Wall of Blood
Creature — Wall
Defender (This creature can't attack.)
Pay 1 life: Wall of Blood gets +1/+1 until end of turn.
Combos Browse all
- Essence Warden + Korozda Guildmage + Wall of Blood
- Ayara, First of Locthwain + Ghoulcaller Gisa + Wall of Blood
- Ghoulcaller Gisa + Wall of Blood
- Dying Wish + Wall of Blood
- Carrion + Wall of Blood
- Font of Agonies + Wall of Blood
|Commander / EDH||Legal|
Latest Decks as Commander
Wall of Blood Discussion
2 months ago
You might like these: Blood Celebrant , Font of Agonies , Necrologia , Deepwood Ghoul , Lurking Evil , Mischievous Poltergeist , Soul Channeling , Unspeakable Symbol , Wall of Blood , Souldrinker , Vampiric Link , Banehound , Vampire of the Dire Moon , Vampire Cutthroat , Vault Skirge , Cauldron of Souls
2 months ago
Deathreap Ritual may go well in here, although you have a good amount of superior card draw anyway. Have you thought of Wall of Blood and/or Lord of Extinction to do relatively the same thing as Phyrexian Devourer ? Just more options. But I can see lord not being that good with no self mill though. Viridian Corrupter can replace a removal spell while also giving you another elf as well as a side threat of infect for people to focus on.
2 months ago
I have a 60 card that wins with Near-Death Experience . It even abuses stuff like Cleansing of all cards to get you to 1. And uses cards like Worship to keep you in the game. Cards like Wall of Blood will immediately let you set yourself to 1 no matter your life total. Check it out if you want:
5 months ago
Wall of Blood does wonders in my buddy's Gisa build. These might be good too: Crashing Drawbridge, Junkyo Bell, Pitiless Plunderer, Zulaport Cutthroat, Vengeful Dead, Dark Prophecy, Aetherworks Marvel, Thousand-Year Elixir, Magewright's Stone
7 months ago
I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.
Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.
For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.
The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.
7 months ago
"I left Carrion and Bloodthirsty Aerialist because they work well together"
7 months ago
You can use double square brackets around a card's name to create a reference link. It's the best way to make sure everyone understands what's going on in your question: Axis of Mortality, Wall of Blood
You can do this to leave your opponent at 1 life but you won't be able to leave them at 0. If you activate Wall of Blood 20 times in response to Axis of Mortality's triggered ability and drop to 0 in your example, you'll lose the game before the triggered ability starts resolving.
9 months ago
Fantastic budget deck you've got here!!! $50 is wonderful! Some suggestions I would have though are to add in more cards like Wall of Blood (which I see you've already got here) such as Mischievous Poltergeist and maybe substitute some of the card draw here (since you have more than enough I think) for maybe a bit more lifegain or maybe a bit more ramp since the avg cmc of this deck is pretty high. I think some protection like Mirror Shield or Whispersilk Cloak especially would come in very helpful for this deck to protect Villis. Love the deck :)