Unmarked Grave

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Unmarked Grave

Sorcery

Search your library for a nonlegendary card, put that card into your graveyard, then shuffle your library.

DawnsRayofLight on Chainer, Dementia Master

9 hours ago

As someone who has played Chainer for close to a decade, I have some suggestions I would like to offer. (though everyone's decks run differently!)

34-35 lands is usually enough. I would recommend 34 with Agadeem's Awakening  Flip that gives you 5 spots:

In those spots:

Mana Crypt

Thought Vessel

Charcoal Diamond

Coldsteel Heart

Jet Medallion

(Or all the expensive artifacts like Grim Monolith or what have you)

In place of:

1x Cast Down--> Lethal Scheme: This card is amazing in any reanimator list

1x Culling the Weak--> Phyrexian Altar: you need more sac outlets with some staying power

1x Dismember--> Soul Transfer: seems janky, but versatile

1x Doom Blade--> Baleful Mastery: you can hit more with it.

1x Go for the Throat--> Infernal Grasp

1x Power Word Kill--> Deadly Rollick/Altar of Dementia: for a better killspell or for a sac outlet

1x Sacrifice--> Ashnod's Altar: need more sac outlets with staying power

1x Terror--> Meteor Golem: This guy helps so much with things Black cannot remove

1x Victim of Night--> Karn Liberated: This guy helps so much with things Black cannot remove

Cruel Tutor--> Mikaeus, the Unhallowed: bonkers for some staying power, also has combo potential

Unmarked Grave--> Putrid Goblin: this or Walking Ballista are good for combos with Mikaeus. Putrid GOblin + Ashnod's Altar/Phyrexian Altar + Mikaeus = infinite mana (or sub ashnod's altar for mill).

Suggested Drops, see next list for suggested replacements

Blood Pet--> sort of an eh card, I might think of something with more oomph

Liliana, Heretical Healer  Flip--> I do like her, she just never did anything when I ran her.

Ruthless Technomancer: I have debated a lot adding him, in something like Korvold, he is an all-star, in chainer, he can be good, but I would almost always rather have Disciple of Bolas

Skirge Familiar: I get the reason it is in here, but there are better cards.

Black Market: It's nice, but can be too slow.

Liliana of the Dark Realms: I just have never been a big fan, she feels too lackluster.

Final Parting: good card, but I feel you can part with some tutor because you have MORE than enough

Sidisi, Undead Vizier: good card, but I feel you can part with some tutor because you have MORE than enough

Rune-Scarred Demon: good card, but I feel you can part with some tutor because you have MORE than enough, there also some stronger creatures to fit in the spot.

Suggestions

Archon of Cruelty: expensive mana wise but an all star.

Kokusho, the Evening Star: has been in my deck from the beginning and has flat out won me games.

Brainstealer Dragon: seems janky, but I added to just try it and it has been amazing.

Black Market Connections: You need more draw (also helps with ramp)

Phyrexian Arena: You need more draw

Bolas's Citadel: an amazing card. Wins games all the time.

Disciple of Bolas: card draw and life gain

Fell Stinger: card draw

Xiahou Dun, the One-Eyed: Great for recursion

Reanimate, Liliana, Death's Majesty, Living Death. and Animate Dead: it is good to have other means of reanimation if Chainer keeps getting removed (I also suggest sac outlets to help keep your creatures from getting exiled when they spot remove Chainer)

Hope this helps! Here is my list to maybe show you how I run the list: The True Meaning of Death and Taxes

freezerboy on Hurling Body Parts

2 months ago

Lhurgyof thanks for the suggestions. I'll definitely look into Profane Command and similar cards since there is a point where if my opponents target Volrath then it makes things a bit harder to accomplish. Unmarked Grave is in, and always useful to fetch and I'm a little hesitant to put in Hatred only because I use it in another deck and wanted to have a different play option with this one. I'll drop it in the maybeboard because it is a really good card to simply destroy someone.

Lhurgyof on Hurling Body Parts

2 months ago

Hatred can be another nice win con for Commander damage.

Profane Command is really flexible, and with Xiahou Dun, the One-Eyed you can drain life an opponent every turn (use him to recur the command, use the command to reanimate him and drain life).

Unmarked Grave, while not at strong as Entomb, can still fetch up Filth or other reanimation

Ardees on Its Just a Flesh Wound (Budget Almost-cEDH Meren)

2 months ago

Consider playing also Manglehorn, Collector Ouphe, Nature's Claim, and some cheap removals, which you seem to lack.

I think the decks has largely improved since you posted it. Now I think you should focus on your strategy. Gaining exp counters or reanimate isn't a strategy per se, but it's the engine that should get your strategy running. I see you run the Magistrate's Scepter and Coretapper combo. I think this is a much more valuable combo, which is being played in competitive decks too. Also don't get focused too much on getting exp counters. Assume you have infinite: you don't reanimate infinite creatures, nor an infinitely powerful creature. You reanimate one creature at the end of each of your turn, assuming (which is unlikely) that Meren is left unscathed. So consider exp counters a facilitator toward your strategy rather than the goal in itself (hence why Spider Spawning isn't that valuable, in my opinion).

