Destroy target permanent.
|Want (7)||somebeach , OtakuGamerGeek , Cactusman , 64Demon , berk , Mr.Bubbles11 , VioletSpirit|
Printings View all
|Masters 25 (A25)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Eternal Masters (EMA)||Rare|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Vindicate occurrence in decks from the last year
Commander / EDH:
All decks: 0.08%
1 day ago
Hello! Since you'll be draining people with this deck, I'm sure you'll be able to lose a few life for certain things, right? I think you should consider Phyrexian Arena for card draw. I know it's sometimes not the best in situations, but if you just want a quick boost, you could toss in Read the Bones or Ambition's Cost. In my opinion, I think you might want to playtest without Ayara, First of Locthwain. She's quite heavy on mana, costing to play, meaning you won't always be able to cast her on turn three.
Serra Ascendant is quite powerful in commander, and is useful late-game, too. In looking over your list, I notice that you don't seem to have the most targeted removal. A great removal spell in Orzhov is Vindicate, which is a good price to pay for destroying any permanent. You could also put in an Anguished Unmaking. I notice that you do have things to make your opponents sacrifice creatures, but you don't seem to have many wraths. You'll probably need this most against token decks, but having a wrath on hand while your opponents are jumping ahead is usually a good thing for you.
By looking at your curve, I'd say you could take out at least 3 lands and replace them with mana rocks. If you're planning to lower the 5-mana spells, add in cheaper spells, etc., you could easily lower the land count to 35 or such.
Otherwise, your deck looks really good! I'm personally a big fan of lifegain, and I'll admit, I do try to sneak it in to many decks that...let's just say...don't really need it. :b Take my opinions with a grain of salt if you feel you need to, but I do hope that at least one suggestion was useful to you! Farewell, and good luck with the deck!
3 weeks ago
Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.
So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.
Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.
So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.
Alright, same drill but I wish to offer some substantiation afore I denunciate these.
Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.
Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.
Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.
Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.
Lovely! Now upon what I would add.
Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.
Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.
Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.
I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.
Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.
Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.
That's all from me! Have a lovely day.
Thank you and farewell.
4 weeks ago
Threw in Dance of the Dead as a second copy of Animate Dead to be a part of the Lurrus of the Dream-Den kit and allow for nice board resets after wipes (reanimating Karmic Guide (it immediately falling off) targetting Sun Titan targetting Dance of the Dead, targetting Karmic Guide, etc)
once jump-start drops we are vying to find a spot for Witch of the Moors for potentially abusive board control with the new lifegain effects in build.
Primer to be updated soon after some additional playtesting
1 month ago
Hello fellow Kaalia enthusiast! Inserts obligatory link to my own deck: Still Better than Dan Brown.... Right, with that out of the way...firstly, I notice that while you call this a reanimator deck and have plenty of ways to cheat things out of the graveyard, you're missing things to stack it with. Cards like Entomb and Buried Alive would let you sculpt your graveyard into the perfect stockpile of threats. If you didn't already have loads I would recommend another actual wrath over Terminus considering you have more ways to get creatures back out of the graveyard than your library, but with that being the case you might be better off with either more unconditional removal (Vindicate/Anguished Unmaking) or even Armageddon if you don't mind having no friends. Aurelia's Fury and Boros Charm are great modal spells too! Honestly can't recommend Reconnaissance highly enough but Dust Corona and Phyrexian Reclamation do work for me. As for creatures, I wouldn't bother with Bloodgift Demon (take Rune-Scarred Demon for loops with Reya and a sac outlet such as Razaketh, the Foulblooded); Bogardan Hellkite (you'll probably do more overall with Warstorm Surge or the new Terror of the Peaks); Indulgent Tormentor (your opponents won't ever hesitate to pay the cost and the body is underwhelming for a demon); Vampire Nighthawk (good card but this deck can do better, for similar cost a Magus of the Moat or Grand Abolisher can make you very hard to assail). I'd suggest considering Avacyn, Angel of Hope, Doom Whisperer and Rakdos, Lord of Riots as other strong picks for potential upgrades. Finally you've got a decent mana base, but I'm a little surprised to see no fetches/utility lands like Volrath's Stronghold considering you have actual legacy duals. How can you be running a Scrubland but be unable to upgrade your Forsaken Sanctuary to a Godless Shrine and still be playing with Temple of the False God? This last one is one of the worst lands out there considering it can easily be a dead draw and doesn't even give you colour - you're running plenty of basics so even an Evolving Wilds would be better in almost every case! Anyways hope that's given you some ideas.
