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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Undying Malice
Instant
Until end of turn, target creature gains "When this creature dies, return this to the battlefield tapped under this creature's owner's control with a +1/+1 counter on this creature."






Andramalech on
Kuroikage
2 months ago
Cloudy I love the suggestions! Let's take that in stages:
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Persist is a great recommendation and there's tons of options for that: Return to Action which is comically off-target, Supernatural Stamina, Undying Malice, Not Dead After All, Postmortem Lunge, the list literally goes on.
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Spoils of the Vault is literally meant to lose me the game. What's winning without risking it all for a hail Mary card? ..and why not? We've played the balancing act up until the last moments of the game.. so why not live (and die) a little?
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If you want to splash white, there's plenty of options to do so! I think most notably you buy back things like Swords to Plowshares so that you can forego dying up against using Spoils of the Vault , and between better life balancing, and (imo) better protection- you could easily play a much more restrained, conqueroring game with Orzhov () colors.
Best of luck in the build, and make sure you tag me so I can upvote and see what you've decided on!
Gidgetimer on Targeting rules
9 months ago
There is a rules Q&A on the site, it has some added functionality like the ability to choose an answer and is frequented by some highly knowledgeable users so your question will get answered and the answers will be double checked by the other knowledgeable users. I'm sure one of the mods will move the thread soon.
You seem to have a couple of misconceptions here, so I'm going to try and address all of them in a way that makes it easy to understand what is going on.
Once targets are chosen for a spell or ability the targets will not change (unless another spell or ability instructs someone to change the targets). If, when a spell or ability resolves, none of the declared targets are legal (this could be because they no longer exist) the spell will simply fizzle.
Spells and abilities resolve one at a time in "First In, Last Out" (FILO) order and there is a round of priority when new spells or abilities can be added to the stack between each object resolving.
Once a spell or ability starts to resolve it resolves completely before anything else can resolve.
If a card changes game zones and then returns to a previous zone, it is a new game object with no relation to its previous existence.
Using card names to make this easier to track what would happen in the scenario you are asking about:
An opponent casts Murder targeting your Gutter Skulk.
You cast Undying Malice targeting Gutter Skulk.
Undying Malice resolves. (FILO order)
You sacrifice Gutter Skulk to Ashnod's Altar to make mana.
Delayed trigger created by Undying Malice goes on the stack.
Delayed trigger resolves returning Gutter Skulk to the battlefield. (FILO order)
Murder attempts to resolve and fizzles because none of its declared targets are legal. (Spells can't retarget without an effect changing the targets; Gutter Skulk on board has no relation to the gutter skulk that was targeted)
wisegreenbean on
A Less Disappointing Boss Fight
11 months ago
feeling suspicious of Bartolome del Presidio and Gift of Immortality, are they just for suntitan combo? you have way less support for combos so it seems hard to assemble and those 2 pieces alone are kinda mid. 3 blood artists, 2 free sacs, 2 enchantments, and 1 sunny T seems tough to get a combo assembled w/ no tutors, so leaning into cards that are only good with your sun titan seems iffy to me.
Scorn-Blade Berserker seems like an alesha holdover
Resourceful Defense seems win-more
Ratadrabik of Urborg is questionable to me, i feel like you're mostly not saccing legends, but instead saccing your fodder
Alharu, Solemn Ritualist is a lil expensive as you have 16x token generators and I feel like that's your sac fodder.
ever 2 or less color black deck luvs Nihil Spellbomb
You might enjoy some combination of the Feign Death, Malakir Rebirth Flip, Not Dead After All, Undying Malice effects
Dana_in_Love845 on
Mono Black Devotion
1 year ago
Looks fun! I will say though that Not Dead After All is effectively better than Undying Malice. Discard isn't my favorite archetype to be honest, but still, good job!
