Vona's Hunger

Vona's Hunger

Instant

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

Each opponent sacrifices a creature. If you have the city's blessing, instead each opponent sacrifices half the creatures he or she controls, rounded up.

Latest Decks as Commander

Vona's Hunger Discussion

multimedia on Zombie Drain Deck

2 months ago

Hey, you're welcome.

Against opponent hexproof creatures you want more Fleshbag Marauder and Syphon Flesh sacrifice effects. Here's some budget options.

Living Death is powerful, but may be too expensive price. It's mass sacrifice for all players creatures and it's also mass reanimation for each player of any creatures that where in that players graveyard before you cast Living.


Black has some board wipes, unfortunately the better cards are not budget options, but here's a few that are.

  • Life's Finale : also puts any three creatures of your choice from one opponent's library into their graveyard to embalm them with Scarab.
  • Deadly Tempest : also does damage to each player.
  • Crux of Fate : if there's no problematic Dragons then choose all nonDragon creatures.

Some more situational budget board wipes:

MaltOMeal on Absolute Theocracy

4 months ago

Sup lobsternips!

As a baseline, you'll need to add lands, which I'm sure you know. Since you're making Treasure and Gold tokens in this deck you'd probably be good with roughly 34-36 lands, leaning more to the most mana color you'll need, say like a 25/25/50 split if thats what you're going for.

- We'll cover your cards to include by type, so lets start with creatures. I like the Angels, Demons, and Dragons subtheme, if you were considering it I'd try and include Kaalia of the Vast if you can get your hands on one, otherwise just slim down on the tribal stuff, reaching too far into each different theme could result in inconsistencies and clunky play. I've been there, it sucks a lot. (Unfortunately, you can't run Shalai, Voice of Plenty since she has a Selesnya color identity)

-When it comes to your Dragons, I think you hit the nail on the head, nothing I would really change or take out. Allows for Magda, Brazen Outlaw to have a decent outlet if you don't want an artifact.

-Finally, the other things you've got going. Dockside should just be an auto-include, albeit a heavy price tag, but if you can get one you should definitely include it.

  • Dark Impostor , while mana intensive is still a decent mana sink that can function effectively as targeted removal. Definitely keep your edict creatures, they are super useful and trigger Negan, and thats what you want.

  • Starnheim Aspirant is useful if you go super heavy into the Angel theme, but if you skimp on the Angel theme this could very often be a dead card.

  • Storm-Kiln Artist , I like this a lot for this deck, can be a beater, and generates value.

  • Vault Robber , seems bad, and bad to do. Synergizes with Magda and makes Treasure tokens, but thats really it... PLUS it requires you to have a creature in YOUR grave. I'd cut this, but if you have a reason to play it I'm not seeing immediately play it in your deck.

  • Viscera Seer , good card, good sac outlet, not much else to say.

  • Creatures I'd include based on what I've seen: Solemn Simulacrum , Burnished Hart and Mayhem Devil . Some good ramp and a decent damage dealer if you'd like to play a cheap one. Plus the Devil is great at just 3 mana.

First thing I wanna point out is the abundance of them, its good, but its quite a few. I like the variety of them though, from token generation to mana value, all of them are GOOD in a sense.

  • Angelic Renewal is basically a one time effect. While good, there are better recursion spells out there, but this one does fit the Angel theme so thats really cool. :D

  • Land Tax : Definitely play this if you want more inclusions in your deck and want to play less lands, but don't forget to have a focus on more basic lands for the landbase.
  • Luminarch Ascension is subject to removal by other players, and somewhat makes you a target, but with Divine Visitation and your non-Treasure generators make this super useful.
  • Aside from that, I think that's a decent spread of enchantments. Nothing to add really, love the inclusion of the Sagas and Revel in Riches .

    I'm sure you'll add more later, but here are some I'd DEFINITELY include:

  • The three signets for your colors, Arcane Signet as well.

  • Goldvein Pick : hidden tRAESurES!!!
  • Inspiring Statuary for a low mana investment, you can effectively keep your Treasures around, or use your Gold tokens twice(tap it for colorless, then sac it for colored mana).
  • Panharmonicon to double up on edict effects.

  • Not much in this category outside of removal or token generation.

  • Wouldn't run Secure the Wastes strictly because it doesn't put Humans into play, play the sorcery option Martial Coup instead if you want a token creator with some OOMPH.

  • I'd recommend more removal, but with everything else considered I think you're pretty much good here. Really like the Crackling Doom and Vona's Hunger inclusions.

    OOOOkay, lots to look at here.

  • Mortuary Mire : Get that creature back in play!
  • High Market : Useful when Dictate of Erebos is in play.
  • Sanctum of Eternity / Command Beacon : You never know when you might need to use them. Negan can get expensive real fast.
  • That basically does it for my brief review, hope I was of some help!

    backinstep on Thrax (Almost) Creatureless Control

    7 months ago

    Grixis is where it's at! Only thing would be reconsidering your ramp package. The deck has a reasonably high average CMC, but your ramps parts are for the most part 3 CMC, so you may be spend most of the first 2 turns not doing a lot. Maybe adding in any of the grixis color signets or Prismatic Lens type cards might help get get those baller spells cast more reliably, as these are all 2 CMC.

