Victimize

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Victimize

Sorcery

Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

multimedia on Korvold Counters

2 weeks ago

Hey, make your deck here and link to it? Just seeing what you have so far for a deck list can help those who want to help you. What direction you're going and what the budget is, such as do you have or can you afford Dockside Extortionist?

Ratio 3:1, 3 fodder sources to 1 sac outlet. In my opinion a lower amount of quality sac outlets is better than a large quantity of lesser sac outlets. Sac fodder is more important for gameplay than sac outlets. Korvold can be a repeatable sac source if you have fodder, but to keep attacking with Korvold you need fodder. Sac outlets also need fodder to grow Korvold as well as draw more quicker and to combo which can be a wincon Goblin Bombardment.

Fodder doesn't have to come from just tokens it can come from one drop mana dorks Ignoble Hierarch, mana rocks Arcane Signet, lands Ramunap Excavator, creatures who can reanimate themselves Reassembling Skeleton and enchantments that can return to hand Rancor. Use dorks to help to ramp into Korvold first and then they can be fodder. If you draw them after you control Korvold then they're only 1 mana to be fodder. Rocks are worse as fodder than dorks because the better sac outlets only sac creatures.

Creatures and other permanents that can self-sac, not needing a sac outlet are helpful Viscera Seer, Sakura-Tribe Elder, Haywire Mite, Plaguecrafter, Mind Stone, Fabled Passage, etc. Treasures Tireless Provisioner and Eldrazi Spawns Pawn of Ulamog are nice value with Korvold, permanents to sac to make mana and draw. Repeatable sac outlets are best, but some nonpermanent spells that sac a permanent to give more value than the mana cost are good too Diabolic Intent, Victimize, Deadly Dispute, Eldritch Evolution, Harrow.

S1ayerMonkey on Jodah, the Necromancer

3 weeks ago

Jodah doesn't strike me as a commander that fits the reanimator style terribly well. If you want to go 5 colour I think Kenrith would probably suit you better, but I'll give this my best shot.

First off, I don't think throwing in as many reanimator legends as you can is the best way to go about it. A Baldor deck plays differently from a Muldrotha which deck plays differently from a Whisper deck. Even the two Chainer decks play differently from each other. You're better off to put hardly any legends in this deck at all and prioritize just a handful of them that play similarly. This way if you don't have one on the battlefield and you cast, say, Yawgmoth's Vile Offering to reanimate a creature, you could theoretically cascade into Meren of Clan Nel Toth with a reasonable amount of consistency.

Choosing the legends will pretty much dictate the style you will play. If you go with Muldrotha and Meren, you'll want to prioritize low cost toolboxy cards like Spore Frog and Ravenous Chupacabra as one of their decks normally would do. If you go with Feldon of the Third Path and Chainer, Nightmare Adept then you'll want to go with discarding big beefy threats and adding doubling effects like Parallel Lives and Flameshadow Conjuring. Sedris, the Traitor King would be an excellent legend to run alongside these two.

You also need to seriously review the structure of this deck. Your land base has far too many one-colour and tapped lands without the proper ramp package to support the colour fixing. One of the problems with 5 colour decks is the increased need to finely tune the mana base.

37 creatures is also far too many. Reanimator decks are midrange, grindy decks that require a lot of non-creature support to work efficiently. It is much better to run a suite of very specific creatures and back the deck up with instants and sorceries. I also don't see any sacrifice effects other than Victimize. These are a must. I would suggest having 8 or more sacrifice effects unless you're playing strictly for a Living Death wincon. ETBs are the meat and potatoes of these decks, and you can't take advantage of them properly without a way to return those creatures back to the graveyard. You'll also have to think of how to get your targets into the yard for reanimation. I normally put 12+ of these effects unless discard or milling is stapled onto the commander.

Overall I think it is definitely doable with this general (and certainly a unique reanimator deck if you do pull it off) but it will require some intensive effort to get it right. Definitely a wrthy deckbuilding challenge.
You're in 5 colour so you'll have access to all the best targets for whichever line of play you choose, but this will come at the cost of variety or unique cards that you often find in one and two colour decks.

Best of luck, I hope I've helped steer you in the right direction.

IHATENAMES on Meren, currently

2 months ago

Ideas:

Demon of Dark Schemes reanimation and a boardwipe

Any number of sac ramp creatures. A few examples Neverwinter Dryad Diligent Farmhand

Fog on a creature Spore Frog

Dread Return reanimation

Free sac outlet on cheap creatures Viscera Seer Carrion Feeder

Puppeteer Clique reanimation of an opponents threat (also works with persist combos if you choose to do that)

Midnight Reaper Grim Haruspex card draw upon death of a creature Liliana's Standard Bearer situational card draw

Mindslicer hate on blue players. Everyone discard their hand.

Mausoleum Secrets instant speed tutor

Victimize sac a creature return 2. Very good reanimation

For a few additional ideas take a look at My golgari deck it has a lifegain theme that won't translate but many off the cards beyond that might be good includes.

