Vengeful Ancestor

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Vengeful Ancestor

Creature — Dragon Spirit


Whenever Vengeful Ancestor enters the battlefield or attacks, goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)

Whenever a goaded creature attacks, it deals 1 damage to its controller.

Last_Laugh on The GOAT of GOAD

4 months ago

Phyrexian Reclamation would be a great way to repeatably get Kardur back and avoid commander tax.

Try Plumb the Forbidden in Read the Bones slot. Just sac'ing Kardur nets you the same 2 cards but the ceiling is much higher and it's a sort of anti boardwipe tech that keeps your grip full afterwards.

Pain Magnification can be triggered by you or your opponents (just not against you). This card could be bonkers here. I think of it as a "curse all opponents" effect.

Emberwilde Captain is good card draw here, deters attacks when you can't goad, and the monarchy is easy to hold if you goad consistently.

Karazikar, the Eye Tyrant is admittedly a bit group huggy, but it is an excellent source of card draw that goads.

Bothersome Quasit will turn the chaos up to 11 if you can consistently goad.

Vengeful Ancestor is another fun card in goad decks. It's especially punishing against go-wide strategies.

Anyways, I hope that helps. I ran Marisi for goad personally but am familiar with the archtype. The deck looks good.

Last_Laugh on Marisi's Goad Club

8 months ago

Bothersome Quasit and Bedlam allow you to goad unimpeded. Bedlam is a bit ballsy and has the potential to backfire but the quasit is worth its weight in gold here.

Vengeful Ancestor is a stud here.

Beloved Chaplain, Soltari Foot Soldier, Soltari Champion, Soltari Visionary, Spirit en-Dal, Spirit Mantle, and Champion of Lambholt will ensure you get through in combat to goad someone.

Authority of the Consuls in addition to Urabrask makes it so every hastey boy isn't sent your way and makes it impossible for your opponents to play fresh ungoaded blockers.

I've also had really good results out of 'deals combat damage to an opponent' effects due to a lack of blockers once a goad chain gets going. Stuff like Aerial Extortionist, Ancient Gold Dragon, and Scepter of Celebration.

A pet card of mine that's hilariously effective here is Kusari-Gama. It'll get your big boys through or wipe their board. Equip it to Soltari Guerrillas to ensure no one can block ANY of your creatures without immediate retaliation.

Anyways, feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Marisi the Pimp - (Combat) Trickin' Hoes

PolarisFluff on Marchy March and the Funky Bunch

10 months ago

scotchtapedsleeves Thank you for the reply!

Fell Stinger is cool, but they also just printed Triarch Praetorian! I guess I was worried that cards like this wouldn't have targets when they entered, but I don't have to sacrifice every creature that has a counter at once.

You're totally right about Blood Artist. I was thinking to myself, "Why the hell did I even add this?" lol. I kept pinging myself with it because I didn't want to be the highest life total.

Vengeful Ancestor was a pet card but it can totally go. Same with Gyruda, Doom of Depths. I wanted to try and make the deck different than most marchesa effects, but some of the cards just don't end up playing well.

Don't you diss Woe Strider! It costs a little more, sure. But it also makes a token itself so it functionally has scry 1 on etb attached, and it can escape from the yard with +1/+1 counters if it somehow gets dumped.

Faerie Artisans is unironically maybe one of the strongest cards in casual. The particular synergy in marchesa is that if you sacrifice it, you get to keep the last token that it just made even when it comes back, since it's a new object. It also draws much less hate than direct theft.

What's the point of Rakdos Cackler as sacrifice fodder if we're not running aristocrats effects?

Thran Vigil seems absolutely terrible. It gets you a single +1/+1 counter per round. Not even per turn. It only triggers on your turn, and only at most one counter on your turn.

Ravenous Chupacabra too expensive? What is cheaper and repeatable?

scotchtapedsleeves on Marchy March and the Funky Bunch

10 months ago

Hey! Coming over from Reddit to give some advice.

First off, some overarching themes that I notice:

  • Draw vs Card Advantage - A lot of the cards in your "Draw" category don't actually provide any impactful draw, only scrying and cantrips. I'm an enormous fan of Fell Stinger and Thought Sponge. Easily repeatable draw effects that dump cards in your hand. Scry isn't useful unless you're drawing a ton of cards or are doing some topdeck manipulation.

  • Your creatures are too big - Marchesa appreciates small bodies with big effects rather than big bodies with meh effects. For this reason, I would take out Combustible Gearhulk, Vindictive Lich, Vengeful Ancestor, and Gyruda, Doom of Depths. Playing lots of small, cheaper bodies lets your deck fly under the radar until it pops off. It will also give you more targets for Imperial Recruiter.

  • Aristocrats style - Marchesa doesn't play like your typical aristocrats deck, Blood Artist isn't very effective when you're only sacrificing 2-3 creatures a turn. It's also counterintuitive to Dethrone. Abusing ETB and LTB effects is more important than slowly draining opponents

  • Not enough counter distribution - You only have 5 cards under counters and they're all either situational or restrictive. Drop some Thran Vigil type cards in there and you'll go far

Overall, you're too reliant on creatures for draw, removal, etc. Run some efficient draw and removal spells

Next up, cards I recommend removing. I've playtested most of these and they're not nearly as impactful as they seem.