    Also if you want to get more counters on Thrax, something like a Soul Shatter or Vona's Hunger might be worth considering. Great deck though!

    iammute on Fleshbag Marauder Tribal

    9 months ago

    Hey there, cool deck. I've been thinking about making a Meren of Clan Nel Toth Fleshbag tribal deck but I don't want something that just folds to graveyard hate. Mazirek, Kraul Death Priest is another option and they grow the surviving team to make winning through damage easier. Could be an interesting card in your 99. I think you would get a lot of use from Pitiless Plunderer too.

    Abyssal Gatekeeper is another Fleshbag effect but you need to kill it first. Vona's Hunger and Archfiend of Depravity are great ways to take chunks of your opponents creatures out at once. Necrotic Hex could be great too but seven mana is a lot of mana.

    IDunno12345 on The Queen’s Accursed Control

    11 months ago

    hkhssweiss Put some of those in the maybeboard, some nice suggestions. Praetor's Grasp and Sudden Spoiling in particular seem useful and Vona's Hunger is a neat variant I haven't seen much. Ty.

    multimedia on Yahenni Aristocrats

    11 months ago

    Hey, good first draft version of Yahenni on a budget. Nice to see Skirsdag High Priest, underrated casual card in multiplayer Commander :)

    Do you own the cards in the sideboard? If you do consider adding Grim Haruspex and Shadowspear to the main deck? Some advice for improvements is to expand on effects that make all your opponents sac a creature, more repeatable draw sources for when creatures die and more ramp.

    Some cards to consider adding:


    My advice for cards to consider cutting are instant/sorcery removal spells and creatures that only kill one creature: Walk the Plank, Drag to the Underworld, Devour in Shadow, Morkrut Banshee, Skinrender, Gatekeeper of Malakir only kill one creature and they're not as good as Ravenous Chupacabra for the effect. You can get better value for Yahenni from more removal that hits all opponents.

    Unless your using Altar of Dementia as an infinite combo to mill all your opponent's libraries in one turn then it's subpar as a sac outlet since not taking enough advantage of self-mill and repeatable opponent mill is risky in multiplayer Commander where graveyards are another resource for lots of decks. In my opinion repeatable draw is better here than repeatable self-mill. Skullclamp could replace Dementia as a comparable priced card with a better effect.

    Cards to consider cutting:

    • Barren Moor
    • Desert of the Glorified
    • Polluted Mire
    • Mortician Beetle
    • Unearth
    • Walk the Plank
    • Drag to the Underworld
    • Devour in Shadow
    • Defile
    • Morkrut Banshee
    • Skinrender
    • Gatekeeper of Malakir
    • Army of the Damned
    • Altar of Dementia
    • Avatar of Woe
    • Murderous Rider
    • Geralf's Messenger
    • Gutterbones

    Good luck with your deck.

    StopShot on Counteracting large hexproof creatures.

    1 year ago

    The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

    While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

    The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

    Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

    A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

    The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

    Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

    Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

    PaulMuadDib on Vito, Thorn of Dusk Rose

    1 year 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:
    Sol Ring
    Star Compass
    Commander's Sphere
    Crypt Ghast
    Charcoal Diamond
    Soldevi Adnate
    Songs of the Damned
    Worn Powerstone
    Dark Ritual
    Everflowing Chalice
    Ashnod's Altar
    Cathodion
    Guardian Idol
    Hedron Archive
    Mind Stone
    Magnifying Glass
    Millikin
    Prismatic Lens
    Cabal Coffers <- could replace a swamp
    Bubbling Muck
    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:
    Witch's Cauldron
    Vampiric Rites
    Ashnod's Altar
    Infernal Tribute <- has a funny synergy with Spine of Ish Sah
    Gnawing Zombie
    Altar of Dementia
    Attrition
    Blood Bairn
    Bloodflow Connoisseur
    Bloodsoaked Altar
    Bloodthrone Vampire
    Carnage Altar
    Carrion Feeder
    Corpse Blockade
    Culling Dais
    Dark Privilege
    Diamond Valley
    Disciple of Griselbrand
    Gutless Ghoul
    Lampad of Death's Vigil
    Mind Slash
    Spawning Pit
    Phyrexian Plaguelord

    For this strategy you'll need recurring creatures or token generators
    Ghoulcaller Gisa
    Reassembling Skeleton
    Endless Cockroaches
    Tenacious Dead
    Nim Devourer
    Bridge from Below
    Open the Graves
    Sanitarium Skeleton
    Gravecrawler

    value
    Pitiless Plunderer
    Bolas's Citadel

    Lifegain
    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.
    Bontu's Monument
    Corrupt
    Drain Life
    Shadows of the Past

    reanimation
    Living Death
    No Rest for the Wicked
    Sepulchral Primordial
    Zombify
    Rise from the Grave
    Victimize
    Apprentice Necromancer
    Call of the Death-Dweller

    spot removal/board wipes
    Mutilate
    Damnation
    Defile
    Hero's Downfall
    Vona's Hunger

    draw
    Read the Bones
    Sign in Blood
    Damnable Pact
    Smothering Abomination
    Ransack the Lab
    Minions' Murmurs
    Harvester of Souls

    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:
    Leechridden Swamp
    Bojuka Bog
    Reliquary Tower
    Cabal Stronghold
    Volrath's Stronghold
    Phyrexian Tower
    Myriad Landscape
    Terrain Generator
    Geier Reach Sanitarium

    Load more