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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Varolz, the Scar-Striped
Legendary Creature — Troll Warrior
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
Sacrifice another creature: Regenerate Varolz, the Scar-Striped.
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3 months ago
Demon of Vanity
Creature - Demon
Demon of Vanity gets -X/-X where X is the combined power and toughness of other creatures you control.
An inflated ego, however fragile, can still be source of power.
Either create another low cost demon or a card that would be good in a Varolz, the Scar-Striped deck (high power and low mana cost).
5 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.
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
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.
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
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
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
8 months ago
No, Ghalta, Primal Hunger's effect does not change it's mana cost. The text on Varolz, the Scar-Striped says that the scavenge cost is the mana cost. So even though you have the potential to cast Ghalta for a different total cost, the mana cost stays the same. Here are two pertinent rules from the comprehensive rules:
202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.
202.1a The mana cost of an object represents what a player must spend from their mana pool to cast that card. Unless an object’s mana cost includes Phyrexian mana symbols (see rule 107.4f), paying that mana cost requires matching the type of any colored or colorless mana symbols as well as paying the generic mana indicated in the cost.
8 months ago
I'm just going to ramble here, but probably some decent ideas to consider.
Bretagard Stronghold could be a thought for re-using persist triggers or just pumping creatures. Hex Parasite is an interesting idea with Kitchen Finks or maybe even Devoted Druid that just might be abusable (not quite infinite).
Cruel Celebrant is essentially a Blood Artist that doesn't target and is wishable. It's comparable to Dina, Soul Steeper except it doesn't work with the Spike Feeder + Heliod, Sun-Crowned combo but does work for Saffi Eriksdotter + Renegade Rallier. Since the second group is all multicolored, you could probably change some things around to allow for wishing for more game enders, and potentially freeing up some redundant slots while you are at it.
Obelisk Spider seems like it would work with Good-Fortune Unicorn and persist triggers etc. so it may be worth shuffling some cards around there. Also, now that I think about it, you could have Cauldron Haze as a persist set up giving you a nice protection option / potential sac outlet. You can also use Hapatra, Vizier of Poisons to make lots of tokens with triggers instead of going for life (probably not as ideal).
Varolz, the Scar-Striped might be a more versatile sacrifice outlet than Cartel Aristocrat. The scavenge synergizes nicely with persist, allowing some interesting plays. Unfortunately, you don't really have any cheaply costed overpowered creatures, so you miss some opportunities with Devoted Druid and mana.
So I'm thinking something like:
-1 Spike Feeder - only really works with Heliod, Sun-Crowned who combos with other cards like Kitchen Finks
-2 Vizier of Remedies
+2 Good-Fortune Unicorn
+1 Obelisk Spider
+1 Bretagard Stronghold
-1 Indatha Triome or Forest
-1 Dina, Soul Steeper
-1 Dromoka's Command
+1 Cruel Celebrant
+1 Obelisk Spider or Hapatra, Vizier of Poisons
+1 Cauldron Haze
You could also concentrate more on certain infinite combos instead of being spread as much, but there's downsides to that as well.
10 months ago
splashing green for Varolz, the Scar-Striped might not be a bad idea so the shadows arent just a late game comeback card.
11 months ago
Thanks GrimlockVIII. I really, really like the Varolz, the Scar-Striped idea. I’ll add him to the maybeboard. I think I could get away with cutting a few removal spells to make room for him, but I’m going to hold off on making any adjustments just yet.
As for the discard enablers/benefactors, I did consider some (like Dauthi Voidwalker), but what I ended up with was a deck whose focus was kind of all over the place. When I narrowed it down to a bit of straightforward discard/removal backed up by some beaters, it seemed to perform more consistently in what limited playtesting I’ve been able to put this through.
Fabled Passage looks like it could help mitigate going overboard on life loss, but I don’t own any. I might have to compensate by moving Collective Brutality to the maindeck so I can gain some life back if necessary.
Thanks a bunch for the insights, I appreciate it.
11 months ago
Okay, this is a really weird suggestion, buuut, a card that maybe perhaps would be really cool and might actually have really neat synergy with the Death's Shadow would be Varolz, the Scar-Striped. Basically, with Varolz out, you can scavenge the Death's Shadow for one mana to put 13 plus 1 plus 1 counters on a creature. And with the way you like to discard your opponent's cards as well as your own cards with stuff like Liliana of the Veil, getting a Death's Shadow into the grave won't actually be that hard to do.
Same goes with Kroxa if you want fast and easy power without having to pay for his escape cost. You get 6 counters for 2 mana effectively.
However, Varloz would fundamentally alter the strategy of this deck, so I just thought he was a neat idea to put on standby.
If you wanna actually go down the discard route in Jund, you can get some cards that have huge payoffs for getting rid of your opponent's hand, like Waste Not, Tourach, Dread Cantor, Dauthi Voidwalker and Quest for the Nihil Stone.
Im not quite certain how you'd be able to balance out the amount of life that you would find yourself nonchalantly throwing away without accidentally killing yourself or leaving yourself open to some lightning bolts. Mana bases in these tricolor decks are definitely not my strong suit. Maybe you can afford to replace some of the dual fetch lands with a playset of Fabled Passage?
This can definitely be a scary deck if you find a particular focus and really hone in on it, but I feel like Im a little underqualified to help make this as competitive as you want it to be.