If you run a combo, I suggest playing more (cheap) tutors, such as Final Parting, Mausoleum Secrets, Unmarked Grave, Buried Alive, Profane Tutor, Wishclaw Talisman. Also, if you decide to run a combo, then other cards in your deck should aim at achieving that rather than do things that are separate from it, meaning you should include all 1-mana elves, and all cheap mana dorks (both enchantements and artifacts) to help you achieve your strategy.

You can also just decide to go aggro, but then I'd simply suggest to play a budget version of Skullbriar, the Walking Grave rather than Meren.

In any case, your mana curve is still quite high, 3.26 essentially means you play one spell each turn, possible no spells for the first 2 turns.

grimcase21 on Varolz, the Scar-Striped EDH - Competitive

2 months ago

If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.

Budget options

Tainted Strike - 2nd berserk (if you're ok with infect)

Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power

Not of This World - my secret tech, after you make it big it's free

Veil of Summer - with this style of deck protection is very important

Sylvan Safekeeper - free protection that they constantly have to respect Wild Shape - flexible, mostly used for hexproof or trample

Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.

Unmarked Grave - entomb #2

Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.

Bramblewood Paragon - play this turn 2, minor buff counter, and gives trample because Varolz, the Scar-Striped is a warrior

Rancor - buff and trample, you need to get through

Destiny Spinner - one of the few ways green has to fight counters

Solidarity of Heroes - 2 mana double the 12/13 counters

Wild Growth - it may not be a creature, but it does get our commander out on turn 2

Mausoleum Secrets - 2 mana instant demonic tutor, you sac a dork in response, go find Phyrexian Dreadnought/Death's Shadow, protection spell, or in 99% of cases that I use this one is Berserk

Non-budget additions

Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick

Sylvan Safekeeper - free protection that they must always respect, it's very good

Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.

Lightning Greaves - haste and protection, yes plz

Dismember - takes care of many of the early problematic targets

super non-budget

Hatred - 1 card win with commander

Necropotence - sculpt your hand for next turn kill

Cards that I would recommend reconsidering/taking out

Harmonize - a bit too slow imo

Arbor Elf - the amount of targets you actually have isn't enough to make it consistent

Asceticism - a bit too slow, you only care about the creature you scavenge on so in terms of mana efficiency something like Sylvan Safekeeper or Lightning Greaves

Quirion Elves/Devoted Druid - we want to go 1->3 mana, so we get our commander out on turn 2, this doesn't help to do that

Ardees on Meren of Clan Nel Toth EDH

3 months ago

Would recommend lowering your mana curve, increase the ramp base, and add some tutors.

I'd suggest playing all the one-mana elves (Llanowar Elves, Fyndhorn Elves, etc.) perhaps with the exception of Boreal Druid.

Run also Collector Ouphe and Manglehorn to slow down decks that heavily rely on artifacts, which is most decks at the current state of EDH.

Depending on your budget, you should definitely run Green Sun's Zenith and Worldly Tutor, and perhaps squeeze in a Profane Tutor. Also cheap pick ups that are a must are Unmarked Grave, Reanimate, and Animate Dead.

If you don't want to run infinites (like Mikaeus, the Unhallowed + Walking Ballista), a nice non-infinite combo is Dauthi Voidwalker + Mindslicer + an infinite sac outlet (you should consider running also Carrion Feeder). Also if you run Phyrexian Delver, you can have your opponents lose around 20 life points each in a turn with Kokusho, the Evening Star (if Meren is also in play).

Cards I'd remove to accomodate the changes: Burning-Rune Demon, Khalni Ambush  Flip, Hagra Mauling  Flip, Dictate of Erebos, Read the Bones, Izoni, Thousand-Eyed, Jarad, Golgari Lich Lord, Tormod, the Desecrator, Springbloom Druid, Greater Good, Satyr Wayfinder.

I have a decklist which is semi-competitive and quite expensive, but I can guarantee it is nice to have the deck running faster, smoother, and without having your opponents targeting you as the archenemy form the beginning. Meren Surgical Toolbox [2K22].

cac1212 on Teysa Karlov

3 months ago

Ok I messed up and can't edit my comment so I'll continue from where I left off:

...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.

I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.

We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.

Combos

Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.

Early Game Strategy

In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.

Mid Game

In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.

Late Game

All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.

Miscellaneous Mechanics

If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.

Brought Back can be used on our fetch land Marsh Flats for extra ramp. Consider adding more fetch lands to up the power level a bit.

Closing Notes

Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!

TrollNtrample on Varolz, the Scar-Striped [Scavenge]

3 months ago

I removed Grisly Salvage for Unmarked Grave after mh2. Highly recommend.

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