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Gain control of target creature until end of turn. Untap it. It gains trample and haste until end of turn.
Traitorous Blood Discussion
3 weeks ago
2 months ago
Hello! I'm a huge fan of Mayhem Devil.
1) I feel like cards that only generate bursts of mana will typically disappoint you. The Devil generally ends up in more of a control position than aggro, so spending entire cards on a burst of mana typically won't put you far ahead.
3) Sacrificing your own creatures for value is good... but have you considered sacrificing other people's stuff? Crack the Earth and Tremble are insane with the devil. Act of Treason effects like Wrangle and Traitorous Blood are also great: steal a creature, beat someone with it, then sacrifice it instead of giving it back. Fun for the whole family.
6 months ago
I LOVE this deck strategy, and there's a lot of cards that can support it (it's also super fun in commander). You are in red so if you want to go the Traitorous Blood , Hijack , etc. route, you easily can.
First thing that comes to mind of though is Knowledge Pool . Absolute sh*tstorm every time, so much fun.
Lastly, you have a bunch of other things thrown in here that don't follow this game plan (but do follow the game plan of your commander well). Things like Tatyova, Benthic Druid . I'm thinking you should make this specific deck less of a Stealing Deck, and just make it a better Kynaios and Tiro of Meletis deck. Then take all your Stealing cards and pick a different commander for that deck strategy (because it does sound super fun).
Some options for different commanders could be: Show
- Jeleva, Nephalia's Scourge : You lose white and green, but keep red and blue (your current most important Stealy colours). You also gain black which could give you some good graveyard steals
- Zedruu the Greathearted : You lose blue, which could be a big loss. But this also changes your deck strategy from Stealing to switching, which isn't that big of a difference but could be a lot of fun. Switch your Steel Golem for your opponents commander.
- Admiral Beckett Brass : Thieving, conniving, pirates. What more do you need? Still keeps your blue and red, and throws in black as well.
This is all off the top of my head, but I hope you get some help from it.
6 months ago
Hey Saint, I haven't had enough time to look over your deck enough yet to give detailed suggestions of cuts.
Some advice however is cut cards that don't give repeatable value. Key is repeatable. Creatures should be the priority because they are best with Marchesa. But this doesn't mean play 40+ creatures, still want to have a nice balance between card types. 30-35 creatures, 36 lands with 8x mana rocks is something to consider.
Captivating Crew is a creature who's ability is a repeatable steal creature effect. Crew is also a mana sink which is a good thing to have in Commander. Zealous Conscripts is also a creature, she can give you possible repeatable value of stealing your opponents permanents. These are more powerful than other cards that give you the same one shot effect such as Act of Treason , Threaten , Traitorous Blood , Slave of Bolas , etc. These cards are fine if you have reliable ways to recur them to cast them again, but you don't have that. You don't really need them because you have cards like Crew and Conscripts.
Mark of Mutiny is the only card with this type of one shot effect I would keep because it's only three mana and also puts a counter on the creature you steal which is good with Marchesa. Don't misunderstand some budget cards that give you a one shot effect are excellent, worth playing, such as tutors ( Gamble ), instant removal ( Chaos Warp ), counterspells ( Arcane Denial ) and low mana cost draw spells ( Brainstorm ), but these cards need to be powerful if you're only getting to use them once. In fact consider adding all of these?
The next place to look for cuts are the four and five drops since there's a lot of them and you don't need them all. All the four and five drops are good cards, but some are better than others. I honestly think you can consider ending the creature curve at six drops with Flayer of the Hatebound . The majority of the power level here is coming from the four and five drops. Can keep Nicol Bolas, Planeswalker as the top end since he's repeatable removal and steal your opponents creatures. The avg. CMC of your deck is currently 3.6 which is in my opinion high. Try to get this number less than 3.0 for smoother game play.
I don't think cards with graft in Grixis colors are worth playing. Graft as an ability for the +1/+1 counters synergies is lackluster. Consider Olivia, Mobilized for War ? She can be a repeatable source of +1/+1 counters for creatures as long as you have cards to discard.
