Whip of Erebos

Whip of Erebos

Legendary Enchantment Artifact

Creatures you control have lifelink.

, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery.

Browse Alters View at Gatherer

Trade

Have (2) lorddarkstar , metalmagic
Want (1) Reivax17

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Legality

Format Legality
Leviathan Legal
Casual Legal
Custom Legal
Pioneer Legal
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Highlander Legal
Limited Legal
Tiny Leaders Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Commander / EDH Legal
2019-10-04 Legal
Duel Commander Legal
Legacy Legal

Whip of Erebos occurrence in decks from the last year

Latest Decks as Commander

Whip of Erebos Discussion

High_Priest_of_Avacyn on Here's Negan! Negan Lives!

1 day ago

BiggRedd54 Thanks for the comment! I'll definitely be taking some of the suggestions under consideration. I like Cloudshift and Restoration Angel especially. I do have Phyrexian Arena and Necropotence to help with card draw, and a multitude of Tutors as well, but more card draw wouldn't hurt either. But I'm struggling to see how Whip of Erebos would be a helpful tool. Could you please give me an explanation on that one?

High_Priest_of_Avacyn

BiggRedd54 on Here's Negan! Negan Lives!

2 days ago

Cool deck +1

Could use some card draw elements in place of some weaker creatures. Promise of Power ? Ancient Craving ? Syphon Mind .

Could definitely use some single creature protection because your CMDR is gonna take heat for a multitude of reason. I like Cloudshift or Restoration Angel . Those are very synergetic with your cmdr as well as some creatures.

Also think you should weigh the value of some of your treasure token generators and perhaps replace for sac creatures. Demon's Disciple .

-1 Mortician Beetle + 1 Innocent Blood ?

Whip of Erebos is tiiiiiight yo..

Gidgetimer on Nightmare Shepherd exile interaction mechanics

4 days ago

So there is a lot to unpack here. I am going to go through each statement/question and give a yes/no and try to explain the reasoning behind each to help understand the interactions. This is going to be a bit of a fragmented response since each case has to be considered separately.

If you return a creature with Whip of Erebos it gets exiled instead of going anywhere else on the next end step or when it would leave the battlefield. Nightmare Shepherd will not trigger.

If a creature returned to the battlefield with Diabolic Servitude dies you can stack the triggers so that you get the 1/1 copy or not, but the Diabolic Servitude is returned to your hand. If instead the Diabolic Servitude leaves the battlefield, the returned creature will be exiled and will not trigger Nightmare Shepherd .

The rules on Haunt state that the card "haunts" the creature if it is put into exile as a result of the Haunt ability. This means if you exile it to Nightmare Shepherd it will not "haunt" a creature.

702.54b Cards that are in the exile zone as the result of a haunt ability “haunt” the creature targeted by that ability. The phrase “creature it haunts” refers to the object targeted by the haunt ability, regardless of whether or not that object is still a creature.

Abilities track an object through a maximum of one zone change. If the creature goes directly to exile Nightmare Shepherd will not trigger. If Nightmare Shepherd moves it from the graveyard to exile, the ability that expects to find it in the graveyard will not find it in exile.

I also have some clarification on the subject of Commanders and the command zone. The replacement effect now only applies to Commanders going to hands and libraries. They changed how they interact with going to libraries and exile to a SBA that is only checked once immediately after the event happens (much like how Deathtouch is handled). This means that Rescue from the Underworld will no longer be able to track Commanders into the command zone since they hit the graveyard first.

FalconForce on Nightmare Shepherd exile interaction mechanics

4 days ago

I know that Nightmare Shepherd 's triggered ability happens when the affected creature enters the graveyard and then you can exile that card. Also when multiple exile effects trigger simultaneously you can pick the resolution order.

Because of that I believe that Whip of Erebos 's triggered ability doesn't work with it because it goes directly into exile instead of anywhere else when it dies. But Diabolic Servitude would work because the creature actually enters the graveyard before it's exile triggers. Let me know if I'm wrong.

But how does it interact with the haunt mechanic? Is 'haunting' only a delayed trigger that doesn't require the card? Could you haunt the Shepherd and make a token or is it an either/or? Blind Hunter as an example.

Or what if the exiled card would be brought back by another effect? I'll use sacrificing the creature to Rescue from the Underworld as an example. I looked at the 3rd and 4th rulings on it and I think they might mean that if the card is exiled face up or goes to the command zone instead of the graveyard it'll get returned, but if it hits the graveyard before going to one of those places then it'll be treated as a new object.

So, if I understood that correctly, why does the delayed trigger track the card when it changes to a new zone the first time but not the second? Or does the trigger only work because the creature was sacrificed as a cost and it's therefore already in whatever zone it goes to before the delayed trigger is applied to it?

CHAmb1es on Sing for Absolution

1 week ago

Grind Thanks for the suggestions, Diabolic Servitude seems very good and I had no idea about that card! I generally don't want my reanimation targets to exile away after one turn (hence I knew about Whip of Erebos but ultimately decided not to add it) because each creature matters quite a bit. Phyrexian Reclamation might be decent too, I think I'll def add it if my playgroup runs a lot of graveyard hate (but as of now, they don't).

Grind on Necromancers army

1 month ago

cool deck!!!
Graveyard Shovel is an interesting choice. kind of bad graveyard hate? unless you want to exile your own creatures from your graveyard to gain 2 life?
I have a couple thoughts on a card that could replace graveyard shovel...
Soul-Guide Lantern is very effective graveyard hate for less mana.
if you would rather use your creatures in your graveyard you could run Animate Dead too.
another alternative would be Whip of Erebos which allows you to use your creatures in the graveyard to gain life.
anyway enjoy and have fun!

Draknoz on Dragon Storm

2 months ago

Whip of Erebos might be a good replacement for sarkhan, using 6 mana on a walker with only really a good ultimate seems like a waste, the whip will gain you life and its activated effect lets you return a dragon for a quick attack. Return of the Wildspeaker is either a great pump effect or a big burst of card draw if you have just one dragon. either would be a good replacement for sarkhan.Unclaimed Territory might be a good swap for transguild promenade but if you add Return of the Wildspeaker you will need a little green so maybe just add 2

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