Toll of the Invasion
Target opponent reveals their hand. You choose a nonland card form it. That player discards that card.
Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Toll of the Invasion Discussion
3 months ago
I would also recommend Marauding Blight-Priest , but I would like to recommend taking out Kalastria Healer and Vermin Gorger . How about switching the Gorger to another gorger: Savage Gorger . With all the pings, Ol' Savage is almost guaranteed a counter each turn. Vermin Gorger just doesn't have good hits beside Kalastria Healer ; which isn't great. Regarding the Healer, I would either swap it for Dusk Legion Zealot or; If you are counting to go into the late-game, Bloodrite Invoker could be a serious threat, pummeling for three with drain while still synergizing with the theme of the deck. If not, Dusk Legion Zealot could be a good one-shot card draw while still holding a chump. With stall-y decks like this, Withercrown doesn't seem great. Go with Cast Down instead. On that note, I feel that Paralyze is self-deprecating in this deck. With the extra mana they have, they can just pay the tax needed for Paralyze , and swing in. If you want to keep their baddies at bay, I would recommend Typhoid Rats (in the main board), a Oldie but a Goodie. The Rats do a great job on defense, and most-often trade up. (Kill a creature with a greater mana value or alternate cost.) Vampire Envoy doesn't do much in a pillow-forty deck like this, i would take it out for Sign in Blood .
1 year ago
Version 2.4. Zendikar rising draft best picks. -Pious Interdiction, +Luminarch Aspirant // -Tidings, +Field Research // -Sigiled Starfish, +Glasspool Mimic Flip // -Bone to Ash, +Jwari Disruption Flip // -Toll of the Invasion, +Malakir Rebirth Flip // -Scalding Cauldron, +Cliffhaven Kitesail // -Rampaging Rendhorn, +Scute Swarm // -Leafkin Druid, +Lotus Cobra // -Fierce Witchstalker, +Oran-Rief Ooze // -Gift of Paradise, +Reclaim the Wastes // -Chandra, Novice Pyromancer, +Inordinate Rage // -Bloodthirsty Aerialist, +Hagra Constrictor.
1 year ago
ulmo, I've been thinking about your recent suggestions a bit. First of all, yes, I think Bedevil over The Elderspell for sure. The Elderspell is more attractive only really because getting to the ultimate of any of my planeswalkers is almost a wincon. But unless I see a lot of planeswalkers on the other side it really does me little good.
Liliana's Reaver and Grave Titan both sound good for my other EDH graveyard themed deck, Cleverly Named Graveyard Deck, because it has a bit more mana ramp. There's definitely some ramp in this deck, but I'm trying to keep the curve here as low as I can get away with. However, Slavering Nulls does for sure sound like a good addition.
1 year ago
Yeah, that's the other one I was thinking. I included it because a) all of the other amass stuff in there, and b) as with Demolish, most of the removal in this deck targets lands and creatures, with very little to deal with artifacts, planeswalkers or enchantments. However, one card out of 99 isn't going to make a huge dent as far as that goes anyway. So yes, Toll of the Invasion out, Dralnu's Crusade in!
1 year ago
hmm... It's a tight list but Toll of the Invasion seems kinda lackluster
1 year ago
You can look at my deck, Gleaming Arbiter, for inspiration if you'd like, but keep in mind that mine is Modern, not Pioneer. So there will be some differences.
For adding noncreature spells, Honor the God-Pharaoh is one of my favorite cards to cast in my deck. Two cards for one, and adds 1 to the army. Next, Toll of the Invasion might do better for you than me, since you already run some discard. Commence the Endgame is, I believe, the best amass spell, period. However, you really would only have to run a couple of them, because they're a late-game spell. Now, if you did flip the balance more toward noncreature spells, Invade the City becomes brutal, albeit conditional. Furthermore, if you went that route, then Widespread Brutality is an even better choice than Massacre Girl that I mentioned before. However, it will very likely wipe your creatures also, so only if you went that route.
