Each other player discards a card. You draw a card for each card discarded this way.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Syphon Mind Discussion
1 month ago
Above are all great suggestions! (expensive tho)
I would run 38 lands and 10-12 ramp that are all cmc 2 to see turn 3 Carth most of the time.
The enchantments feel odd to me. I'd cut them.
Cut some boardwipes. Think about how often you want to cast them in a game. I'd run 4.
For planeswalkers I like to run each one that makes a token or reanimates a creature.
I'm a fan of +1 Elephant Grass.
2 months ago
Looks like a fun list! I have a Chainer deck on my profile if you wanna check it out. I've been playing him for a few years now, but I'm still working out some of the pending changes to my list.
Card draw to consider: Night's Whisper is a second sign in blood, and worth running as efficient card draw. Ransack the Lab has also felt really good. Treacherous Blessing has been worth the life loss (almost) every time I play it. Syphon Mind is decent, too. I also am not a fan of Reliquary Tower because usually you want to be discarding down to hand size to drop reanimation targets in the GY. I'd look at Castle Locthwain or basic swamp in its place.
Ramp: Dark Ritual is a classic and probably worth running. Myriad Landscape is slow, but generally has pleased me when I see it. Nirkana Revenant is another source of big B mana. Expensive to cast, but cheap if you are reanimating it. Expedition Map gets you Cabal Coffers or Urborg.
Finally, I'm not sure that Liliana, Untouched by Death is pulling her weight here. Hope that is helpful :)
3 months ago
Deserted Temple - Untap coffers, nkythos or thawing glaciers (for extra use/ramp)
Profane Transfusion > Soul Conduit. Splits the difference of 12 mana soul conduit (6 to cast and activate) and doesn't telgraph your plays. Also, Mirror Universe is worth mentioning given you have no budget, but I digress...
Rings of Brighthearth - Draw with top, extra activation of PW abilities. If you add fetches (that go well with top btw), you can use rings to ramp further. Lastly, Rings + Deserted Temple + Coffers = Infinite black mana. It's a bit of a stretch given your current list, but worth mentioning.
Necropotence > Underworld connections - Same CMC, can give you a major boost to give you best chance of finding the card/combo or tutor you need. It works very well with profane transfusion (or soul conduit for that matter).
Cavern of Souls - Naming commander. If you drop all your mana into it just for the blue player to say NO, then you're gonna have a bad time.
Imp's Mischief - As you only have 1 instant, opponents will know not to fear instant speed interaction. Be sure to keep them on their toes and bluff with mischief. It counters counterspells, and redirects targetted removal, draw, extra turns and more! So much utility.
Lili and Ob Nix walkers are both weak for their CMC and impact. I would swap with more draw or interaction.
Feed the Swarm - Enchantment interaction
Oubliette - Commander removal and watch black and red players cry. Or just regular removal
Hero's Downfall - Removal that hits walkers
Dismember - Cheap interaction
The remaining suggestions are less impactful but worth noting...
Mind Twist - Its random discard that also acts as counterspell bait.
Night's Whisper - Draw
Sign in Blood - Slightly harder to cast than above but can be used as such..... Necro to 1 life, profane transfusion, then cast sign in blood on opponent (night's whisper doesn't target but easier to cast)
Read the Bones - The ease of cast, scry 2 is nice. Although I'm biased since it was my first foil since coming back to MTG, again, I digress...
Syphon Mind - Lastly, potentially the best option. 4 mana, draw 3, each opponent discard a card. Dependent on # of opponents, fuels opposing reanimator, but usually a solid card.
I would love to hear your thoughts on each suggestion.
4 months ago
I love how you have army of the dammned. You should add a land or 2, cut the less impactful cards, and add more card draw + interaction, particularly against enchantments/artifacts as all you have is feed the swarm.
Perhaps an Oblivion Stone or Nev disk for interaction/wipes. Read the Bones and Syphon Mind for card draw. All these options are budget friendly yet impactful as well. Phyrexian Arena also puts in work.
If you wanna lose some friends, Contamination and Infernal Darkness put in work. Contamination symmetrically gets rid of large mana producing lands and can be fed with zombies. Infernal also puts in work if you wanted redundancy or simply a less $ card.
What is this deck's biggest weakness, aside from grave hate? Budget per card? Meta? Providing this info in the description will help me and others recommend cards
4 months ago
+1 Cool alter
War Room > Castle - While it provides colorless, you take less damage and has a less color intensive activation cost.
Kaervek, the Spiteful - Is he tech against meta token decks or is there another reason I'm not understanding. Also note, Night of Souls' Betrayal can also work depending on your needs. Lastly, while not a serious suggestion, either of the 2 above or Massacure Wurm + Urborg + Kormus Bell = Fun times!
It seems like you need a bit more card draw, I would recommend any of the following.... Read the Bones , Night's Whisper , Sign in Blood , Syphon Mind , and Phyrexian Arena in particular. If you were to add more card draw, even though these are mostly sorcerries, you could help ensure you don't run out of gas. Moreover, it might warrant a Reliquary Tower to go with your Necropotence. Just an idea
Jet Medallion - Cost reducer
4 months ago
Contamination was something I had for a while, but cut since I don’t always have a steady enough stream of creatures to always fuel it, and often times people will just have artifact mana to get the colors they need.
Syphon Mind is just too much mana for such a small effect IMO. It’s not bad, but it’s not something I’d make a cut for.
Blast Zone is just a tad too slow for my liking
Oubliette it’s solid, and definitely worth considering if your facing problem commanders that you just need to remove for a while. Outside removing problem commanders it’s not great here as we want our opponents’ best creatures in the graveyard to reanimate ourselves.
4 months ago
Fair enough. Perhaps its just my meta, but usually if someone is in a good position more so than other players, I have found them ripe for the picking.
Curious about your thoughts on the following....
Contamination - While it stops coffers and nykthos, it also stops opposing cradles, and other problematic lands. Synergy with reassembling skeleton. While dorks and rocks by pass it, I feel it can buy you a turn or 2, acting as a sac outlet so to speak. At worst, it's counterspell bait.
Syphon Mind - Not bad, not great. Worth looking at. Discard + Draw
Blast Zone - Slow, but gets the job done. Rest in Peace and other artifacts + enchantments are horrible to play against.
Feed the Swarm - Speaking of enchantment removal
Oubliette - WIth the updated ruling, you can really ruin a mono black or red player.
4 months ago
As for what to cut I would say Asylum Visitor , Syphon Mind (it's good but for 4 mana it doesn't seem worth it), I hate to say this but maybe Sensei's Divining Top , Temple Bell (It does give you card advantage but it also gives everyone else card advantage), Wheel of Torture (At best it can only deal 2 damage).
That's all I have time for now but I will try to recommend more later