Vona's Hunger

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

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.

TriusMalarky on Deck building Help

7 months ago

I assume you have Fist of Suns in there?

On flavor cards I'll chuck in Curse of the Cabal, Vona's Hunger.

Anyways, Soulfire Grand Master might be interesting.

Reznor31 on Deck building Help

7 months ago

I found maybe some sort of jank. Morophon, the Boundless, Archaeomancer, Omnispell Adept, Tradewind Rider, and Intruder Alarm.

Use Jodah and morophon to free cast Archaeomancer and omnispell. use omnispell to cheat cast Curse of the Cabal or Vona's Hunger. If you have something that makes your bois into mana dorks, you can use tradewind and intruder alarm to return archaeomancer to hand and something else then then recast them for free. when you play them, you can untap your board with the intruder alert and recast your spells again.

Sadly, you cant do recasts with Fraying Omnipotence as you lose your creatures. if there was a card similar to the mirror that can allow you to recast it, that would be chill but this combo seems like it has the right idea.

Bmphipps14 on Criminally Underplayed EDH Gems

7 months ago

While I do have a bunch of niche pet cards that are really good in specific situations, I tried to keep this list to cards that I just never see across the table yet jam into most of my decks that can play them. Some of which are already climbing in value so maybe they aren't as underrated as I think but still worth spreading the word about. Caveat that I'm mostly a budget/casual player but cards like these are how I build 50-100 dollar decks that go to bat with 2-400 dollar decks

W Glorious Protector If your deck doesn't have Blue and has ANY level of ETB synergy, this card is amazing. Helps your team dodge all manner of board wipe: bounce, exile, -X/-X, good ol' destroy.

U Plea for Power Pay 4 draw 3 is an acceptable rate and there are situations in which you might be able to convince two of your opponents to give you the extra turn to deal with the third. Metamorphic Alteration I've never seen anybody else play this card- I only play it in Zedruu the Greathearted and Callaphe, Beloved of the Sea which have permanent/Enchantment synergy and would recommend doing the same but the sky's the limit on this bad boy. There's the obvious use of removal (I've turned someone's Commander into a Humble Defector before) but it's got the flexibility of copying someone else's Eldrazi or Avacyn for 2 mana. Stubborn Denial Does your Commander have 4+ Power? Are you already playing Negate? Well here's that for half off!

B Vona's Hunger Instant speed Asymmetrical Board Wipe for 3. Do I need to say anything else? This is one I used to be able to pick up for 80 cents and is now 4 bucks :( Incarnation Technique Any time I've cast this I've negotiated a specific creature in an opponent's graveyard that I know won't be too threatening and gotten two bangers for myself for 5 mana. Additionally, if your deck has any kind of graveyard synergy already, the mill 10 is outstanding. Virtus's Maneuver I'm a sucker for political cards as this list can totally indicate, but this 3 mana spell that pays for itself has the option to remove a pesky Voltron Commander or make some friends around the table. Or both! Court of Ambition Why this isn't in every non-cEDH Black deck is beyond me- If you're able to maintain Monarch (and with it board position) for 2+ turns it will essentially seal the deal on anybody trying to challenge you. Even if you aren't, sending Monarchy around the table encourages them to hurt each other while you're draining a sneaky 3 life every turn from every opponent. This card does serious work (in any game expected to go past turn 6).

R Rousing Refrain Best case scenario you're able to play this turn 2 and then have a pretty blowout-y turn 5 (I use it to cast Niv Mizzet while holding mana for counters) but worst case this is essentially a free spell that helps you rebuild from board wipes or push extra hard for a win. Doesn't go in every deck but consider whether yours is right Chandra, Fire Artisan Repeatable card draw isn't super common in Red, plus she comes with her own discouraging rattlesnake clause.

