it, the deck becomes exponentially less powerful, partly because it's a really good card and partly because I tried to fit in as many 1 mana zombies as I could in order to power up Shepherd of Rot and Gempalm Polluter and they themselves aren't very powerful on their own. And what do you mean by situational? The only situation you'd want to be in while playing this deck is in the process of lowering your opponent's life total (which Shepherd excels at), and if the game were to go late and the opponent wasn't on the verge of death the deck has an extremely low chance of winning in the first place (if it gets to that point I generally just concede) so I feel that "it isn't good in the late game" isn't a valid argument. You also say that it subtracts from the deck's aggro-tempo; how so? It's essentially a [weird] 2-mana lord with the downside of not being able to do damage the turn it comes down, but with the upside of being able to deal chunks of damage through blockers. Sure, without other creatures out, it's just a 2 mana 1/1 (<-- is this what situational refers to?), but with even 1 other it's acceptable and with more it's insane. It's a lousy topdeck for sure, but so is almost every other card in the deck; the key is synergy and high damage output. After all, the deck doesn't need to do well in the late game, it needs to win early, and Shepherd helps tremendously in that regard.
Of course, I could also get rid of it and play more Anurids and removal and stuff to bolster the midrange plan, but by then it would be a different deck.
Lifestaff has done really well in testing. It gives a creature +1 attack (every point counts) and with Carrion Feeder it's easily possible to gain a lot of life at once. I have considered Gary, and the biggest concern is whether I'd be able to cast it in time in the aggro matchup. I think Sylvok Lifestaff is the better choice in general, but feel free to persuade me. Also, I don't really get why you'd want a lifegain card for games that drag on; could you explain that to me? Are you talking about the midrange matchup or something? Is there a deck I don't know about?
I've tried Gurmag Angler in the past, but I think I got a ridiculously unlucky streak with it getting stuck in hand and cut it out of frustration lol. Would the Ghoulraiser slots be a good place to try it out?
Hm, Costly Plunder could be good in the control matchup. What would you suggest I cut for it?
1 year ago
I love Ghoulcaller's Chant, I think it's a highly-underrated card in pauper. I know that Nameless Inversion gives you the potential for amazing control recursion, but I think that moving it to the sideboard and replacing it mainboard with Victim of Night or Snuff Out fits better into what you need to compliment your aggro deck. Direct removal via Victim of Night and snuff out will kill a wider range of threats and/or blockers than Nameless Inversion. If after round one you can see that most of their creatures will die to nameless inversion (or they're running black creatures), then you can swap it in safely.
I also love Gempalm Polluter, but I'm not sure that you want a full 4 (maybe 3 instead), since getting 2 in hand any time other than late game will probably mean that you've lost your opportunity to overwhelm them with aggro.
Shepherd of Rot is a really good way to push for the end of the game, but like gempalm it subtracts from your aggro tempo, and does it's own thing. Gempalm should stay mainboard because it will be good near the end/late game regardless since it also draws you a card, but Shepard of Rot is more situational. I think that it could play a key role in the deck as a sideboard against matchups that find a way to consistently fog you or beat you in terms of the combat field.
Sylvok Lifestaff is a great card for stamina, but I'm not sure that it fits here specifically. I think that if you want a lifegain card in your sideboard for games that drag on, or for decks that can stall our your aggro, Gray Merchant of Asphodel is your best bet.
And as always, Gurmag Angler is a frustratingly good card, and it's even a zombie too! It might be a good finisher with 2 copies. It might seem counter intuitive to eat your graveyard instead of potentially recurring it, but Gurmag is so strong it's worth it. Also, if your opponent sides in graveyard hate to remove your graveyard, Gurmag laughs at them and eats it first.
It might be worth consider 2-3 Costly Plunder either sideboard or mainboard, because like your Carrion Feeder, it allows you to get value from a creature that your opponent is about to kill/control, or one of the creatures you can no longer afford to pay life for. Plus it's always nice to have more sacrifice triggers for Festering Mummy.
1 year ago
I would run Sylvok Lifestaff over one of the Scimitar variants, and I'd throw in True-Faith Censer over the Heavy Mattock. Ward of Lights is another good protection enchantment, and I think Heroic Defiance could be really good.
1 year ago
Not entirely sure how to upgrade this deck: Mono Black Pauper Zombies
What are your thoughts on this? Are their cards that would be good in this that I havent considered?
Please send me any suggestions as this is my oldest pauper deck i own and probably the weakest one i own.