Undying Evil

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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

Undying Evil


Target creature gains undying until end of turn. (When it dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

griffstick on Restrictions to make commanders interesting?

1 month ago

I've been keeping up on magic online playing brawl and that's because I don't have time raising to kids under 2 yrs old to leave the house for several hours to play magic. So what do I suggest?

I'm a mono black player at heart. And playing brawl has really shown me a wide range of cmdrs and its easy to build with every card at your disposal.

Sheoldred  Flip was the most fun for a newer mono black cmdr but your opponents might find it to be very oppressive as it's focus is getting cards to the graveyard by making players discard and mill. Meanwhile kill spells to put more creatures in the graveyard. Plus killing Sheoldred  Flip only allows you to recast her allowing you to kill another creature on etb. So spells that bring her back immediately like Undying Evil do work here.

For mono black historic brawl I like Kalitas, Traitor of Ghet. Now I know how this isn't a card that you missed on your hiatus but maybe this is one worth looking into. Make a control shell and smash with kalitas. Have a few backup win cons.

Outside of mono black I like

That's what I got.

MistaMint on Steppen Ratchet

2 months ago

Profet93 Pact of the serpent is a no go for the life loss, could be catastrophic in a deck that doesn't have any sizeable blockers and no consistent life gain.

No coat of arms because I don't like helping my opponents and I don't need buffs for my rats. A 4/4 with toxic 1 is just as good as a 1/1 with toxic 1. I just need the rats to touch you.

Murderous rider is just not a fit for the deck. A non rat creature already puts a strike against it. It doesn't boost the rats combat effectiveness, or generate more land or creature tokens. When it dies, it misses out on the reanimator subtheme.

The temple would be a waste of a land slot. The deck has an extremely low mana curve and already generates more land than I have cards to spend it on. If nykthos or coffers pops, I don't need it to go again.

Malakir rebirth is an option, but if I wanted to do that I'd use Undying Evil because it's the same price and speed, buffs Karumonix, doesn't cost me life, and doesn't have him come back tapped.

Skullclamp is a pretty standard recommendation for almost every single deck for obvious reasons, and it would work just as well in this deck as every other deck it was put in.

Thanks for the suggestions. I hope the in depth response for each card helps you understand my convoluted decision process on what cards make it in my decks.

Icbrgr on Card Discussion: Grim Discovery

4 months ago

Recently I have Been inspired to brew/play 8-Rack in Modern specifically due to all the hype/buzz generated around Scam decks.

In my brewing/research I came across an old primer off of MTG Salvation and a card that caught my eye was Grim Discovery.

This really seems like a neat card but to my knowledge sees virtually no play... I did a quick search on MTG Top8 Modern and found one deck back in 2011 that used it in a Vampires deck.

Does anyone else think this card is worth revisiting as a niche tech choice for today? I remember after the Fury ban people placed bets on scam being a thing... could this maybe do to Subtlety what Undying Evil/similar does for Grief? Or perhaps at its worst just get the elemental/creature back in hand and or recycle a fetchland?... maybe some sort of application in a Yawgmoth, Thran Physician brew?

legendofa on Dec 4th 2023 Ban announcement

5 months ago

Grief is the best turn 1 scam by far, in a tempo deck where play patterns matter. Fury was good because it had a pretty open window for targeting, and Solitude is kind of in the same boat. Fury's advantage there was that it could clear out a mid-sized target or a swarm of small targets, while Solitude removes one target, take it or leave it. Subtlety is fine, but highly reactive and has a narrow window of utility. Endurance has higher deck building requirements to make its (optional) ability relevant--a flashed-in 4/5 reach creature for and a couple cards in hand is solid in a vacuum, but it's not on the same level as the other options.

I'm wondering if Esper Scam is a viable option. Lean harder into control, the and can be simply flash-evoked and sac'ed if needed (they're still free removal and pseudo-counterspells), and fill in with some of the go-to control cards. The color balancing would be a little harder to work with, but not impossible.