For creatures, I'd remove Aven Eternal, Eternal Skylord and Lazotep Reaver. They all either cost too much or don't help much. The other creatures are not necessarily unhelpful, so you'll probably have to playtest to find a good balance between creatures and others. I do, however, question your idea of adding Liliana, Dreadhorde General. She's more suited for a traditional zombie token deck. Remember that amass doesn't create multiple tokens, just one potentially gigantic one. In a similar vein, I wouldn't say to remove Nicol Bolas, the Ravager Flip, but to seriously playtest and determine how much it aids the theme of the deck. It's never a bad draw in any situation, but if worrying about it takes away from building the army, then it diminishes the effectiveness of the rest of the deck. Nicol Bolas, Dragon-God can stay, though, because why wouldn't you use him. I'm going to consider adding him to my own deck.
Sorry, I'm long winded. Hope that all was helpful.
1 year ago
Hey, you're welcome.
To start, cards to consider cutting are lands since you don't need 41 lands in an Orzhov Commander deck especially since there's so many basic lands. Consider 36 lands? Next are creatures who don't have flying or other evasion.
You want to make some choices of the kind of creatures/theme you want to play. There's a small Vampire theme here with Captivating Vampire, Malakir Bloodwitch, etc. For these Vamps to be worth playing you need a lot more Vampires because without Vamps they don't really do much. There's many Vampires who have evasion therefore if you choose you could increase the Vamps a lot and make your deck more Vampire tribal then anything else.
A reason to cut the Vamps is there's many more nonVamp creatures that are better. Neither Tymna or Ravos are Vamps which makes the tribe overall less good, no tribal synergy with your Generals. If you choose to keep the Vamps then include a lot more of them or if not then cut them.
Cards to consider cutting:
- Vicious Rumors
- Toll of the Invasion
- Lich's Caress
- Righteous Blow
- Bloodsoaked Altar
- Burglar Rat
- Corpse Knight
- Daybreak Chaplain
- Martyr for the Cause
- Tattered Mummy
- Sanctum Custodian
- Charity Extractor
- Gallant Cavalry
- Relief Captain
- Intrusive Packbeast
- Knight of Sorrows
- Evra, Halcyon Witness
- Loxodon Restorer
- Bishop of the Bloodstained
- Baird, Steward of Argive
- Firemind Vessel
I would cut all these cards, doesn't matter what direction for your deck you choose to go. There's better budget options for each one of these cards. Some cards such as Corpse Knight are good, but it doesn't go with the current strategy therefore I would cut it.
I don't recommend the Vampire direction, but if you want to play Vamps then I do offer advice for that direction.
2 years ago
Hey man! Grixis is fun. I've got some thoughts... feel free to ignore any/all of them.
Your mana base is better than most, but it can still use some work. Consider City of Brass and Mana Confluence . Paying one life for an ETB untapped, chromatic land to generate mana is a great rate, and these two are functionally a second and third command tower. Generally, the one life cost-to-activate is irrelevant.
Similar to your land-base, mana rocks are a great way to hit your colors and ramp yourself faster than your opponents. Since you don't have access to dorks, you need to consider more two-mana mana-rocks; these are, in my experience, vastly superior to three-mana rocks. Consider running a few of the following: Talisman of Indulgence , Talisman of Dominance , Talisman of Creativity , Fellwar Stone , Arcane Signet , Mind Stone , Prismatic Lens and/or Coldsteel Heart . The diamonds ( Sky Diamond , Charcoal Diamond and Fire Diamond ) are really just worse Coldsteel Heart s. If you wanna go and bust the bank, Grixis decks often have the critical mass of artifacts necessary to make Mox Opal good; Mox Diamond and Chrome Mox are also great. Also Mana Crypt .
