: Add to your mana pool.
, : Put target creature card from your graveyard on top of your library.
|Have (2)||, Eckat|
|Want (6)||ThreeOhEight , TheMagicFanatic , Darui , kooliosauce , amitgd , GeminiSpartanX|
Printings View all
|Tempest Remastered (TPR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Volrath's Stronghold Discussion
1 week ago
Solid list mate! =) But you should consider:
3 weeks ago
Any fetch > Evolving wilds/terramorphic
Volrath's Stronghold > moturary mire
Butcher of Malakir is too costly for a grave pact effect
Imp's Mischief - To protect combo, redirect targetted removal, draw, extra turns and more!
3 weeks ago
So far there have been very few changes in the deck in a while, mainly because there have been very few things that have really added to the deck since Manascape Refractor.
With the Zendikar Rising spoilers though there are a few cards that stick out that deserve a mention as being potentially useful in this archetype:
Now this is very much like Multani, Yavimaya's Avatar except 1 cheaper and with no ability to recur itself (or bounce lands for discarding). That said it does ramp. In this particular deck I would have to say that the only way to really generate creatures quickly is Avenger of Zendikar, and even then they will have summoning sickness.
This card has a lot of utility, the land is slow but it's an effect in a pinch. The only thing I will say to its greatest detriment is that it doesn't count as a land in the graveyard and cannot be searched like one. That said it's a pretty good filter/land combo.
Pretty much an easier Eternal Witness on top of that the other side is a land, which can really help smooth out the mana on opening hands. Still not a land card in the library or graveyard which is a pain but it's about as easy to search up in this deck as an Eternal Witness and it's easier to cast (being one less green mana symbol). Again a candidate for smoothing out mana early game in green (which is the most key ramping colour) or making a landfall trigger on top of being a Regrowth, even if it is a bit more expensive. I honestly think it might be worth a serious thought about replacing Eternal Witness as there is pretty much no reanimation in the deck (unless you are including something like Volrath's Stronghold).
It's a mana dork that can also be a land, potential for a bit of ramp, potential for a landfall trigger, not exciting but certainly worth a mention.
I'm torn about this card because it has all the words but unfortunately it's not really how this kind of deck plays out. There are very few infinite landfall triggers so this is more of a value card. It will annoy and aggravate the board and draw attention to you for very limited gain. You make three landfall triggers in a turn? That's three damage...great, now you have everyone's attention.
If I didn't mention it, someone would bring it up, but this card just doesn't quite work in this deck unless you are a dedicated reanimation build. Play her for 4, drop some land, reanimate something, maybe drop a surprise from the hand once, then she probably dies. I think Nissa, Vital Force is still a much better card for utility being that she can retrieve permanents (including land) and has an ultimate that just works beautifully with the deck. However this new Nissa just doesn't really cut it with the current abilities.
Beautiful card, it's just a shame it's not in GB, still a potentially good choice, the main thing going against it is the lack of land types and having to play it from the graveyard on it's Red facing.
- I want to try adding Valakut, the Molten Pinnacle back into the deck at some point. I think there are enough ways to make everything mountains that it shouldn't be as bad as it was before.
- Still want to add Castle Locthwain into the deck.
- Haven't had time to test Command the Dreadhorde yet but I think it's a good potential addition.
1 month ago
Look, sacrificing an enchantment or artifact is only a cost if you make it, find a use for that value.
Chime of Night. In my version I love it, it's busted good.
Trying to make tokens to sacrifice to to minimize the cost isn't a bad idea, however I believe the better approach is to see it as a sacrifice outlet for a card type rarely sacrificed. Just look for the value in it as an effect and you can find amazing engines to abuse! The Omen cycle (Omen of the Dead, Omen of the Sea, Omen of the Sun) from Theros, Beyond Death all give value and a free sacrifice as well as draw, tokens to sacrifice, or recusion for sacrificed fodder. While expensive to buy, Replenish is insane in this style of deck. Creatures with good death abilities can work similarly, however there is much better anti-graveyard-creature hate in existence, like Anafenza, the Foremost or Containment Priest, while enchantments are much safer in the yard. As previously mentioned, Hall of Heliod's Generosity is great for this strategy, however I'd be remiss not to mention Volrath's Stronghold, despitr it's insane pricetag.
Just build a deck utilizing all parts of Ertai, rather than just making him a counter spell on a stick!
1 month ago
For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!
(Nonbudget versions would be like Volrath's Stronghold)
Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.
1 month ago
You are going to need more than 12 lands. Whenever I build a deck, I always start with 40 lands and then for every 3 pieces of ramp, which for a mono black deck would be a mana rock or swamp doubler or ritual spell like Dark Ritual, I remove a land.
Please retune the deck with 12 non-land mana sources and 36 swamps for starters and you can think of non-swamp lands you want to include later.
My suggestions for those sources are any 12 of the following, depending on your budget:
Songs of the Damned
Cabal Coffers <- could replace a swamp
Pristine Talisman <- defiantly want that
After that you've got the commander, which takes up 1 card slot, so that leaves you with 51 cards to choose from.
I see the bare beginnings of either an aristocrats or a reanimator deck. In my opinion you should push more for aristocrats. It can draw you tons of cards and gain you quite a lot of life. There's no harm in keeping some reanimation spells in there though.
You want a good number of sacrifice outlets. I haven't heard of what a hard number should be so I'd shoot for at least 5. Here's a list of some that I remember off hand:
Infernal Tribute <- has a funny synergy with Spine of Ish Sah
Altar of Dementia
Disciple of Griselbrand
Lampad of Death's Vigil
For this strategy you'll need recurring creatures or token generators
Bridge from Below
Open the Graves
Blood Artist is a staple
Plunge into Darkness is something you might want for the pure lifegain of 3 per creature you sacrifice. Not sure that you want to use the "exile a bunch of your deck" too often.
Shadows of the Past
and so forth. I'd look through some already built aristocrats decks to see exactly whether you want to take that strategy.
Oh yeah, for utility lands I'd choose any of the following within your price range:
Geier Reach Sanitarium
2 months 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.
3 months ago
+1, love vampire tribal.
If it's not out of your budget, Volrath's Stronghold might be a good recursion engine.
Dusk / Dawn is great for low-cmc build decks, since it'll hit opponents' big targets and leave your weenies on the board, and can be a late game huge recursion trick. Patriarch's Bidding is another fun toy for tribal decks, depending on your meta.
If you've got the time, check out my vampire deck: Masquerade of the Methuselah