The Eldest Reborn

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

The Eldest Reborn

Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

— Each opponent sacrifices a creature or planeswalker.

— Each opponent discards a card.

— Put target creature or planeswalker card from a graveyard onto the battlefield under your control.

DawnsRayofLight on Muldrotha reanimator 2.0

2 months ago

It's expensive, but Jeweled Lotus is amazing in Muldrotha. You can fetch it with Urza's Saga and recur it.

Speaking of Sagas, they're amazing in muldrotha, I run The Cruelty of Gix, Binding the Old Gods, The Phasing of Zhalfir, Phyrexian Scriptures, and I am testing out The War in Heaven. Those probably would work better than Oblivion Stone.

38 lands is a bit high, you can probably get away with 34-35, even 33 if you're willing to invest in Mana Crypt and Mana Vault.

In my hands, Muldrotha has been running better as a combo cEDH list. I have tried to build it other ways and it was honestly either too slow or too samey to my Zegana and Miirym lists. I think combo would work better, Muldrotha loves self mill and that can act as a sort of turbo way to draw through your deck.

If you're wanting to stick to ramp, you're going to need to speed it up

A good ramp package I use in U/G and U/G/X lists, tweaked for Muldrotha:

1 drop: 1-3

Sol Ring

sometimes Birds of Paradise and other related mana guys

for Muldrotha: Expedition Map and Wayfarer's Bauble will do wonders

2 drop: ~6

Arcane Signet

Bloom Tender: I play this in almost every 3+ color list

Farseek

Three Visits

Nature's Lore

Muldrotha Specific: Sakura-Tribe Elder, Skull Prophet, Rootcoil Creeper

3 drop: 1-2

Uro, Titan of Nature's Wrath: hilarious to recur every turn

Cultivate, Harrow, Springbloom Druid are all good too

You will also want some more heavier hitters up top, generally, in ramp heavy decks I will run anywhere from 8 to 15 (depending on how well I ramp). I want to be able to have a big finisher and keep them going in Ramp lists (you can see these 2 to see what I mean: Nature's Revenge (not recognized by brackets for some reason) and Baby Dwagon Ehhhhhh?, both are very powerful and keep the pressure up, I rarely have an issue with either too many big guys and not enough ramp.

Sire of Stagnation

Toxrill, the Corrosive

Koma, Cosmos Serpent

I've been loving the ancient dragons

The other Jin-Gitaxias is also pretty potent

Here is my list if it helps give any ideas to help yours: The Circle of Life

Note:

Massacre Girl= Primaris Eliminator

Noxious Gearhulk= Necron Deathmark

The Eldest Reborn = The War in Heaven

I don't think I have put the combos down in the description yet but I can explain them if you want to know. Hope this helps!

psionictemplar on Sagas

9 months ago

(This kinda goes against the saga idea a little bit, but not totally in the grand scheme either.)

Trinket Mage: this guy right here can fetch up your Hex Parasite and the later suggestions of Welding Jar or perhaps one of the new artifact lands that came out in mh2.

Welding Jar: cheap protection for your hex parasite and power conduit.

As far as overall goes, I feel like you could do better as a blue/black combination than a blue/white. You would lose your wrath effects, but gain better control options in things like The Eldest Reborn and Elspeth's Nightmare.

If you do want to stay u/w then Hall of Heliod's Generosity might be worth looking into.

trippy_mcfly on Mono Black Death Plague

1 year ago

Cool deck. I'm here to offer some suggestions after you pointed me here from your other deck.

Tergrid, God of Fright  Flip is a powerful commander and generates insane advantage in 4-player games. Let's take a look at this deck and see what it is doing, and then streamline it. I see three main objectives of this deck:

1 - RAMPING.

This is pretty much a primary objective of any commander deck, since if your only source of mana is playing one land per turn, you're going to fall way behind. Your main ramping plan for this deck is to double lands, using Cabal Coffers, Cabal Stronghold, Caged Sun, Crypt Ghast, Extraplanar Lens, Gauntlet of Power, and Nirkana Revenant. This is super cool and probably a pretty strong plan. We want to try to maximize this plan. How can we do that?

All of these cards want you to load up on basic swamps, which you did. We want to make sure we are playing a basic swamp every turn. Solemn Simulacrum is definitely a worthwhile add. Liliana of the Dark Realms is very helpful and I'm happy to see her in this deck. Often times Urborg, Tomb of Yawgmoth is a worthwhile add for decks with Cabal Coffers. I think it is worth it here. Although you yourself don't have many non-swamps that will benefit from Urborg, you are likely going to be stealing people's lands with Tergrid, and counting those as swamps will be helpful for you.