G Sigardian Zealot I love this card! You're in Green so you probably have creatures- my biggest issue with team-buffers like this is that a lot of them only give the buff on swing. This is at worst a 6/6 Vigilance for 5 that boosts your team the turn he comes down, at best he boosts your team to make killing blows while leaving you all the blockers you need. If you natively have any Trample synergy (this dude rips in my Zilortha, Strength Incarnate deck) then take a look at this guy. Blossoming Bogbeast Budget alternative to Pathbreaker Ibex. Guaranteed +2/+2 and full team Trample: not as mana-intensive or clunky as Dragon Throne of Tarkir and more repeatable than Overwhelming Stampede. Are Stampede and Ibex better? Totally. Are they 70 cents? Nope! And that's all assuming you aren't playing any Lifegain synergy- if you are, this absolutely deserves a slot. Wrap in Vigor If you're playing a non-Blue, non Nikya, non-Voltron Green deck (read: most Green decks because even some of those criteria aren't absolute) this card is awesome! Heroic Intervention is one of the best Green spells ever printed imo and while this is clearly its little brother you should still consider doubling up on 2 mana protection like this. I've won tons of games cause someone else wipes the board for me and the "Creatures can't be regenerated" clause is becoming less and less relevant as cards like Vanquish the Horde become the new standard.

L Bonders' Enclave Does your Commander have 4+ Power and you're playing 3 or less colors? This card deserves a slot. This is the other card I've grabbed 5 of for 40 cents and now are 2 bucks a piece. Is it inefficient? Totally. Does it give you options when it's turn 8 and you're looking at your Commander and an empty hand while coming at the low low cost of being a colorless land in every other situation? Totally.

I got a lot of good ideas from this thread, hopefully mine can help somebody out!

trippy_mcfly on Mono Black Death Plague

8 months ago

Cool deck. I'm here to offer some suggestions after you pointed me here from your other deck.

Tergrid, God of Fright  Flip is a powerful commander and generates insane advantage in 4-player games. Let's take a look at this deck and see what it is doing, and then streamline it. I see three main objectives of this deck:

1 - RAMPING.

This is pretty much a primary objective of any commander deck, since if your only source of mana is playing one land per turn, you're going to fall way behind. Your main ramping plan for this deck is to double lands, using Cabal Coffers, Cabal Stronghold, Caged Sun, Crypt Ghast, Extraplanar Lens, Gauntlet of Power, and Nirkana Revenant. This is super cool and probably a pretty strong plan. We want to try to maximize this plan. How can we do that?

All of these cards want you to load up on basic swamps, which you did. We want to make sure we are playing a basic swamp every turn. Solemn Simulacrum is definitely a worthwhile add. Liliana of the Dark Realms is very helpful and I'm happy to see her in this deck. Often times Urborg, Tomb of Yawgmoth is a worthwhile add for decks with Cabal Coffers. I think it is worth it here. Although you yourself don't have many non-swamps that will benefit from Urborg, you are likely going to be stealing people's lands with Tergrid, and counting those as swamps will be helpful for you.

How else can we keep getting swamps onto the battlefield to power up this strategy? Card draw. The more cards in your hand the higher the chance you will have a swamp to play every turn. Night's Whisper and Sign in Blood are great for this. Disciple of Bolas is solid too. Dread Presence loves swamps and is a must-add. I would add Phyrexian Arena, which is great card draw for you. Necropotence, one of the craziest cards in the game, is also a worthwhile addition. Not as good but worth consideration are Yawgmoth's Bargain and Null Profusion. Two other well-known card draw machines in black are Dark Confidant and Bolas's Citadel. You have some costly spells in your deck, so they might be a bit of a liability. If you want to include them, Sensei's Divining Top pairs very well with them.

Just because you are mainly ramping with land doubling doesn't mean there isn't room for other ramping as well. You have Black Market, which I have never personally tested, but is probably decent. Black has some explosive, single-turn ramp with Dark Ritual, Cabal Ritual, and Culling the Weak. These cards would do well in letting you get out expensive plays ahead of schedule, mainly Tergrid. Artifact ramp is also great in any deck. I would add Mana Crypt, Sol Ring, Jeweled Lotus, and Jet Medallion. I would consider adding even more artifact ramp as well. Getting down Tergrid as early as turn 1 or 2 is just so good.