1 month ago
I respect the dedication that went into the faerie theming! Secluded Glen is a great land for this list, and Faerie Conclave is very flavorful if not powerful. I would also run Anguished Unmaking over Vindicate any day. The biggest thing I feel you're missing is Opposition and Attrition, both of those cards are BONKERS with Alela. Your opponents never get lands or creatures again!
With regards to your comment about introducing other wincons -- I can't think of many wincons that really fit your theme here. Alela doesn't win with infinite mana, and mana sinks don't work super well with her. I'd focus on control and stax and taxing effects that help facilitate your beatdown :)
1 month ago
Hey Tr1pL1ek1D0, nice job! I like your list. Kaalia is my favorite commander. I have a few suggestions you may like:
Also Vindicate is a great removal spell. Some useful lands are Hall of the Bandit Lord and Shizo, Death's Storehouse. I also don’t see any dual lands like Blood Crypt or Godless Shrine. It seems like a lot of your lands can come into play tapped. I would try to minimize including any lands that guarantee you are set back a turn, except if it has a game-changing bonus like Hall of the Bandit Lord.
You might find more interesting options in my deck, which I’ve focused on land destruction:
I haven’t changed my list since Iona was banned, but you’ve inspired me to update it :)
1 month ago
As more play-testing of the deck transpires, I gladly will share those results.
As for your inquiry about the deck's weaknesses, I can answer that from a global perspective. Over the years I have honed a certain deck-building blueprint. One of the many guidelines of this blueprint is to try and avoid any form of sorcery-speed spell that "targets." In the current deck list, only Decimate and Finale of Devastation apply. Casting Decimate is always risky, as any one of the targets can be bounced or removed prior to resolution, thereby whiffing on all targets. The potential reward of 4-for-1 for just is acceptable, however, and worth including. Finale of Devastation is not as concerning because most of the time the target is in the library. Reap the Past may provide similar apprehension if the graveyard is exiled prior to resolution. This is a reason why I chose not to include Rishkar's Expertise. I envision the creature getting removed instantly before the spell resolves, leaving only hopeful thoughts of what might have been. For me, this awareness translates to other facets of deck-building as well.
EXAMPLE: The only two auras I will ever include in an EDH/Commander deck (aside from strict aura/enchantment builds) are Rancor and Journey to Eternity Flip. If each aura sticks, perfect. The returns on these investments are amazing due to their built-in recursive benefits. If they don't stick, at least the mana invested is not a great loss. I think including spells like Deflecting Swat, Bolt Bend or even Shunt in order to protect sorcery-speed spells is advantageous, and even more so when considering the benefits you outlined above. For the purposes of including versatility to the deck, including these change-of-direction spells seem quite useful. If all options for instant-speed spells have been exhausted, I would consider adding some "sorcery protection."
EXAMPLE: When Generous Gift was released in Modern Horizons, I swapped out Vindicate for it in nearly every deck I could. Instant-speed, undoubtedly, is more powerful than sorcery-speed. This is why I opted for Return of the Wildspeaker and Momentous Fall over Rishkar's Expertise.
Well, I suppose this is my long-winded attempt to answer your Xenagos-specific question with an overgeneralized deck-building philosophy (micro into macro): I try to construct decks through a card-by-card guideline of "How much can this card hurt me? If I invest mana into this card, what are the returns? What are the risks? What is the balance?
Hopefully this response will be useful in some way. Keep on Xenagosing!