How else can we keep getting swamps onto the battlefield to power up this strategy? Card draw. The more cards in your hand the higher the chance you will have a swamp to play every turn. Night's Whisper and Sign in Blood are great for this. Disciple of Bolas is solid too. Dread Presence loves swamps and is a must-add. I would add Phyrexian Arena, which is great card draw for you. Necropotence, one of the craziest cards in the game, is also a worthwhile addition. Not as good but worth consideration are Yawgmoth's Bargain and Null Profusion. Two other well-known card draw machines in black are Dark Confidant and Bolas's Citadel. You have some costly spells in your deck, so they might be a bit of a liability. If you want to include them, Sensei's Divining Top pairs very well with them.

Just because you are mainly ramping with land doubling doesn't mean there isn't room for other ramping as well. You have Black Market, which I have never personally tested, but is probably decent. Black has some explosive, single-turn ramp with Dark Ritual, Cabal Ritual, and Culling the Weak. These cards would do well in letting you get out expensive plays ahead of schedule, mainly Tergrid. Artifact ramp is also great in any deck. I would add Mana Crypt, Sol Ring, Jeweled Lotus, and Jet Medallion. I would consider adding even more artifact ramp as well. Getting down Tergrid as early as turn 1 or 2 is just so good.

2 - SACRIFICE AND DISCARD.

Once you have Tergrid out, sacrifice and discard become powerful effects that let you take control of your opponent's permanents. This is insane advantage and if left unchecked for very long will win you the game. Syphon Mind while Tergrid is in play not only puts you up 4 cards in comparison to each opponent (since they each went down 1 and you went up 3), but also could net you 3 more cards if they discard permanents that then go onto your field. That's insane. Let's take a look at all the cards you have that enable Tergrid:

SACRIFICE:

Archfiend of Depravity - A one-sided, almost board wipe that repeats every turn? Pretty solid. Getting the creatures onto your field with Tergrid? That is nuts. The one issue is that some commander decks won't have that many more than 2 creatures on the field when this comes down, and if they do, then this card and/or Tergrid become a big target, but if you survive the turn, this and your commander will put you ahead so far.

Butcher of Malakir - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Gatekeeper of Malakir - This guy only costs three and steals a creature if Tergrid is on the field. Love it.

Phyrexian Obliterator - If someone is dumb enough to deal damage to this guy, then you're getting a lot of their permanents! I don't love this card for you. People will just leave it alone and then you just hit someone for 5 each turn or leave up a blocker, which is a bit slow.

Sheoldred, Whispering One - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

Dictate of Erebos - I like it. Let's say you have 10 mana. Cast Tergrid, then somebody goes to kill him. Flash this card in. Now, you at least get 3 of your opponents creatures on the way out!

Grave Pact - I like this as well. You can't flash it in, but if you put this card on the field, then people will have to kill this before Tergrid comes down or else end up giving you their creatures.

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

DISCARD:

Liliana, Defiant Necromancer - You need to flip her first, but once flipped she is great.

Syphon Mind - Great.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

... and that's it. We need more cards that are busted with Tergrid! The following would be great adds to your deck: Smallpox, Dark Deal, Liliana's Triumph, Plaguecrafter, Soul Shatter, Mire in Misery, Innocent Blood, Vona's Hunger, Death Cloud, Burglar Rat, Demon's Disciple, Fleshbag Marauder, Elderfang Disciple, Liliana, Waker of the Dead, Bottomless Pit, Fraying Omnipotence, Rotting Rats, Cunning Lethemancer, Merciless Executioner, and a personal favorite: Smokestack.

Notice that all of these cards are typically even trades (ex: I play Elderfang Disciple, going down 1 card, everyone else goes down 1 card.) These aren't great on their own since it costs you mana to do so, and, in the case of discard and sacrifice, the opponent gets to choose an asset that they are least upset to get rid of, making them actually below-even trades. However, they become insanely busted with Tergrid. (ex: I play Elderfang Disciple, going down 1 card in hand for a measly 1/1. But, I get a Carpet of Flowers, basic plains, and Birds of Paradise on my field? Now that's an amazing play). Therefore, the ones that are recurring are better, since they give you more chances to make sure they resolve while Tergrid is on the field. (ex: I play Cunning Lethemancer and my opponent kills Tergrid. Later in the turn I play Tergrid again, albeit for 7 mana now due to commander tax. Next turn, with the Lethemancer trigger, I get some great value!)

