Vilis, Broker of Blood

Vilis, Broker of Blood

Legendary Creature — Demon

Flying

, Pay 2 life: Target creature gets -1/-1 until end of turn.

Whenever you lose life, draw that many cards. (Damage causes loss of life.)

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Printings View all

Set Rarity
Core Set 2020 (M20) Rare

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Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Standard Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Legacy Legal
Tiny Leaders Legal

Vilis, Broker of Blood Discussion

DuTogira on What cards deserve to be ...

3 weeks ago

TypicalTimmy While I agree with your analysis of Iona, Shield of Emeria, I absolutely disagree with your analysis of Vilis, Broker of Blood vs Griselbrand.
Vilis requires either mana or another card to provide life loss in order to get the draw engine going. Griselbrand is the entire engine all in one card. That makes Griselboi waaaay more busted than vilis because it completely eliminates the need for any other middle-man resource. Also life means nothing in commander, so Griselbrand more accurately reads "Spend 8, draw your deck" while vilis reads "Spend 8 and then find a way to lose a bunch of life, draw your deck". That extra step makes all the difference.

TypicalTimmy on What cards deserve to be ...

3 weeks ago

I firmly believe that there are cards that absolutely should be banned, if they directly cause a player to be unable to play by virtue of it alone. For example, Iona, Shield of Emeria is justly and rightfully banned as, if you sit down at a table with a mono-green player and you choose green, you've now told that player to go eat a big salty bag of poo. Nobody wants to eat salty poo. Get out of here with that nonsense.

Other cards, such as Griselbrand, I think should be unbanned. Look, you have 40 life. If you want to spend 7 of it on card advantage... hey by all means go right ahead. I can spend 7 life on Necropotence and get just as many. Grissly is easier to remove. Yes, sure I know he has lifelink... but also consider that if you are cocky enough to run him as your Commander, you're looking at 8 mana to bring out, and 10 once he is killed. That is some serious raw dedication and, again, the ire of the table will course-correct for this. Again, I can spend all of my life on Vilis, Broker of Blood for card advantage. Hell, I personally think Vilis is even WORSE. Lands such as Prismatic Vista and Verdant Catacombs now do the following:

  • You played a land for the turn, keeping you on curve
  • You tutored a card from your library, shifting the odds and percentages in your favor as you now have fewer "duds" to draw into
  • You just drew a card... for sac'ing a land to tutor the Swamp

Okay sure, 1 card is whatever. Until you build a deck that runs...

There is also Westvale Abbey  Flip but this doesn't produce mana or tutor lands, however it does put bodies on the field.

Not to mention 3x cards just because you lost a flip to Mana Crypt.

In my opinion, Vilis, Broker of Blood is far more broken than Griselbrand. However, neither of these are oppressive.

Iona, Shield of Emeria unquestionably is, because you're not going to look around the table and go "Hmm... nobody is playing red... I guess I'll pick that color.", no you will look around the table and go "Well, two opponents are using blue... BLUE!"

awesomeatm on Kaalia's Wrath

1 month ago

Rri's Greasy Suggestions

My understanding of the deck is that it's essentially a Sneak Attack style deck - put creatures in and muck face. The main goal with these suggestions is to get Kaalia of the Vast out by turn 2 or 3 and put more relevant threats down! Apologies if this isn't the most organized, but hope it helps.

Creatures:

Akroma, Angel of Fury - literally a 6/6 with firebreathing 90% of the time
Emeria Shepherd - even you complain about this one.
Kaalia, Zenith Seeker - Yes flavour, but fricken goofy card
Kambal, Consul of Allocation - What does gaining life do for you? I would only run him if you ran necropotence or equivalent
Mana-Charged Dragon - Nobody is paying into that lmao
Rakdos the Defiler - I get that you have big balls, but he's pretty much single use - I enjoy the meme though.
Iroas, God of Victory - I understand that he lets Kaalia get through, but that wouldn't be a problem if you could just get her out earlier.
Angel of Deliverance - If you're getting delirium with this deck at it's present state I'm super impressed.
Sorin, Grim Nemesis - There is better ways to draw cards and you can't cheat him into play