First pass, off the top of my head with minimal consideration:

23 lands

Scam set: 4x Grief, 2x Solitude, 2x Subtlety, 4x Not Dead After All, 1x Undying Evil, 4x Ephemerate

Control: 3x Teferi, Time Raveler, 3x Counterspell, 4x Thoughtseize, 4 Leyline Binding, 4x The One Ring

Finishers: 4x Orcish Bowmasters

Basically, take the Dimir and Orzhov Scam lists and add some of https://www.mtggoldfish.com/archetype/wu-68d6e340-6601-4aab-9a70-4bdccc013e7e#paper.

nuperokaso on Ninjas and Rogues

11 months ago
  • Disciple of Deceit This seems to have anti-synergy with Ninjutsu. Since you return an attacker, you are not going to untap it. Overall people seem to overestimate this card. It looks like a tutor, but it's rather quite bad.
  • Inkrise Infiltrator, Vedalken Infiltrator Power one for two mana mana is not worth it.
  • Kotose, the Silent Spider This costs too much for a 4/4 with no evasion and no immediate board effect.
  • Okiba Reckoner Raid  Flip At the start of the game, you can't use it as an attacker. In late game, Menace is not that effective. Overall Changeling Outcast is a more reliable creature for one black mana, and even that isn't exactly a premium card.
  • Twisted Embrace 4 mana is too much for this.

Other cards to add:

  • Shriekmaw - At worst it's a mediocre 2 mana sorcery removal spell, which is not bad. In longer game, you'll get a 3/2 unblockable create to close the game, which further works with nunjutsu. If you can manage to evoke it with Feign Death or Undying Evil...
  • Baleful Strix This is a two mana removal which draws a card. And with Ninjutsu, it you can draw additional card.
  • Siren Stormtamer This is an early ninjutsu enabler, which also protects your better creatures. Unlike say Negate, it can also proactively attack.
  • Sleeper's Robe Ensures unblockability of your ninjas with a card advatage just for 2 mana.
  • Clearwater Pathway  Flip Yet another untapped dual land.

nuperokaso on Ninjas and Rogues

11 months ago

Remember that you are an aggro deck. As such, you want to lower your mana curve. You don't want to give up on card advantage, but you are willing to ignore life gain and pay some life instead.

Madcookie on Disco Infernum

1 year ago

I see two regenerate cards but they don't work too good with what you are trying to do. I'd consider Undying Evil and Feign Death instead.

For Rakdos blink stuff the only suitable card for your strategy that comes to mind is Golden Argosy but it will blink your commander before combat damage it dealt, meaning he won't proc of your stuff dying while attacking. Nim Deathmantle could work too I suppose but it is more mana intensive.

BTW I'm curious why does the list run Ad Nauseam and Doomsday?

legendofa on Sheoldred Reanimate

1 year ago

Tempo is basically the pace of the game. Slower, more attrition-y decks want to extend the game and gain value over time, which is where I think this deck is trying to be. Compare that to a high speed, high damage deck that tries to do as much damage as possible as quickly as possible. What I mean by saying those cards keep your tempo up and your opponents down is that they represent threats, while also disrupting your opponents' strategy by forcing discards and damage.

The mana curve is a measure of how efficiently you use your available mana each turn. A low-curve deck will be more aggressive and try to win in the first few turns. A higher curve will try to extend the game to get to its best effects. The idea of playing "on curve" is basically that you play a land and use all available mana that turn. Turn 1, play a land and spend 1 mana, T2 land + spend 2 mana, T3 land + spend 3 mana, etc. It's important to balance the amount of mana you have with what you can do with it--if you're consistently leaving mana unused, or if you regularly don't have enough to cast your key spells, you need to rebalance.

EDH games tend to run longer, so there's more opportunity to get to higher mana values, and I see a lot of single-use 2-mana cards in this deck. Once your Elderfang Disciple or Virus Beetle or whatever does its thing, it's basically relegated to the role of chump blocker. My suggestions, especially the enchantments, aim to give this deck a way to use and reuse them, so you can get more value out of them. Self-destructive cards like Crypt Rats and Fleshbag Marauder also are worth using more than once.

As another thought, there's a lot of counter manipulation, but only Liliana of the Veil, Undying Evil, Undying Malice, Blightbelly Rat, Oriq Loremage, Bloodchief Ascension and Contagion Engine actually use or create counters, unless I'm overlooking something. There's as many or more ways to move or add counters as ways to actually get counters. I'm not sure what role Power Conduit plays in here.

At this point, I should probably mention that I'm not a high-end EDH builder; I have a lot of gimmicky decklists and just design around whatever catches my interest at the moment. Still, I hope my suggestions and advice keep your wheels going!

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