Here are some other cards that work well with Tergrid, although they only target one opponent: Sudden Edict, Hellish Rebuke, Pharika's Libation, Diabolic Edict, Duress, Thoughtseize, Hymn to Tourach, Chain of Smog, Despise, and Divest.

Notice that in the absence of Tergrid, these cards are negative trades. They set you and an opponent back by putting you both down one card. The other two opponents are left untouched. Seeing them early in the game is not particularly helpful since you'd rather spend the early game ramping. They are great and slowing down whoever is winning, but at the expense of your own board. There is a trade-off here, since these can be leveraged politically. "Each opponent discards a card"" can give you tons of value with Tergrid on the field but makes you 3 enemies. "Target opponent discards a card"" gives you not as much value in general but you can leverage this to make someone else the common enemy or make a deal with a player ("if you don't attack me next turn I won't target you with my Duress"). Things like Duress can also target specific cards, which is an added benefit for you and an added detriment to the opponent.

I would run some from each category, probably with an emphasis on maximizing Tergrid value.

3 - DRAIN AND GAIN.

Blood Artist and other cards gain you one life and drain your opponent one life. This is cool and certainly an interesting archetype of a deck. It doesn't synergize with Tergrid particularly well. I personally would not use this strategy at all in this deck and maximize the Tergrid plan. However, Exquisite Blood + Sanguine Bond is an awesome combo and an unexpected way to finish the game for you while people are busy dealing with Tergrid. If you want to keep this, I would trim some of the other cards, such as Exsanguinate and maybe Underworld Dreams.


So, now that we know what the 3 objectives are, and have maybe cut the third, we have a bit more of a plan. I've suggested adding some card draw and mana rocks for ramp, and tons more Tergrid synergy. What are the cuts? I would say anything that doesn't fit in with the objectives, so basically any card I haven't mentioned already, unless it gives great value on its own. I'll go through some:

Demonic Tutor and Vampiric Tutor are incredible cards and provide great value. Diabolic Tutor, Scheming Symmetry, and Shrouded Lore are worse tutor effects and should probably be moved to the maybe board. Sudden Spoiling is interesting and stops somebody from comboing off on their turn so is probably worth it. Reanimate is good value and should probably stay, same with Animate Dead. Demonic Vigor protects creatures but not Tergrid, unless you want him going to your hand. This is risky but probably fine. I could see him getting countered and then removed from your graveyard which puts you back majorly, but I could also see you avoiding commander tax. Worth looking into. Undying Evil is strictly better since it has instant speed and keeps him on the field. We might also want to protect him with Lightning Greaves or Swiftfoot Boots

Coffin Queen is too expensive and vulnerable. Drana, Liberator of Malakir is cool for aggressive strategies and can help you close out the game but is out of place in this deck. Falkenrath Noble is an overcosted Blood Artist. Gonti, Lord of Luxury is a value creature that if you can get his ETB many times, which your deck can't really do. Grave Titan isn't worth it in this deck. Gravedigger is fine but might be a bit slow. Helldozer is probably not worth it unless you want to pick on somebody lol. Korlash, Heir to Blackblade is not worth it. Massacre Wurm might not be worth it. Nighthowler isn't worth it. Opposition Agent is always a good add. Phage the Untouchable is too slow and vulnerable. Sepulchral Primordial might not be worth it. Skirsdag High Priest is probably not worth it. Syr Konrad, the Grim is not worth it. Wight of Precinct Six is not worth it. Tainted Strike is not worth it. Lashwrithe is not worth it. That's about 15 cuts right there.

Props to you for building Tergrid and having an interesting ramp strategy. I think if you go more in on the Tergrid plan by cutting unrelated cards for cards that ramp or are good with Tergrid then your deck will be a lot more reliable. After all, the most fun part of this deck is going off with Tergrid!

Hope this helps.

Strangelove on Carth, Knight of Farron Keep

1 year ago

+1!

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.

-1 Cunning Rhetoric -1 Pestilence -1 Sandwurm Convergence -1 The Eldest Reborn

-1 Vivien's Grizzly... too mana intensive -1 Vengeful Pharaoh... if you're not milling this, its not worth

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.

And more draw! Stuff like Syphon Mind, Read the Bones, Night's Whisper, maybe even Ancient Craving, Harmonize, etc.

Oakhame Adversary and Ohran Viper are decent rattlesnakes.

SupremeAlliesCommander on "The Thing" 1982 Movie Deck

1 year ago

Testing 1v1 against my Kresh deck. The Thing has the potential to flood the board with annoying little tokens and a boatload of card draw, but that potential was never fulfilled. Kresh was just too aggressive. This list could not reliably stop Kresh from doing what Kresh does… destroy your board before you can build it.