IHATENAMES on Tariel wrecker of holes

2 months ago

For decent salt but fun game I'd focus run some staxy type card.

Archfiend of Depravity weep tokens decks

Sepulchral Primordial steal 3 creature at once

Molten Primordial steal 3 creatures

Tymaret, Chosen from Deathgrave hate that works well with commander to limit the randomness

Altar of Dementia free sac plus many more upsides

Syr Konrad, the Grim with cards entering and leaving graves a decent wincon

Hofri Ghostforge double use etbs with other upside

Sire Of Insanity especially in a low budget slowing down the game works well in your favor. Also a blue players nightmare

Burnished Hart ramp

Ruinous Ultimatum sorcery speed mardu Cyclonic Rift

Tragic Arrogance you choose kinda boardwipe

Command the Dreadhorde Greatness at any cost

Victimize 1 bad guy fir 2 good guys. Seems legit

Dread Return 4 mana Reanimate you can cast for free* the 2nd time.

Painful Truths draw 3

Skullclamp for all the dorks out there. Let's make them useful

Helm of Possession trade your borrowed creature for a newer model

Smothering Tithe do you pay the tax?

Leonin Arbiter did you pay that tax

Wayfarer's Bauble ramp

Ruthless Technomancer ramp reanimation

Hoarding Ogre budget ramp

Persist reanimation

Fracture flexible removal

Stinging Study good with commander

Archon of Emeria 1 spell per turn

Rule of Law 1 spell per turn

Any of the Fleshbag Marauder effects

Visions of Ruin ramp kinda but mostly removal

Thrilling Discovery card draw

Echo Chamber fun card

Spreading Plague neat includes not great

Grave Betrayal steal creatures

These are just a few ideas. You'll have to mess with it from there.

Another deck to take ideas from

IHATENAMES on Death is only temporary, Oblivion is not eternal

2 months ago

Overall thoughts

At a glance it looks good just slow. Maybe need to trim some of the fun cards for ramp.

A few ideas:

Some cards seem good. Others cute. Ajani's Chosen for instance. I don't think you have enough payoffs for a token bear to be helpful. I think it would be better as say Sakura-Tribe Elder for ramp or Sanctum Weaver / Destiny Spinner / Setessan Champion to go with your commander's ability.

Other things of note. Isareth the Awakener doesn't return things without you paying a ton of mana. I'd suggest some other reanimation if you want that like Victimize Dread Return or the like.

Syr Konrad, the Grim can do some work here too. 2 triggers each nontoken creature with your commander out could be powerful plus a mana sink that's decent as a enchantment.

You have some legendary tribal subtheme so maybe go deeper in it. I'm sure there are some historic payoffs or legend payoffs that might interest you.

jarncards on StickMan

2 months ago

I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.

Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.

Blossoming Wreath,Gnaw to the Bone probably heal less than lifelink, and there's a ton of ways to give lifelink.

Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.

And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.

Moodmark Painter gives the +x/+x buff and is on a body Garruk Relentless  Flip flips into Garruk, the Veil-Cursed, but its tricky to make this one work

Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.

Mesmeric Orb,Stitcher's Supplier would be an amazing graveyard filler.

Zombie Infestation and Wild Mongrel is usefull for dumping creatures out of your hand

I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.

Life from the Loam and Bala Ged Recovery  Flip would be good helps for mana and options.

As long as you run Filth run Crop Rotation and Urborg, Tomb of Yawgmoth too since it will make every creature you have unblockable.

Deathrite Shaman would benefit from more fetch lands Marsh Flats,Verdant Catacombs,Misty Rainforest would help mana fix as well as throw more lands into your graveyard.

You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.

multimedia on Alesha, Who Smiles With Pride

2 months ago

Hey, really nice budget version on less than $200. You have excellent deck building skills on a such a low budget. Calling this a $100 deck is a stretch though since it's closer to $200 now than $100.

The manabase has been neglected, really none of the $100 budget used, that's my only criticism. Allocate some of $100 budget, not even a lot, to lands to improve gameplay? Talisman of Indulgence, Flameshadow Conjuring, Fable of the Mirror-Breaker  Flip these cards really don't matter in the scheme of things trying to combo with Alesha. You have Kiki-Jiki, Mirror Breaker, Fable is a lesser/more expensive Kiki that doesn't interact with Alesha. Conjuring only combos with Felidar Guardian, but so does Kiki and Kiki combos with a lot of other cards too.

The combined price of these three cards is almost $30, that much could really improve the manabase.

These are least expensive playable lands to consider adding. On a budget the Reveal/Snarl lands are fine since playing many basic lands. The next tier of budget land upgrades are the Check lands at $5 each. After them it goes much higher.


Some budget card changes to consider:

Goblin Bombardment is one of the best sac outlets in Commander since it's also a wincon, replacing the need to have an aristocrat with combos. Cultist of the Absolute is amazing for one mana, giving Alesha flying with 6 power combined with first strike and being a repeatable sac outlet at your upkeep. Skyclave Apparition just got reprinted and it's excellent repeatable exile most nonland permanent effect.

Good luck with your deck.

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