As an addition cost to cast this spell, sacrifice a creature.
Draw two cards.
|Have (2)||gildan_bladeborn , IcyLightning|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Village Rites Discussion
4 days ago
Thanks for the upvote and comment zapyourtumor!
Village Rites is one that I'm trying to find a place for because I LOVE the combo of taking a creature with Claim the Firstborn to then just sac it with Village Rites . The reason I haven't included it so far was that I was trying to keep the deck as concise and efficient as possible. Top decking a Village Rites can definitely be a feel bad. I'm playing Light Up the Stage instead so that even top decking it late game doesn't make it worthless.
Kolaghan's Command was in the original list as a one of. It could be a good sideboard card, but the three CMC competed with other cards like Chandra, Acolyte of Flame , Light Up the Stage , and Mayhem Devil .
Thoughtseize I don't believe is needed here since a lot of the combo decks got the ban hammer. It was in the original list though.
I agree with your logic on Extinction Event , but indestructible creatures destroy this deck and there is no way for me to come back. I feel like it is a necessary evil in the sideboard. At least until events come back and we can get a good feel for what the meta will be.
For the cards you suggested, what would you recommend I take out? What would you want to change?
4 days ago
Very nice deck! I like that it's a little different from the more standard jund sacrifice lists.
You mentioned you wish you had more card draw: Village Rites might work there. Kolaghan's Command is a nice grindy and versatile removal spell that can also blow up artifacts and let you reuse a creature.
In the sideboard, Extinction Event seems like a huge nonbo with Zulaport Cutthroat , since you don't even get death triggers. It also exiles all your cats. Wish there was something like Killing Wave in pioneer, that would be dope.
6 days ago
Wabbajacke welcome to modern!
As far as land count, i’d suggest around 23 for what you’re currently running.
Personally, i’d be adding in 4 Village Rites and 4 Mishra's Bauble . Both those cards will help you cycle through your deck a lot faster and get your engine running consistently. It also means you probably only need 21-22 lands.
As far as things to drop, you can probably do the following:
Duress isn’t a great card, and probably sideboard at best. There are better hand-disruption cards that could be worth running, but i’m not sure this deck wants them mainboard.
You probably only need 3 copies of Grinding Station . With the above-mentioned draw you’re likely to find one, and you don’t need two.
You probably only need 3 copies of Scrap Trawler , for similar reasons.
personally I think you only need two copies of Sly Requisitioner , because its hard to get into play until you’re already in a good position.
6 days ago
wallisface thanks for your comment! Im new in modern an this is my first deck so im always grateful for some tips!
Starting with my landcount, how many Lands would you prefer for this deck?
I think you are right with Marionette Master , i thought she would fit the theme but shes alsmost a dead Card in Hand. And i see your point on Greed too, maybe i take those two out for two copies of Village Rites ? That gives some more carddraw an more fuel for the machine!
Mishra's Bauble seems to fit perfectly in here, and i think i got one or two copies. Any suggestions which card i should take out for it?
I wanted to stay mono black with this deck, but i will look through my with cards, maybe i find some more cards that fit the theme.
Thank you very much for your suggestion!
1 week ago
Also, splashing white for Hidden Stockpile might be worth considering also, to pump out more servos.
3 weeks ago
1 month ago
As far as the card draw goes, Village Rites might be one of the best options you have since it can work like ephemerate and undying evil on the evoke trigger. Casting undying on solitude with this in combination could be an interesting combat trick as well.
esper sentinel: I think it's a fine option since it does pitch to solitude, but I'm not sure if the 1 time per turn effect will be drawing you many cards. My theory is that if you are tearing their hand apart, then they will have all their mana available for the few spells they have left. With that in mind I'm not sure about how many cards you'll get off that. If you had a way of making it bigger it might be a different story. But that takes things in a new direction and likely weakens the deck. Something to keep in mind is that it only triggers off the first non-creature spells an opponent casts.
In regards to the priest, I would honestly probably cut it for similar reasons to the esper sentinel. It does pitch to both evoke creatures, but that's probably the best use of it. The best cards you would want to bring back are the artifacts you mentioned and that's obviously not possible. Getting great value (mana wise) out of this, means changing the deck around even more (like buffing sentinel) and that isn't worth the hassle. Especially for a 1 time effect.
The only other thing I really have to suggest right now is some tweaking to the manabase. When I was writing the 2nd comment earlier, I found that you had more white mana needs, but more black mana sources (or something like that---I don't have the paper I doodled on with me to say for sure). That's something worth looking at after refining the main deck though. Either way, this is probably where I would start my changes and go from there. Good luck out there.