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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
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal



Return target creature card with converted mana cost/mana value 3 or less from your graveyard to battlefield.

Cycling (, Discard this card: Draw a card.)

indieinside on Dauthi Shadow Tribal

2 months ago

SufferFromEDHD Thanks. Nightshade Stinger can't block. My flyers are my blockers. Unearth is worth thinking on for sure along with Dawn of the Dead. It's just a question of what to take out. Thanks so much for taking the time to look deeper into my build.

SufferFromEDHD on Dauthi Shadow Tribal

2 months ago

Fog of Gnats is a great common. Cool to see it in here. Nightshade Stinger might be worth a spot.

If Corpse Dance is too narrow you could definitely get value out of Unearth. If you want to get weird with it try Dawn of the Dead.

Urborg, Tomb of Yawgmoth fixes Hall of the Bandit Lord and the shadow strategy really needs haste.

mtgchecker on

3 months ago

Thank you very much! I will consider your suggestions. I just had a test run today with a similar deck and the Midnight Charm was really not that useful like you said. I will definitely get the Unearth. Regarding the Killian, Ink Duelist I agree and I will replace him. The same is true for Drana's Emissary.

Thank you for the suggestions!

wallisface on

3 months ago

This seems pretty decent for a budget brew - so good work!

My thoughts on things to improve are:

wallisface on Card Discussion: Grim Discovery

4 months ago

The problems with it, as I see:

  • It's sorcery speed and two mana, which is both very slow and quite high-mana for a card that doesn't apply any pressure at all (it's not affecting the board state, and only setting you up for future-turn plays). Scam decks typically rely on applying constant pressure - they're not designed to out-grind the opponent, their plan is to cause early-game havoc and then win while the opponent is trying to stabilize from their turn-1 trauma. I don't think Grim Discovery is a good fit in that regard.

  • In regard to trying this in a Yawgmoth, Thran Physician brew, I just don't see them wanting this kind of effect. They already have tons of ways to fetch creatures into play, and so can get additional copies of whatever happened to die. Plus they have Agatha's Soul Cauldron which does a much better job of turning the graveyard-creatures into huge value. They also don't want to have to rely on the graveyard too-heavily, as that's going to be one of the primary ways the opponent will be attacking the deck post-sideboard.

  • Generally speaking, the card is only barely creating a net-positive in card-advantage, and only really in the form of a land. That's a pretty low return considering that the card costs 2 mana, and only puts these cards into hand. Compare this to Unearth or Persist which get the creature into play immediately and so have immediate impact - while they're not giving you a land with their effects, they're giving you some virtual mana-advantage by yeeting the creature into play instead of making you have to go to the trouble of casting it.

imo it's not seeing play because it's just not any good. It's really slow, barely creates any kind of meaningful card-advantage, is liable to be useless if your deck is already graveyard focused (because your opponent will bring hate), and there are just much stronger effects in this vein which more proactively advance the boardstate.

Shorketh on $20 Sack of Elementals

4 months ago


This is the version of the deck I'm workshopping currently, I bought all these awesome premise pieces from Mobizque and I'm just tinkering with it. Having 16 creatures when all the instants, sorceries and artifacts all revolve around them seems a bit janky, but in the end all you need is a Thunderkin Awakener and a Lightning Skelemental to cycle. Cards like Call of the Death-Dweller, Unearth, Lightning Bolt and Supernatural Stamina working to keep the thunderkin alive.

The early game is to establish your game plan using what you have in your hand and Flamekin Harbingers to get you there. Turn one Duress is always good but I didn't want to lean too hard into it. Getting a Skelemental by turn three is surprisingly consistent, and cycling it doesn't prove hard. From there you can begin raking in your benefits from damage and card draw. Incandescent Soulstroke allows you to do some fun Nova Chaser shenanigans. I'm still iffy and changing things around so I'm all ears for what people have to say.

Thank you Mobizque and assorted comments >:D

Zenntrox on Zombo Combo

5 months ago

Love the combo of this deck!

I've been tinkering with a zombie sacrifice deck myself and I got a few recommendations that might be helpful:

Ayara, First of Locthwain could probably be replaced with Blood Artist or Zulaport Cutthroat (the later being slightly worse, but also cheaper to buy irl). They all do functionally pretty much the same, but Ayara is more expensive with her 3 mana cost. So you might as well replace her unless you absolutely feel like you need that option to sac for her card draw or might have a reason to prefer the damage on creatures entering the battlefield rather than dying.

Headless Rider honestly doesn't feel like it's doing very much in this deck. As far as I understand it, the main wincons are either dealing damage through Ayara's ability or milling via the Altar of Dementia. Creating tokens just feels unnecessary and having more draw to get to your combo pieces faster is probably more useful. For example, Village Rites combos well with having disposable creatures and Undead Augur, effectively allowing you to draw 3 cards for 1 mana at instant speed.

If you don't mind your removal being sorcery speed, then you might want to give Bone Shards a try. It gives flexibility in either discarding or sacrificing for its cost and can also target plainswalkers. Finally, maybe 1 or 2 copies of Unearth could be useful as a failsafe in case important combo pieces end up in the graveyard. It can get you literally any creature from your deck back and that for just 1 mana.

jacobpmesser on Self Mill Goyf

5 months ago

4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic  Flip 1 Kazandu Mammoth  Flip

1 Svogthos, the Restless Tomb

That's a good base. Take what works and replace what you don't like.

Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.

Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.

So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.

I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).

I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.

Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.

You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).

But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.

My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.

Anyway, have fun.

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