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.
|Have (2)||Obsolete , CompleteWaste|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Vona's Hunger Discussion
2 months ago
Hey, you're welcome.
- Innocent Blood
- Plaguecrafter and Demon's Disciple
- Liliana's Triumph
- Vona's Hunger
- Tergrid's Shadow
- Call to the Grave
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:
4 months ago
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.
While I do like Gisela, Blade of Goldnight and Tariel, Reckoner of Souls they have a high mana cost as most good Angels do, while Tariel synergizes well with your strategy she does have that randomness factor and would advise a more reliable and consistent option. Gisela speeds up the game. As a player this is good and accelerates the game, but as an opponent my first priority would be to get rid of Gisela and that paints an even bigger target on your back.
Restoration Angel is fantastic for your edict effects, at face value. You'd need to run flicker effects to really make it shine. Basandra, Battle Seraph seems really good, forcing people to attack is nice and it prevents players from casting anything in combat, however it means instant speed removal will be used before the combat step. This also stops you from casting spells in combat.
As for Human synergy, I really like Teysa Karlov , Thalisse, Reverent Medium , Queen Marchesa , General's Enforcer and Fain, the Broker . All of them work very well with the token strategy, especially Teysa and Thalisse
Things I wouldn't necessarily include are cards like Juri, Master of the Revue (as good as she is with Fling ), General Kudro of Drannith (incidental unless you go all in on the Human tribal strategy), Devout Chaplain (same reason for Kudro), or Dire Fleet Hoarder (basically a one time effect unless you jump through the Teysa hoop, yes it does give you a Treasure token, but at a cost of 2 mana and the creature dying).
As for Demons I really like the Archfiend of Depravity and Rakdos, the Showstopper , their mass sacrifice effects are wonderful, however Rakdos does effect your board heavily unless you play to his synergies, you wouldn't want Negan to die to his effect would you?
-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.
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
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 .
- Shiny Impetus is good for token generation, but don't play a sacrifice creature to have that player just get rid of it, deceptively good and bad.
The Eldest Reborn is also another good saga to include if you want another edict type effect, and when it does go off you can get what you want from players' graveyards.
The three signets for your colors, Arcane Signet as well.
Panharmonicon to double up on edict effects.
- Approach of the Second Sun : Does provide you an effective way to win, very good card for a deck like this especially if the game goes long.
- Brass's Bounty . Love it, not much else to say.
- Contract Killing fits the theme and the flavor. Love it.
- Damnable Pact is good card draw for you, and useful against someone who flies too close to the sun.
- Debt to the Deathless / Entreat the Angels . While both good, is not something you want to draw into early game or open with. I would highly suggest playing less finisher cards like these, but if you wanna play em don't let me stop you.
- Killing Wave . Love it, super good.
- Necrotic Hex . Expensive, but great effect.
- Excavation Technique is actually a really good spell. Synergizes with Magecraft like WoTC intended and is deceptive for your opponents.
- Increasing Devotion / Finale of Glory . One of these is better than the other. I'll let you decide which is which.
- Heartless Pillage / Seize the Spoils . I really like both of these cards as spells and thematically. They work well for Negan and as spells for you to Pillage and Loot with as you please.
- Ruinous Ultimatum / Tragic Arrogance : Both are fantastic, especially as finisher spells. I'd make a point to include both so you have an option when you're ready to win(IE: Revel in Riches in play with a ton of creatures on board, its akin to vandalblasting with a lettuce on board).
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.
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.
11 months ago
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:
- Oathsworn Vampire: can cast it from your graveyard, combos with Bontu's Monument to drain your opponents for one . Also interacts with Yahenni + any aristocrat for .
- Buried Alive: tutor for and put three creatures into your graveyard who can reanimate/cast themselves from your graveyard.
- Bolas's Citadel: one of the most powerful mono black cards in Commander and you can take advantage of it having your Commander be a sac outlet with a repeatable draw source. If you see a land on top of your library and you don't have a land drop for the turn then you can sac a creature with Yahenni to draw the land. This potentially lets you cast more cards from the top with Citadel.
- Dark Prophecy: triggers when tokens you control die.
- Vona's Hunger
- Demon's Disciple
- Dreadhorde Invasion
- Crypt Ghast
- Bubbling Muck
- In Garruk's Wake
- Dark Ritual
- Culling the Weak
- Rogue's Passage: make Yahenni unblockable.
- Castle Locthwain and Witch's Cottage: budget utility lands for mono black.
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
- Walk the Plank
- Drag to the Underworld
- Devour in Shadow
- Morkrut Banshee
- Gatekeeper of Malakir
- Army of the Damned
- Altar of Dementia
- Avatar of Woe
- Murderous Rider
- Geralf's Messenger
Good luck with your deck.
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?
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:
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