Lands:

Karoo Lands: They are decent, but you're missing out on precious early mana when you run them.
Nephalia Academy - This is the most Cam card I have ever seen, run Rogue's Passage if you want colourless utility.
Vivid Meadow: Again slow, run a City of Ass in this slot

Artifacts:

Armillary Sphere - If you are hell bent on this effect, run a Thaumatic Compass  Flip
Darksteel Ingot - 2 mana artifacts are way better for a turn 3 Kaalia.
Sunforger - Personally this doesn't do it for me, super mana intensive for the effect, especially when you have black for tutoring/card draw.

Instant and Sorceries

Mortify - Hello Anguished Unmaking, Vindicate or Generous Gift would like a word.
Tragic Slip - Despark seems a lot better!!

Enchantments

Ghostly Prison - You have fatties to smack people in face, if they swing at you, swing at them harder - or block :^)
Aura of Silence - You aren't on the stax path my son and you can find more efficient instant speed removal!
Akroma's Vengeance - Austere Command
Diabolic Tutor - Demonic Tutor
Orim's Thunder & Return to Dust - I would suggest just running a less expensive removal, or more flexible removal eg. Disenchant or Chaos Warp

Strategy:

I would suggest cards that more aggressively use your life total, you're playing an agro strategy and want to be firing on all cylinders!!

Card Draw and Tutoring

Necropotence - Draw a shit ton of cards, and more selection of what you want to put down with Kaalia.
Painful Truths, Sign in Blood, Night's Whisper - Efficient card draw!
Faithless Looting, Tormenting Voice, Thrill of Possibility - Slot in these if you are planning on going a stronger recursion route.
Wishclaw Talisman - Fun tutor!
Enlightened Tutor - Finds you boots, sword, or whatever else you may need.
Demonic Tutor, Vampiric Tutor - Need I say more?
Gamble - Put all your money on red lmao
Mausoleum Secrets & Diabolic Intent – Conditional Tutors which seem decent in this deck.

Creatures

Vilis, Broker of Blood - This card is insane, especially when you get to cheat him out.
Razaketh, the Foulblooded - Turns Kaalia into a huge toolbox, also really strong in the recursion route.
Archfiend of Despair - Doubles damage!!
Rakdos, Lord of Riots - Reduces the cost of your big creatures, letting you actually play them after you swing.
Sire Of Insanity - Discarding everyone's hand is pretty good for you, as this deck should be pretty good at top decking.
Scourge of the Throne & Hellkite Charger - More combat - wins with Sword of Feast and Famine!!
Resolute Archangel - A lot of the cards I'm suggesting are pretty hard your life total, resetting to 40 with a Necropotence out is pretty gross.

Kaalia Tings

Sneak Attack - Does pretty much the same thing as Kaalia.
Karmic Guide, Reya Dawnbringer, Primevals' Glorious Rebirth, Animate Dead, Living Death, Phyrexian Reclamation - Recursion is super strong, plus you run a shit ton of legendaries for rebirth. As an aside, Leonin Relic-Warder gives infinite ETB with Animate Dead - something to keep in mind.
Legion's Initiative - Pretty flexible protection, also making Kaalia a 3/3 is pretty relevant.
Aggravated Assault - Even more combat, wins you the game with Sword of Feast and Famine.
Kaya's Ghostform - Leave it and forget it protection for Kaalia.

Mana

Talisman of Hierarchy, Talisman of Indulgence, Talisman of Conviction, Fellwar Stone - even potentially Mind Stone - 2 mana rocks are super good as they enable the turn 3 Kaalia.
Wayfarer's Bauble - An all star, also Kaalia turn 3.
Lotus Petal - SPEEDY
Nyx Lotus or Nykthos, Shrine to Nyx - A lot of your creatures have super high devotion, take advantage of that.
Caves of Koilos, Battlefield Forge, Sulfurous Springs, Sacred Foundry, Godless Shrine, Blood Crypt, Luxury Suite, Exotic Orchard, City of Brass, Rugged Prairie, Fetid Heath, Silent Clearing, Sunbaked Canyon, Tainted Field - or even more basics: Untapped coloured lands!!