2 - SACRIFICE AND DISCARD.

Once you have Tergrid out, sacrifice and discard become powerful effects that let you take control of your opponent's permanents. This is insane advantage and if left unchecked for very long will win you the game. Syphon Mind while Tergrid is in play not only puts you up 4 cards in comparison to each opponent (since they each went down 1 and you went up 3), but also could net you 3 more cards if they discard permanents that then go onto your field. That's insane. Let's take a look at all the cards you have that enable Tergrid:

SACRIFICE:

Archfiend of Depravity - A one-sided, almost board wipe that repeats every turn? Pretty solid. Getting the creatures onto your field with Tergrid? That is nuts. The one issue is that some commander decks won't have that many more than 2 creatures on the field when this comes down, and if they do, then this card and/or Tergrid become a big target, but if you survive the turn, this and your commander will put you ahead so far.

Butcher of Malakir - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Gatekeeper of Malakir - This guy only costs three and steals a creature if Tergrid is on the field. Love it.

Phyrexian Obliterator - If someone is dumb enough to deal damage to this guy, then you're getting a lot of their permanents! I don't love this card for you. People will just leave it alone and then you just hit someone for 5 each turn or leave up a blocker, which is a bit slow.

Sheoldred, Whispering One - Similar to Archfiend. If this guy sticks around for a bit, you're going to be at such an advantage. It costs 7 which is a bit high and very vulnerable to something like Mana Drain, so I wouldn't be super upset if you cut it, but it is great with Tergrid.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

Dictate of Erebos - I like it. Let's say you have 10 mana. Cast Tergrid, then somebody goes to kill him. Flash this card in. Now, you at least get 3 of your opponents creatures on the way out!

Grave Pact - I like this as well. You can't flash it in, but if you put this card on the field, then people will have to kill this before Tergrid comes down or else end up giving you their creatures.

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

DISCARD:

Liliana, Defiant Necromancer - You need to flip her first, but once flipped she is great.

Syphon Mind - Great.

Torment of Hailfire - Expensive and liable to be countered but if it resolves then you will get a ton of value!

The Eldest Reborn - Immediate impact with Tergrid on the field, pretty good value on its own. Definitely a keep.

... and that's it. We need more cards that are busted with Tergrid! The following would be great adds to your deck: Smallpox, Dark Deal, Liliana's Triumph, Plaguecrafter, Soul Shatter, Mire in Misery, Innocent Blood, Vona's Hunger, Death Cloud, Burglar Rat, Demon's Disciple, Fleshbag Marauder, Elderfang Disciple, Liliana, Waker of the Dead, Bottomless Pit, Fraying Omnipotence, Rotting Rats, Cunning Lethemancer, Merciless Executioner, and a personal favorite: Smokestack.

Notice that all of these cards are typically even trades (ex: I play Elderfang Disciple, going down 1 card, everyone else goes down 1 card.) These aren't great on their own since it costs you mana to do so, and, in the case of discard and sacrifice, the opponent gets to choose an asset that they are least upset to get rid of, making them actually below-even trades. However, they become insanely busted with Tergrid. (ex: I play Elderfang Disciple, going down 1 card in hand for a measly 1/1. But, I get a Carpet of Flowers, basic plains, and Birds of Paradise on my field? Now that's an amazing play). Therefore, the ones that are recurring are better, since they give you more chances to make sure they resolve while Tergrid is on the field. (ex: I play Cunning Lethemancer and my opponent kills Tergrid. Later in the turn I play Tergrid again, albeit for 7 mana now due to commander tax. Next turn, with the Lethemancer trigger, I get some great value!)

Here are some other cards that work well with Tergrid, although they only target one opponent: Sudden Edict, Hellish Rebuke, Pharika's Libation, Diabolic Edict, Duress, Thoughtseize, Hymn to Tourach, Chain of Smog, Despise, and Divest.