When The Thing worked, it was during matches in which Confirm Suspicions or some other investigate spell gave you enough draw power to find answers. Twice I had to sac Kresh… losing his counters… and recast him because of Winter's Rest . But there aren’t many effects like it in the deck, and I had to dig deep for it.

Let me try with another deck that isn’t so destruction-focused, but my first impression is that this list needs more lands, and more ramp. I was forced to mulligan more than I'd like. A couple options that sorta fit the theme...

Awakening Zone

Growth Spasm

Into the North

Deathsprout maybe???

Also, you should get something more than just 1 mana when you sac a scion. Does Dictate of Erebos fit the theme? If too pricey, The Eldest Reborn is different, but offers fair value, here.

MaltOMeal on Absolute Theocracy

1 year ago

Sup lobsternips!

As a baseline, you'll need to add lands, which I'm sure you know. Since you're making Treasure and Gold tokens in this deck you'd probably be good with roughly 34-36 lands, leaning more to the most mana color you'll need, say like a 25/25/50 split if thats what you're going for.

- We'll cover your cards to include by type, so lets start with creatures. I like the Angels, Demons, and Dragons subtheme, if you were considering it I'd try and include Kaalia of the Vast if you can get your hands on one, otherwise just slim down on the tribal stuff, reaching too far into each different theme could result in inconsistencies and clunky play. I've been there, it sucks a lot. (Unfortunately, you can't run Shalai, Voice of Plenty since she has a Selesnya color identity)

-When it comes to your Dragons, I think you hit the nail on the head, nothing I would really change or take out. Allows for Magda, Brazen Outlaw to have a decent outlet if you don't want an artifact.

-Finally, the other things you've got going. Dockside should just be an auto-include, albeit a heavy price tag, but if you can get one you should definitely include it.

  • Dark Impostor , while mana intensive is still a decent mana sink that can function effectively as targeted removal. Definitely keep your edict creatures, they are super useful and trigger Negan, and thats what you want.

  • Starnheim Aspirant is useful if you go super heavy into the Angel theme, but if you skimp on the Angel theme this could very often be a dead card.

  • Storm-Kiln Artist , I like this a lot for this deck, can be a beater, and generates value.

  • Vault Robber , seems bad, and bad to do. Synergizes with Magda and makes Treasure tokens, but thats really it... PLUS it requires you to have a creature in YOUR grave. I'd cut this, but if you have a reason to play it I'm not seeing immediately play it in your deck.

  • Viscera Seer , good card, good sac outlet, not much else to say.

  • Creatures I'd include based on what I've seen: Solemn Simulacrum , Burnished Hart and Mayhem Devil . Some good ramp and a decent damage dealer if you'd like to play a cheap one. Plus the Devil is great at just 3 mana.

First thing I wanna point out is the abundance of them, its good, but its quite a few. I like the variety of them though, from token generation to mana value, all of them are GOOD in a sense.

  • Angelic Renewal is basically a one time effect. While good, there are better recursion spells out there, but this one does fit the Angel theme so thats really cool. :D

  • Land Tax : Definitely play this if you want more inclusions in your deck and want to play less lands, but don't forget to have a focus on more basic lands for the landbase.
  • Luminarch Ascension is subject to removal by other players, and somewhat makes you a target, but with Divine Visitation and your non-Treasure generators make this super useful.
  • Aside from that, I think that's a decent spread of enchantments. Nothing to add really, love the inclusion of the Sagas and Revel in Riches .

    I'm sure you'll add more later, but here are some I'd DEFINITELY include:

  • The three signets for your colors, Arcane Signet as well.

  • Goldvein Pick : hidden tRAESurES!!!
  • Inspiring Statuary for a low mana investment, you can effectively keep your Treasures around, or use your Gold tokens twice(tap it for colorless, then sac it for colored mana).
  • Panharmonicon to double up on edict effects.

  • Not much in this category outside of removal or token generation.

  • Wouldn't run Secure the Wastes strictly because it doesn't put Humans into play, play the sorcery option Martial Coup instead if you want a token creator with some OOMPH.

  • I'd recommend more removal, but with everything else considered I think you're pretty much good here. Really like the Crackling Doom and Vona's Hunger inclusions.

    OOOOkay, lots to look at here.

  • Mortuary Mire : Get that creature back in play!
  • High Market : Useful when Dictate of Erebos is in play.
  • Sanctum of Eternity / Command Beacon : You never know when you might need to use them. Negan can get expensive real fast.
  • That basically does it for my brief review, hope I was of some help!
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