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

Soad622

  • I think I overlooked Ophiomancer because it doesn't have a death trigger. I'm considering replacing Hallowed Spiritkeeper for it.

  • I'm not a huge fan of Lurrus of the Dream-Den. She's good to recur dead sac-outlets, blood artists, or sac fodder, but we won't always have them in our graveyard. This deck has 11 creatures of 2 or less CMC, and 2 of them can reassemble themselves. With only 9 small creatures to work with, Lurrus could very well sit in hand for most of the game with nothing to do. Even if we draw one of the 9, it won't necessarily die immediately. I also haven't had much of a problem with people destroying my small artifacts/enchantments; usually we're not the target for that stuff. That's not to say Lurrus is bad. She's good in grindier games where she can get a lot of value over several turns. If we had more small creatures, like 15 or so, I'd probably try to find room.

  • How the deck is currently designed, there isn't much need for Lightning Greaves. We have enough redundancy in our creatures to cover losing a few. And we have recursion to get them back. This also means our opponents get discouraged from targeting our creatures, especially since all of them look individually weak. I don't even mind losing Teysa most of the time since I'll just recast her later, and she's not necessary for the deck to function. The creatures that get killed on sight are Elenda, the Dusk Rose, Vilis, Broker of Blood, Razaketh, the Foulblooded, and sometimes Luminous Broodmoth and Nightmare Shepherd. So compared to most decks that run greaves, we don't have that many huge threats to take advantage. One thing I've also noticed is that players love to wait until our combo turn to kill our stuff, but since we can usually combo in response, it doesn't matter if they aim a removal spell at our win-condition. I'd run greaves if you have a hardcore-control player in your playgroup who always likes to kill your creatures while you're setting up, or some similar situation.

  • Elspeth, Sun's Champion is really good. I played her quite a bit before Liliana, Dreadhorde General came out. I can see running both, but as it stands, we don't have room for two big planeswalkers. The main reason I play Liliana over Elspeth is that Elspeth doesn't work in a repeatable combo.

  • If you're having a hard time against counterspells, Grand Abolisher could do the trick. Like you said, it's tutorable with recruiter, recurable with Lurrus, but it can also be sac'd in a pinch. I would definitely consider it in a counter-heavy meta.

  • Wurmcoil Engine isn't bad at all. It makes attacking really hard for our opponents, can gain life, and is great to have its death trigger doubled. It is a bit slow, and I prioritize cheap sac fodder for this deck, but in a more-creature heavy meta it could do work.

  • Austere Command is great. If you need another board wipe, especially one that can hit enchantments and artifacts, it would be really good. Currently, this build does struggle to interact with decks that swarm the board with artifacts and enchantments, so I would play more stuff like austere command if I ran into these decks more. In terms of creatures though, we're more than covered by Grave Pact effects, Toxic Deluge, Liliana, Dreadhorde General, etc.

These are all good cards that I would play if I had more room. There are many cards that fit into an Orzhov-aristocrats shell, so there are many viable builds.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

TypicalTimmy on Card creation challenge

1 month ago

Sanguine Pact

Enchantment

Whenever you pay life to cast a spell or activate an ability, you may lose that much life. If you do, each opponent loses that much life.


So the wording is a bit clunky, however what this means is if you pay 2 life for a shock land, you may elect to willingly lose (not pay) another 2 life. If you do, each opponent loses 2 life on top of that.

So your shock land cost you 4 life in total, but each opponent also lost 2.

Challenge: Make something as powerful as Vilis, Broker of Blood but in mono-white. Perhaps whenever you gain life or create tokens?

TheSlagFiend on Lich's Mastery EDH

1 month ago

This is awesome! I have tried to build around liches mastery many times and discovered that it combos with Vilis, Broker of Blood

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