Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | 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.
TheVectornaut on
King of the Skull Servants
1 month ago
As a fellow enjoyer of Grass Looking Greener (mostly Lightsworn but also some Zombie/Vampires, PK+Paleos, and Skull Servants), I do think the idea is interesting. You're always going to be in a bit of a battle between thematic consistency and power level. For instance, a grave-counting creature like Wight of Precinct Six or Nighthowler would fit the idea of King growing with more guys in the yard, but they would also be disappointingly weak right now since you don't have a lot of mass self-mill at the moment (Stitcher's Supplier and Overlord of the Balemurk are the first things that comes to my mind). On the subject of getting what you want in the GY, it probably is best to have a few more ways of getting specific targets buried at least. With Entomb off the table in modern, I could see Unmarked Grave being the best cheap option instead of or in addition to Buried Alive. This only negatively affects Maha who I already think is worse than reanimator staples like Archon of Cruelty
or Sire Of Insanity. Fewer legendaries also makes Persist a great choice. There's also Lively Dirge if you want to stick to the low mana value plan and can afford to pay more mana. Finally, I'm partial to Burning-Rune Demon as a way to extend into more reanimations while being a reasonable threat in its own right. I think it would be cool to run more skeletons for the theme too, although most aren't that helpful. Cards like Reassembling Skeleton or Persistent Specimen could be sac fodder to a Victimize or Hell's Caretaker. Another one that I know can be good in black reanimator is Emperor of Bones, although he has some unfortunate anti-synergy with other cards in the deck like Twilight Diviner. Death Baron is always an option if you find the Corpses of the Lost backup plan doesn't have enough oomph.
Some final notes: It may be more consistent to focus on just the Xu-Ifit negated reanimations. That would involve going up to 4 Death's Shadow and adding in some similar options like Moonshadow or Yargle and Multani. The EDHRec page for Varolz, the Scar-Striped could be a place to start. That all said, having the more powerful effects of non-negated creatures may still be worth the inconsistency of the two plans not always meshing whan you need them to. You do want to have the best options available in either case though. My first cut suggestions would be Gloom Sower, Avatar of Woe, Inkwell Leviathan, and lastly Maha, Its Feathers Night. Finally, I second cutting some lands and would suggest Bitter Triumph as a replacement for Cast Down that comes with a Cabal Therapy option built-in.
capwner on
King of the Skull Servants
1 month ago
Cool idea, maybe something like Massacre Wurm
to combo with the Maha, over Avatar of Woe? Maybe also Victimize or Persist as backup means of reanimating your big threats, which Unearth can't quite do. Ripples of Undeath is another great card for reanimator that fills your yard AND draws you the spells you want.
SaberTech on
mimeo
5 months ago
I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.
I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.
Win-Cons:
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Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.
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Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.
-
Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.
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Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.
So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.
Looking at your list, some things that I can note are:
-
You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.
-
Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.
-
Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.
-
Archon of Cruelty
isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.
enraged on
Tenacious D and the Sac of Destiny
7 months ago
Awesome build! Victimize and Blood for Bones would both be perfect includes!
hyalopterouslemur on Fun cards make fun decks
10 months ago
Tombstone Stairwell can be fun. Everyone likes extra tokens. You can use entry and death triggers (Think Blood Artist and Suture Priest.) to break the symmetry. But it has cumulative upkeep, so it won't be on the board for long.
Monkey Cage is just fun. It's really great with Living Death or Rise of the Dark Realms since the Cage is worded such that it sees all the creatures enter and triggers to all of them (meaning if a creature which costs , a creature which costs , and a creature which costs enter at the same time, you get six tokens.), but even Smile at Death or Victimize nets you two creatures (and tokens equal to their total mana value). Plus, it's a fun creature type with a little bit of unpredictability.
Archon_Bel on
Yawgmoth
10 months ago
Always nice to see another Yawgmoth user. I personally prefer Funeral Room / Awakening Hall due to the mass reanimate it can provide in the late game.
Regarding reanimation spells, I feel Victimize is a must have since it's amazing value in a deck like this. Chthonian Nightmare can also recur many of your creatures every turn.
I'm curious why you're not using any of the cheap reanimation enchantments like Animate Dead and Necromancy. I get your reasoning in using the instant revives for protection, but I like the option of being able to revive things on my own timing.
Spymaster's Vault gets you some great card selection potential with enough sacrifices.
Some favorite sac fodder providers I enjoy are Weaponcraft Enthusiast, Chittering Witch, and Sengir Autocrat. Like the Wriggling Grub, they provide the most bang for your buck.
Since you're running Vindictive Vampire, Phyresis might be a nice tech to include for her as a way of getting around either massive life totals or not having your undying combo out.
Lethal Scheme is another option for planeswalker removal, letting you squeeze a bit extra use out of your creatures and giving you extra card selection.
Not a suggestion, but I think it's fair to classify Nest of Scarabs as a boardwipe lol.
Andramalech on
Uncouterable Reanimator
1 year ago
Sliverguy420 didn't mention any removal despite saying you needed some- I recommend you include Unholy Heat, or potentially something like Krosan Grip so that you can stop the chaining decks like Storm from piling over you. Things like Force of Vigor help you for casting-for-free, and helping prioritize other slots of the deck. I don't know what budget you have at your disposal, but in terms of reanimating, I recommend you use a Sultai () shell to get the most out of your reanimating potential. Reanimate,Entomb,Animate Dead,Victimize are all considerable options for the prospect of bringing stuff back from the grave.
Don't forget that Graveyards are super easy to target, and having slots for your sideboard to counteract Graveyard removal are super important. Endurance would be a perfect inclusion for that role. Other cards that may help are Feldon's Cane, and Gaea's Blessing.
Best of luck with your deckbuilding, and don't forget that Life from the Loam also exists to help you snatch lands for casting on curve, while also filling your graveyard in order to have more reanimation targets.
Austin_Smith_of_Cards on
Deathmonicon - Teysa Karlov Aristocrats EDH
1 year ago
Updates to the list:
Can't remember what got cut for them, but Bloodsoaked Champion and Skrelv's Hive have been added to the list. Bloodsoaked acts as a secondary 1-drop Reassembling Skeleton, and Hive as a redundant Bitterblossom fodder generator.
-1 Vat of Rebirth +1 Victimize
The Vat was in the list for a bit as a cheap 1-drop artifact that could help steadily recur creatures from our yard, but at sorcery speed activation was a little slow. Vicimize has been swapped in for double duty as a death trigger and instant gratification reanimation.
-1 Scoured Barrens +1 Despark
This list doesn't struggle with clearing out hordes of creatures at all between plenty of wipes and Grave Pact effects, but it did need more versatile noncreature removal. Despark replaces a tapland to offer an additional answer to problematic permanents.
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