Notice that in the absence of Tergrid, these cards are negative trades. They set you and an opponent back by putting you both down one card. The other two opponents are left untouched. Seeing them early in the game is not particularly helpful since you'd rather spend the early game ramping. They are great and slowing down whoever is winning, but at the expense of your own board. There is a trade-off here, since these can be leveraged politically. "Each opponent discards a card"" can give you tons of value with Tergrid on the field but makes you 3 enemies. "Target opponent discards a card"" gives you not as much value in general but you can leverage this to make someone else the common enemy or make a deal with a player ("if you don't attack me next turn I won't target you with my Duress"). Things like Duress can also target specific cards, which is an added benefit for you and an added detriment to the opponent.

I would run some from each category, probably with an emphasis on maximizing Tergrid value.

3 - DRAIN AND GAIN.

Blood Artist and other cards gain you one life and drain your opponent one life. This is cool and certainly an interesting archetype of a deck. It doesn't synergize with Tergrid particularly well. I personally would not use this strategy at all in this deck and maximize the Tergrid plan. However, Exquisite Blood + Sanguine Bond is an awesome combo and an unexpected way to finish the game for you while people are busy dealing with Tergrid. If you want to keep this, I would trim some of the other cards, such as Exsanguinate and maybe Underworld Dreams.


So, now that we know what the 3 objectives are, and have maybe cut the third, we have a bit more of a plan. I've suggested adding some card draw and mana rocks for ramp, and tons more Tergrid synergy. What are the cuts? I would say anything that doesn't fit in with the objectives, so basically any card I haven't mentioned already, unless it gives great value on its own. I'll go through some:

Demonic Tutor and Vampiric Tutor are incredible cards and provide great value. Diabolic Tutor, Scheming Symmetry, and Shrouded Lore are worse tutor effects and should probably be moved to the maybe board. Sudden Spoiling is interesting and stops somebody from comboing off on their turn so is probably worth it. Reanimate is good value and should probably stay, same with Animate Dead. Demonic Vigor protects creatures but not Tergrid, unless you want him going to your hand. This is risky but probably fine. I could see him getting countered and then removed from your graveyard which puts you back majorly, but I could also see you avoiding commander tax. Worth looking into. Undying Evil is strictly better since it has instant speed and keeps him on the field. We might also want to protect him with Lightning Greaves or Swiftfoot Boots

Coffin Queen is too expensive and vulnerable. Drana, Liberator of Malakir is cool for aggressive strategies and can help you close out the game but is out of place in this deck. Falkenrath Noble is an overcosted Blood Artist. Gonti, Lord of Luxury is a value creature that if you can get his ETB many times, which your deck can't really do. Grave Titan isn't worth it in this deck. Gravedigger is fine but might be a bit slow. Helldozer is probably not worth it unless you want to pick on somebody lol. Korlash, Heir to Blackblade is not worth it. Massacre Wurm might not be worth it. Nighthowler isn't worth it. Opposition Agent is always a good add. Phage the Untouchable is too slow and vulnerable. Sepulchral Primordial might not be worth it. Skirsdag High Priest is probably not worth it. Syr Konrad, the Grim is not worth it. Wight of Precinct Six is not worth it. Tainted Strike is not worth it. Lashwrithe is not worth it. That's about 15 cuts right there.

Props to you for building Tergrid and having an interesting ramp strategy. I think if you go more in on the Tergrid plan by cutting unrelated cards for cards that ramp or are good with Tergrid then your deck will be a lot more reliable. After all, the most fun part of this deck is going off with Tergrid!

Hope this helps.

anton6776 on Tergrid's Terrible Thievery

9 months ago

Also Sudden Edict, Vona's Hunger, and Soul Shatter are great for instant speed removal that still synergizes with Tergrid.

Samothrace on Toshiro Umezawa, Death-slinger

10 months ago

redshogun In terms of budget, I am gonna play the long game in upgrading this one, but I'll be sure to pick up a Vona's Hunger ASAP. I have Village Rites and Altar's Reap in but usually dont have a creature to sacrifice. DO you run these?/do I need more creatures?

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