More later :)
7 months ago
Nice deck! A few thoughts:
If you don't mind double red, then either Kari Zev's Expertise or Traitorous Blood would be better than Act of Treason. The latter grants Trample, which can be very relevant, while the former effectively costs 1 CMC instead of 3 if you have a 2-drop in your hand. Currently you have 21 spells that would be castable, so very likely to get that benefit.
I'm not sold on Desecrated Tomb in this deck, considering you only have 5 creatures that will trigger it. Speaking of, while Reassembling Skeleton is a must-have for this strategy, I'm not as much of a fan of the Phoenix, because it's slow and tied to your upkeep (you can't sac the Elemental at any time to recur the Phoenix). It's also easy to stop the cycle simply by removing the Elemental before the upkeep.
7 months ago
This is frickin' hilarious and I'm jealous I didn't think of it first.
My own janky Knowledge Pool deck has given me some experience building around a single artifact. So based on my totally expert opinion here's some feedback:
I notice you primarily have equipment tutors but, aside from Spy Kit , no equipment. I'd swap most or all of those for less specific tutors so they're not dead cards once you find your Spy Kit. With access to any color, there are plenty to pick from. Gamble , Long-Term Plans , Demonic Tutor , and Dark Petition are all fine candidates that don't require a second mortgage. 2-cost Transmute spells like Muddle the Mixture and Dimir Infiltrator are also viable options.
Usually - in my experience - decks built around a single linchpin card either have some response for every vector of attack, or get repeatedly punked. Some suggestions to plug gaps in your defense:
- 2+ Counterspells so you don't get instantly neutered by Extract or similar effects. Ex: Negate , Swan Song .
- 2+ Bounces to dodge attempts to exile/steal your precious Spy Kit. Ex: Steel Sabotage , Leave / Chance .
- Ditch Silas Renn, Seeker Adept for less conditional, more cost-efficient graveyard reclamation. Ex: Buried Ruin , Argivian Find , Noxious Revival , Reconstruction .
- Pull from Eternity because you have access to white and why not?
- Maybe some misc battlefield protection to keep the thing alive? Ex: Welding Jar , Spellskite .
Well that got a lot longer and more speculative than I intended. I'm just gonna bang out my remaining thoughts in disorganized rant form.
As an alternate way to set up the Eradicate play, you could temporarily steal a creature (e.g. with Traitorous Blood or whatever) and equip Spy Kit while it's under your control. It'll remain equipped when the creature returns to its owner.
Personally, I think the expensive-ass dual lands are overkill for a fun experimental deck like this - I'd pack it with signets and tri-color lands, then buy myself a car with the money I saved. Sure, the deck would ramp slightly slower. But it would be more resistant to MLD, and have more targets for artifact tutors; and I could store it in my spare car.
Anyway in summary: Awesome deck idea, exactly the type of silly nonsense that makes this game fun!
8 months ago
The last part of Eerie Interlude causes the creatures to return to the battlefield under their owners control, if I use it to bounce a creature that I have control of thanks to Act of Treason or Traitorous Blood it returns the creature to my opponents control. If I use Cloudshift on Ink-Treader it does the same thing for 1 mana at instant speed and I gain permanent control of the creatures.
10 months ago
The cmc curve of this deck is always going to be quite high, I would recommend adding in some essential ramp spells and ways to cheat in your creatures. I'm assuming that the cards you will consider will be more on the budget side so here might be some cards you can consider. Selvala's Stampede, good way to be threat and able to cheat permanents from hand or flip into big dragons from the deck. Sunbird's Invocation, since you are reducing the spells of your dragon, the 'cascade' trigger will be large and unlikely you will whiff most of the time. Cream of the Crop a pseudo filtering where it synergizes with your big drops so you can fix your draws. Summoning Trap only would use if you face against a lot of counterspell decks. Nature's Lore, Farseek, Rampant Growth, Cultivate, Kodama's Reach, Hour of Promise, and Skyshroud Claim are great ramp spells that are better in the long run. If not all the signets and talismans for mana rocks to accelerate.
I would recommend cutting all the equipments as you don't need that when your dropping big threats already, Door to Nothingness, Doubling Cube, Lich's Mirror, Descent of the Dragons, Traitorous Blood, Gift of Paradise, Prodigious Growth, Command the Storm, Tail Slash, and Holy Day.
Hope that helps! If your not on budget there are other alternative options but the cards are $10+
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