  • Blood Artist - Covered this above, you don't want to gain life
  • Combustible Gearhulk - Opponents will often just take the damage early game and late game you do NOT want to be spending 6 mana on a 6/6 with no impactful ETB.
  • Vindictive Lich - An alright card, not fantastic though. I'm very pressed for 4 drops in my deck so it didn't make the cut.
  • Vengeful Ancestor - Not a very impactful card. You're running Kardur, Doomscourge so this card is just overshadowed.
  • Gyruda, Doom of Depths - 6 mana to maybe cheat in one creature? Not a huge fan. If you want to replace it with a grave robber effect Puppeteer Clique is better. Still not fantastic, it didn't make the cut in my deck
  • Aether Channeler - A fine card, the mode selection is okay. I'm not in love with the effects it gives though
  • Morbid Opportunist - Only one draw a turn? Blasphemy
  • Woe Strider Free sac outlets are nice, but I find I get overrun with them when I have more than 5 in a deck. Also more expensive just to scry? Not a fan
  • Dauthi Voidwalker Will generate so much hate. Unless you can fend off your opponents don't run it
  • Faerie Artisans Not the kind of stealing Marchesa likes, tokens aren't the name of the game here. Something like Zealous Conscripts will take you much further
  • Phantom Steed Same as above, tokens are nice but this isn't a great card
  • Ravenous Chupacabra Too much mana for removal. Black and blue have much cheaper options

There are more that I personally wouldn't run, but that's up to how you like to play your deck.

Now for some cards I would include in every Marchesa deck

  • Thran Vigil - Allows you to immediately sac creatures that come back + an extra layer of protection
  • Uncivil Unrest - Same as above but you can also give haste to fresh casts. Double damage doesn't hurt
  • Fell Stinger - Repeatable, powerful draw on a deathtouch body
  • Thought Sponge - Incredible draw engine. Sac it on opponents turns every time it enters and you'll draw AT LEAST 6 cards a turn cycle.
  • Iron Apprentice - Great 1 drop, can distribute counters if you're having trouble and is sacrifice fodder
  • Rakdos Cackler - sacrifice fodder
  • Flayer of the Hatebound - This card gets a bad rap but it's great in Marchesa
  • Herald of Secret Streams - Wincon alert! This card sneaks under the radar until you hit someone with 25 unblockable damage
  • The Ozolith - Expensive, but who doesn't want to keep their counters for 1 mana!

Of course, please take a look at my deck if you need inspiration. It's pretty casual, but the synergies can be backbreaking if your opponents don't keep you in check. I also have a ton of cards in my maybeboard that I'm considering or have saved for later.

Crow_Umbra on Isshin

1 year ago

Stonehorn Dignitary with Blade of Selves is honestly pretty hilarious tech. I used to run Stonehorn in my old Alesha deck that eventually got converted into Isshin. I used to think reusing it with Alesha alone was spicy.

Also a big kudos for running Batwing Brume, I rarely ever see it. It's an old pet card from some of my earliest days. I'd recommend checking out Scapegoat as a cheap board protection effect, especially if you have creature token generators on board.

If you like Stonehorn Dignitary, have you thought of maybe adding a Goad subtheme? There's stuff like Karazikar, the Eye Tyrant & Vengeful Ancestor which work with Isshin. Although you aren't blanking opponents' combat, you're forcing them to fight each other.

Goad can really mess up non-combat oriented strategies that have smaller creatures & squishier boards, & might rely on them for value or combos instead. This can be more harmful than stopping their combats for a few turns.

Hope the suggestions are helpful. Would be happy to spitball more ideas of you're interested.

Crow_Umbra on The Ghost of Kamigawa

1 year ago

Totally understandable Althuran. Isshin can do a lot with attack triggers, I think I should have reframed my question a bit more specifically. Are you looking to:

From my own experience playing Isshin, I think he's strongest when you focus on one of the avenues above, and sprinkle in bits of the other avenues for support, especially given what you tend to encounter in your playgroup or local meta.

Phyrexian Arena being cheaper is definitely nice. I will say though that Arena is at its best when played around turn 2-3 if you can pull it off. In later game it feels kinda clunky to wait a whole turn to draw a card, especially if you are in a position where you need answers more immediately. Tome of Legends does have the need to pay and tap to draw, but the trade off is that you can then be selective with when you draw.

All draw options have drawbacks that make them more or less reliable, as well as faster/slower. I guess it depends which potential drawbacks you are most willing to trade off for in your own play experience.

Soulus101 on Isshin, Two Heavens As One - Eiganjo Uprising v1.3

1 year ago

I love a good token deck, and Isshin seems like fun! Have you considered playing more into doubling triggers on your opponent's attacks? Revenge of Ravens is a very good Propaganda-type effect for Isshin. You could then lean into Eiganjo Uprising or Genesis Chamber and goad/force-attack effects, with cards like Goblin Spymaster, Karazikar, the Eye Tyrant, Kardur, Doomscourge, Vengeful Ancestor, Baeloth Barrityl, Entertainer.

In terms of protection spells, Inkshield seems like a great effect in this deck.

Paladin Class seems a good fit. protection from spells on your turn, an anthem, and a massive double-boost on the last effect. And Linden, the Steadfast Queen also seems like a strong effect to maintain your life total while your team is tapped down. Angelic Exaltation is an all-in Exalt effect that lets you get in for a lot of damage with one creature, should the need arise.

Crow_Umbra on Isshin, Two Heavens as One [Politic]

1 year ago

Oooo a Goad Isshin list. Glad to see some twists in addition to go-wide Isshin lists.

There's plenty of cool tech out there for Isshin. I have a few things for you to consider for your theme:

There's def more forced combat & Monarch stuff out there if you're interested. Monarch & Initiative ( White Plume Adventurer) could also be a fun way to introduce politics & get people to swing at each other.

My playgroup has a house rule where every game has Monarch in it by end of turn 3 by default. It's made our games much more dynamic & interactive, also adds a big political element to negotiating swings to get Monarch.

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