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Legality
Format | Legality |
1v1 Commander | 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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Tragic Slip
Instant
Target creature gets -1/-1 until end of turn.
Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)
Niko9 on A Discussion of Staples
6 hours ago
FormOverFunction Too true : ) Not only are there way more commanders, but ones that have ultra-specific abilities so there is that wider range of what's possible, but at the same time, almost more limited ways to play an individual commander. Something like Jaheira, Friend of the Forest (ha, I am replaying BG2 so this is what comes to mind) but Jaheria is so specific as a commander that your build is stuck between either being the same as every other Jaheria deck, or being something that's completely better suited for another commander.
But the more I think about it, I'm realizing that my post might be way off too. When I'm building decks I always start with a commander I want to use and go from there, so my process takes the meta less into account than the want to figure out the puzzle that is a commander I like.
Things I'd consider more staples are like
and some of the MDFC cards
Not because every deck needs to run them, but because every time you draw them you will absolutely use them that game.
Tux_Yo on
Mono Black Zombies
1 month ago
I like your deck, I just wanted to point out that Damn isn't in your commander's colour identity since it has a white mana symbol for the overload (this isn't the case for Crypt Ghast though since the mana symbol there isn't actually part of the card's colour identity but is reminder text of what extort is). If you were going to use it for solely single target removal a couple of good replacements that you can cast for free are Deadly Rollick or Snuff Out. If that's outside of your budget Infernal Grasp or Tragic Slip both work. If it was for mass removal there is Toxic Deluge or Mutilate which both get around indestructible.
AstroAA on Should I Make These Replacements?
1 month ago
I could see where maybe Reject Imperfection has a place, but in a four color deck I'd ideally like to try to keep your spells to single color pip cost. Like for example, Countersquall uses a single blue and a single black pip, whereas Reject Imperfection uses two blue pips and a generic pip. I get you're trying to get the proliferate ability from it, but if you do something with two blue pips - I'd just rather run something straight up like Counterspell or Mana Drain where it's 2CMC over 3CMC.
I second what bushido_man96 said - bounce spells outside of Cyclonic Rift (and in fringe cases Chain of Vapor) aren't that great and should generally be avoided. I get that, again, you're trying to get the proliferate trigger off but there are times where it'd just be easier to exile/destroy the thing with the likes of Path to Exile/Nature's Claim/Pongify/Tragic Slip.
DreadKhan on
Grimgrin - Needs your Help
2 months ago
When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth Flip is also very good, especially with a Voltron Commander.
I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.
A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.
Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).
CJMikey on
Tinybones Discard
5 months ago
Recent changes:
OUT: Instant/Sorcery Mind Peel Unmask Horrifying Revelation Tragic Slip Yahenni's Expertise
Enchantment Megrim Shrieking Affliction
Creature Fell Specter Virus Beetle Stronghold Rats
IN: Instant/Sorcery Despise Divest Toxic Deluge Heartless Act Malakir Rebirth Flip
Enchantment Liliana's Caress
Creature Elvish Doomsayer Liliana, Heretical Healer Flip Murderous Rider Rankle, Master of Pranks
Kesslerspatz on
Sheoldred, draw Cards and be happy my Friend
5 months ago
AceDallenbach thanks for your suggestions, As you say, Skullclamp would also be good to use, but it doesn't quite fit my idea personally.
Tragic Slip is very interesting and I'll give that a try and see if Dismember or Tragic Slip makes more sense in my meta.
Razaketh, the Foulblooded I had already considered and even put him in the folder, but the sacrifice put me off. If I see how consistently I'm allowed to keep my tokens, it could actually go into the deck.
Agadeem's Awakening Flip I forgot, of course it can replace a swamp.
I was unsure if Bubbling Muck or Dark Ritual... but yeah you're right, in the late game it's stronger and it's not said that Dark Ritual is on one of the early ones hands is...
Darkness and Reanimate are both very strong cards for the deck, I'll test which one is more rewarding in practice.
I will try the suggestions step by step and the ones that were convincing will go into the deck :-)
AceDallenbach on
Sheoldred, draw Cards and be happy my Friend
5 months ago
Hey honestly this current build is pretty solid. Skullclamp came to mind and since you are running Bitterblossom and Ophiomancer there is some synergy that could argue for the extra-card draw.
I also saw you are running Dismember not a bad card by any means, but what about Tragic Slip? Personally I find it preforms better in this slot, sure it isn’t as versatile but creature deaths are very common and you have the means to force creature deaths to where the -13/-13 is most likely going to be the outcome.
Razaketh, the Foulblooded is expensive in both money and mana but it wins games. Pay two life to tutor is gross.
Harvester of Souls is a personal favorite but I don’t know if you have enough creatures to justify it.
Agadeem's Awakening Flip there really isn’t a reason not to run this card in most black decks. Worst case its a swamp that costs you 3 life to play early game. late game it can bring back anything that was removed in the early game. It’s super-flexible strongly recommend it.
I’m going to suggest Bubbling Muck. I love Dark Ritual early game but the bubbles is so strong late game, especially if you are going to win by casting Torment of Hailfire.
Lastly Darkness. Really love a fog in a non-green color, especially with this deck. I see anyone playing this deck quickly turning into the archenemy of the table since most do not like stack effects which is what this deck is. Feign Death is a cool card since it can save a creature from a broad range of removal but I still think Reanimate or Darkness would be a better card in that slot.
Anyways hope this helped, great deck!
Niko9 on Dimir Witches
6 months ago
Looks like a really fun and flavorful deck. And I mean, power level is always relative, so it may not need to push into control too much. It's the kind of thing that might get people to dust off some fun decks, and as long as they aren't getting beat up every game, your partner will find what they like as far as play and can make the deck their own.
My only suggestions would be adding aristocrats pay offs rather than control, just because a new player can get excited when they see synergy happen in game. When your Yawgmoth, Thran Physician sacs a creature (he's so a dude witch!) and then you piggyback a Tragic Slip and gain loyalty on Lolth, Spider Queen and then reanimate with Coffin Queen then sac that to Yawgmoth and kill something with a second -1/-1...I don't know, maybe it's just me, but I feel like that's the kind of stuff that gets new players to really love the game.
Everything looks great, and the flavor is oooon point : ) This is just like, if I had to make a suggestion, it would be to make it more splashy just to make games exciting for a new player.
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