Unmarked Grave

Unmarked Grave

Sorcery

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

Latest Decks as Commander

Unmarked Grave Discussion

Grubbernaut on Esper Reanimator

1 week ago

I'd have to see how the deck plays to know how much it matters, but my gut instinct is to say that it might be more important to favor 2-mana counters over Charm, so it's easier to keep up counter mana when you go to cast Unmarked Grave or Persist. That being said, I have no objective idea, and Charm is a great card.

Cheers!

Artatras on The Many-Faced God - [Primer]

2 weeks ago

Magistarorian

Hey! I really like your list! While undoubtedly less powerful than mine, you haven't distorted the general idea of the deck. The budget inclusions you have made are all very accurate. Here are a few specific suggestions:

  • Not a huge fan of Blighted Agent. Its power always stays the same, unless you have a Wall of Blood available. If you want more infect, consider Glistening Oil or Phyresis.

  • Mindshrieker is very random and not enough reliable, although it can be fun.

  • Mausoleum Secrets is also very situational. If you can't afford Entomb, just go with Unmarked Grave, Oriq Loremage or Vile Entomber. They always get what you need.

  • I would remove every single land that comes into play tapped and replace them with basic lands. You don't need too much mana fixing, especially considering Lazav requires colourless mana, and this strategy cannot afford the tempo loss of a land entering the battlefield tapped.

I wouldn't bother with Miscast, as it doesn't scale particularly well in Commander. Rotting Regisaur can be included in your current list, considering you are not running Dreadnought. Access Tunnel is okayish. Four mana total is a lot, but it's better than Rogue's Passage. I would consider it, especially since it comes into play untapped.

Regarding how well I think your deck would perform in a mid-high power setting, it depends. See, this strategy is very fast and all-in because it is very weak at its core. A Voltron deck that relies on the graveyard suffers a lot from both creature and graveyard removal. That's why my deck is so fast, with cheap win conditions and cheap tutors. Because you need to kill your opponents before they can stop your game plan. If you cut all the powerful cards (which are, unfortunately, the most expensive) and replace them with more expensive (in terms of mana) versions, the deck will become significantly slower and thus much easier to stop. So, if your meta tends more towards the mid power-level, I think you deck can stand a chance. But if your play environment is more on the powerful side, I think you should adjust your deck accordingly.

Proxying a few key cards would drastically affect the power level of the deck. Phyrexian Dreadnought in particular is irreplaceable and its inclusion would completely change the way the deck plays. The tutors would also help a lot bring up the power level.

Se7enfoot on Modern Suicide Black

2 weeks ago

If you want to put more creatures in the graveyard faster, you could add Mind Rake or Unmarked Grave, or just bring back the beefy goodness with Persist

SourRnaGrapes on One Attacker to Rule them All

3 weeks ago

CommanderNeyo thanks for the suggestions! I'll have to add Unmarked Grave in somewhere (might remove Thorn of the Black Rose). As for the recursion spells, they'll be great for recurring tutors, but I'll have to see which one fits best in there.

DrukenReaps on Commanders You Defend?

3 weeks ago

RNR_Gaming you skipped over several of my points ;) ​

I'd also point out the majority of commanders do the same things every game to some extent. Atraxa decks are all walkers or generic counter decks, Meren decks all reanimate the same handful of things, Lathril is just elfball, Kozilek is just eldrazi tribal, Yuriko is either ninja tribal or big cmc, Edgar goes high cmc control vampires or low cmc aggro vampires. Very rarely do people have obscure decks without predictable strategies. The details can change as they have in my Mairsil deck from time to time. Sometimes I use Oona as my win con, other times tree of perdition, or even just turning Mairsil sideways after hex parasite eats a few planeswalkers. There's more to if you want me to go into it. People that look at Mairsil often limit themselves rather than be creative with him.

"Since release I would say the only thing that 100% goes into almost every list is Asmodious." This is just false and no one ever backs it up when they say it because they can't. Asmodeus the Archfiend, Unmarked Grave, The Deck of Many Things, Endling, Oriq Loremage, Pendant of Prosperity, Thassa, Deep-Dwelling, Spark Double, Sakashima of a Thousand Faces, Doom Whisperer, Ormos, Archive Keeper, Teferi's Time Twist, Notion Rain, Shenanigans, Battlemage's Bracers, Netherborn Altar, Lithoform Engine, Sanctum of Eternity, Wizard's Spellbook, and more. These all easily fit into Mairsil lists and make for difficult choices on what to keep and what to cut. Again though if you wanted to only build as optimally as possible there are only 2 or 3 things that lead to victories. Although even one of those didn't exist until after Mairsil was printed, Thassa's Oracle. He gets plenty of toys, people are just unimaginative imo.

KaptnK on Chainer

1 month ago

Hey there!

For a first EDH deck this looks pretty good! Had all sorts of advice to give but found most of my ideas were already in this list! Nice job!