In general, one-for-ones like Hero's Downfall and Dreadbore are not going to be powerful enough in a format like EDH. You have three times as many opponents, meaning you're facing approximately three times the number of cards you yourself have available. So you're probably going to want to be able to remove multiple threats with one card -- this is part of the reason Wrath effects are so good. I like that you're running Damnation ; consider Toxic Deluge as another, similar effect that dodges Gaddock Teeg 's restrictions. I've always been a big fan of By Force as mass artifact removal, and Cyclonic Rift is always worth including. Finally, Fire Covenant is a great piece of mass spot removal.
One card especially good with Cyclonic Rift is Windfall . Pairing Windfall with a Narset, Parter of Veils (which I think you should definitely run) leads to instant fun. More generally, mass, repeatable card-draw and/or selection is a great thing in EDH and decides most games. Phyrexian Arena is probably the most common way to generate card-advantage in black, but also consider Graveborn Muse , Treasure Cruise or Dig Through Time (I don't recommend both, as delve can get in its own way), Fact or Fiction , Painful Truths (which is quickly becoming one of my favorite cards), Faithless Looting , Dack Fayden and the like.
Adding more cards to your counter package seems like a plausible route for improvement. If budget is no object, Mana Drain and Force of Will are the two best counters available. Also consider Force of Negation , which is excellent against combo decks, Dispel , which is great against Ad Nauseam decks, Pyroblast , which is good usually against at least one or two of your opponents and (on the off chance you run Dack Fayden and ult him) can steal a permanent, Flusterstorm , Spell Snare , Spell Pierce and other such cheap 'n efficient counter spells. If you want to go REALLY deep, I've found Counterbalance to be a high variance EDH card that tends to be good more often than not; you're already running Sensei's Divining Top , which is what really makes Counterbalance busted.
Lore-wise, Nicol Bolas is good at enrapturing and manipulating other, lesser creatures. Consider a Mr. Steal-yo-Gurl package, which is both flavorful and powerful. Sower of Temptation and Control Magic can both make opposing Ulamog, the Infinite Gyre s into your own threats; Bribery is similarly busted, and does not risk getting removed by a Toxic Deluge or (more likely) Nature's Claim . Also consider Treachery and Corrupted Conscience .
Since you're in blue, you have access to the best cantrips in magic. I highly, highly recommend running Ponder and Preordain -- These two don't look like much, but they'll dig you to what you need and past what you don't more efficiently than any other card. Brainstorm is also good, but I'd suggest holding off adding it until you get some more fetch lands in your deck. (Fetch lands' shuffle effect will make sure you don't get stuck with two dead cards on top of your deck.) Prismatic Vista and the off-color fetches like Flooded Strand or Verdant Catacombs are good ways to fill this role.
Your general has built-in discard. Another package to consider, therefore, is a Waste Not package. This is a relatively unique package in that it actually does not need the namesake card in order to be good; Raven's Crime , Words of Waste and Syphon Mind are all good in their own right, and made busted when Waste Not is on the field. Stick a Geth's Grimoire in the mix, and you can really go to town (especially with Words of Waste ).
Finally, as a kinda fun-z last suggestion, there's a 'Words' combo I've always liked that you may find interesting -- remember, though, it's really not the best. If you pair Words of Wind with Baleful Strix and a lot of mana, you can repeatedly return Baleful Strix to your hand with Words of Wind 's ability and make your opponents keep returning permanents. This would likely work best if your Omniscience was on the field, as it would end up effectively reading: ': Each opponent returns X permanents they control to their owners' hands.' However, this is likely a win-more type of thing.
There're some cards I think you should consider cutting in order to make room for my above suggestions. Wasp of the Bitter End strikes me as likely too weak in a format with three opponents; similarly, since Toll of the Invasion only hits one opponent, this should likely be considered on the chopping block. I think a boardwipe like Toxic Deluge is probably a lot better than Tyrant's Scorn . Lazotep Plating is probably worse than a regular hard counter. Finally, if you like the idea of artifact-based ramp in (2), thirty-eight lands is too many. I recommend cutting three to five, depending on how aggressively ramp-heavy you want your deck to play.
Right. That's all I got. Good luck!