Raven_of_Arella on
Tourach and the Rats
1 year ago
This looks like a really cool discard deck! I am curious what your win condition is? It seems like you can pump your commander up pretty quickly so maybe commander damage for the win? I might consider adding a few more land and/or a couple pieces of ramp so you can keep the pressure up and not worry about missing your land drops. If your goal is to win with commander damage Fake Your Own Death and Undying Malice are some cheap cards for keeping him on the battlefield. I would also look at Victimize for some reanimation and Dash Hopes for a last ditch counter attempt. Some cards I think will help you dig into your deck and capitalize off opponent discards are Waste Not and Liliana's Spoils. I might also look at some cards like Invoke Despair, Indulgent Tormentor, and Seizan, Perverter of Truth to keep the pressure on your opponents and add to the ping effect. Lastly I would recommend Crypt Incursion for some massive life gain and as a piece of graveyard hate. All of these cards should be in that <$2 category. Happy building and playing!
wallisface on
1 year ago
The 4 copies of Kroxa, Titan of Death's Hunger feels like too many, i wouldn’t think you’d want more than 2 in a deck.
24 lands also feels like a lot here. Its probably fine if you’re really wanting to hardcast the Fury/Grief, but really you could get away with 22.
Have you considered adding in some amount of Feign Death and/or Undying Malice so that you can make full use of the Fury/Grief also?
Helgrind on
the cum deck
1 year ago
Blood Artist, Clackbridge Troll, Massacre Wurm, Slaughter Specialist, Feed the Swarm, Syr Konrad, the Grim, Gisa, Glorious Resurrector, Falkenrath Noble, Burnished Hart, Thrummingbird, Sangromancer, Vedalken Humiliator, Gulping Scraptrap, Village Rites, Feign Death, Sign in Blood, Vat Emergence, Victimize, Night's Whisper, Contagion Clasp, Wayfarer's Bauble, Neurok Stealthsuit, Grave Betrayal, Infernal Genesis, Kaya's Ghostform, Eternal Thirst, Mind Stone, Commander's Sphere, Charcoal Diamond, Sky Diamond, Dimir Locket, Undying Malice, Supernatural Stamina, Corrupted Conviction, Fake Your Own Death, Ravenous Chupacabra, Doom Blade, Go for the Throat, Defile
Profet93 on
Volrath Punch.
1 year ago
Cabal Stronghold - Budget cabal coffers. You need ramp in a deck with an expensive commander that will eventually get removed, not to mention ensuring he comes down quickly enough for you to be relevant and not outpaced by faster strategies. Moreover, ramp provides you with the ability to cast your more expensive creatures should Volrath inevitably be removed.
Mind Stone - Ramp when you need it, draw when you dont.
Defile > Disfigure
Hero's Downfall > Murder
Oversold Cemetery > Disentomb - Black has the best recursion in the game. While oversold cemetery is better than disentomb, you really should focus on bringing cards back to the field rather than your hand, especially given how expensive your creatures are. There are several cards that I can recommend at a later time, currently at work. Victimize,
Feed the Swarm - Enchantment removal
Phyrexian Arena/Syphon Mind/Read the Bones/Night's Whisper/Stinging Study- Draw, you desperately need draw
Diabolic Tutor - Tutors are black's greatest strength, be sure to utilize them to find what you need, when you need it.
Phyrexian Reclamation > raise dead - PR is reuseable while raise dead is not. Cost of life is minimal.
Dismember > Funeral charm - FC is cool, but its not impactful enough. Discard a card is alright, removal is horrible, swampwalk is not repeatable and often 2 for 1 loss. You need more removal in your deck, especially cheap to cast. It allows you to bluff interaction as well.
Supernatural Stamina/Undying Malice - Can be used to protect volrath for cheap.
Decree of Pain > Forced march - FM requires a lot of mana to use, 8 mana just to kill cmc 5 or less. I get the flexibility is nice, but the mana cost is too high. If you're going to spend 8 mana, you might as well be able to destroy everything and draw from it. Not to mention cycling at instant speed allows for a decentish floor as well. Worth considering.