A few things I did see:

IMO you are a bit heavy on the land with your mana curve how it is. 38 lands plus 8 rocks is a lot and you will end up drawing dead cards later on. While these can be pitched to Chainer, if your commander isnt out it wont feel great. My suggestion would be to cut a few lands, maybe 4, and add in some additional draw spells such as:

I see you already have Plaguecrafter so another one to include could be Fleshbag Marauder for some more copies of that effect.

To go with Buried Alive you could also run Unmarked Grave

In terms of removal, Bedevil would be a solid addition.

Finally a fun card to reanimate creatures could be Hell's Caretaker.

As for cards I would remove:

  • Meteor Golem is pricey for what it does. While it can be recurred you do have to pay for it each time.

Thats it! Everything else looks awesome so I would have a tough time cutting things for my suggestions. lol

Hope this helps and love the deck! Best of luck!

multimedia on Hercules23

2 months ago

Hey, I tried to post a comment at MoxField, but it didn't work because I think the comment was too long. I kind of have a problem with long comments :)

Instead I'll post the comment about your Scarab deck here.


Nice updated version of Scarab. To answer your question because you have Phyrexian you could cut Ashnods. Although, I don't think I would since Ashnods is better than a few cards here because it's a combo piece and the ramp can help to pay for Scarab's embalm. Dementia being a win condition for opponent mill or repeatable opponent mill throughout the game is nice, but it's dangerous as self-mill enabler because you risk milling nonZombie combo pieces which you currently can't reanimate or recur. Honestly, I would play all three of the combo artifact sac outlets because of so much self-mill you don't have control of.

Because of self-mill Academy Ruins would be worth including to recur Phyrexian or save Phyrexian when in graveyard from being exiled. Since it's a land it doesn't take a valuable deck spot for this effect. One of the main reasons to play Phyrexian Reclamation is it can save creatures especially Gravecrawler and Wonder at instant speed from being exiled by graveyard hate which can be a big problem. Mystic Sanctuary is helpful since it's an Island for Wonder and as a bonus it can potentially recur an instant or sorcery which is good with self-mill.

Temple of the False God is not a good land here because without Urborg it's unable to tap for mana until your turn five or six and that's if you make all your land drops. Necromantic Selection is a high CMC card that you don't really need because you have Kindred Dominance which is the same mana cost, but more powerful board wipe effect especially with Zombie tokens.

Training Grounds can be a powerful card for combos, but it's not doing that here therefore it doesn't do enough only affecting three creatures: Scarab, Cryptbreaker, Accursed. I don't think it's worth taking a deck spot for Grounds just to reduce the cost of Scarab or be able to reduced cost of activated abilities of opponent's creature you may embalm. Ashnods mimics what Grounds does by sacing a creature you make two colorless which can be used to help to pay, better yet to cast or activate anything else.


By increasing your budget then you could add other black tutors and more tutors are very helpful when you want an artifact to combo. Diabolic Intent and/or Profane Tutor are two more two drop tutors to consider adding. Consider more tutors that can get Wonder or Gravecrawler such as Entomb or Unmarked Grave ?


Shambling Ghast is a new one drop Zombie for combo with Rooftop + Havengul because when it dies it creates a treasure. With any sac outlet such as more convenient Carrion Feeder Ghast mimics Phyrexian Altar . With Rooftop, Feeder + Ghast can replace Phyrexian and being able to remove one nonZombie combo piece from the combo with Havengul is a huge upgrade. Ghast + Phyrexian combos with Havengul without needing Rooftop for infinite casts/dies/leave graveyard of Ghast which can make Havengul combo faster not needing six drop Rooftop.


Acererak the Archlich is another new Zombie for combo with Rooftop since you don't have to enter Tomb of Annihilation dungeon instead you can enter one of the other two dungeons which results in bouncing Acererak back to your hand to cast again for free and repeat. Instead of venturing into Annihilation you can enter one of the other two dungeons and go to their rooms for value as many times equal to cards you have in your library. Lost Mine of Phandelver has Dark Pool room which as long as you have more cards in your library than each opponent has life can be a true win condition.

The way the Dungeons work is once you have completed one you can then right away venture back into that same dungeon again which lets you repeatedly enter Phandelver and it's rooms. In this combo with Phandelver each card in your library equals in order: 1 scry, 1 treasure, gain 1 life and each opponent loses 1 life, draw a card, that's powerful. Storeroom room instead of Dark Pool room can make Scarab huge for a big Commander damage attack.

Acererak the Archlich --> Loyal Subordinate


Pair Gravecrawler with a sac outlet such as Feeder and it's ability to leave your graveyard with Tormod, the Desecrator for another repeatable Zombie token source to create a 2/2 Zombie for one black mana as many times as black mana you have to really fuel Scarab's upkeep trigger. This combo makes infinite tapped 2/2 Zombies with Phyrexian + Gravecrawler that forces an opponent to wrath the board or you win at your next upkeep. Tormod also triggers when you embalm your own creatures with Scarab.

Zombie Master is a Zombie evasion source, pair it with Urborg. Wonder will be a target for graveyard hate when it's in your graveyard therefore having other evasion sources especially from a Zombie is helpful.

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