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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Yawgmoth's Vile Offering
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Put up to one target creature or planeswalker card from a graveyard onto the battlefield under your control. Destroy up to one target creature or planeswalker. Exile Yawgmoth's Vile Offering.
6 months ago
My suggestions are based on not spending an arm and a leg to make improvements but maybe a finger or toe.
At a quick glance the first comment I have is lands seem a little low. I personally lean towards 36 if the deck isn't mono colored.
I know they are a bit slower but I would suggest using the tri colored lands as you are already using fetches. These lands add some real good color fixing early on and if they do become dead in hand cycle them away. Spara's Headquarters, Zagoth Triome, Indatha Triome and Raffine's Tower. I would replace your lands that reference the opponent count to come in untapped.
A land that goes on theme is Mirrex since it can get you mites as the game drags on. A second land I recommend since your land base is so varied is Field of the Dead, the zombies can add up and are nice little chumps if need be.
With the above changes I would say Crucible of Worlds but if you find sometimes you struggle to have something to play Conduit of Worlds is an extra mana but has the ability to give you the chance to cast something when you might not have anything else to work with.
I would personally go full Praetor and run each variation if possible for the big flavor. The added benefit is each one of them is practically game warping, but be warned it can attract a lot of attention. The newest Vorinclex is probably the odd man out though since he only finds basic forests and Dominaria Sheoldred simply because of price. Added benefits of the new praetors is you can accelrate their saga. Realmbreaker, the Invasion Tree would then make a very nice inclusion if you go that way.
Cards to consider dumping for them from what I can at a first glance are Flesh-Eater Imp, Plague Stinger, Septic Rats and Slaughter Singer. I chose these because I don't feel once they hit the board they are something that people say "this needs to die".
Norn's Choirmaster is a recent card that gives your commander even more of a presence on the board.
On the sorcery since the only card that I don't like the look of is Nature's Lore, sure it is a cheap way to get you your colors especially if you have dual typed lands but if we are upping the land count I would switch it to a Skyshroud Claim since it can find you the same lands but untapped if the land can come in untapped for mana efficiency.
The biggest suggestion on the instant side would be to add Krosan Grip over Infectious Bite. Sure the bite is a form of removal and poison generation but I find having one of the best artifact/enchantment removals is the better option.
I understand the suggestion fromm KongMing as a strong one but I don't think it works the way he intended it Temporal Distortion does put counters on their lands but it removes ALL of them not just one so even if you proliferate it doesn't keep the lands tapped down longer unless you destroy your own enchantment.
Astral Cornucopia is nice with since you can keep building it but getting only one color out of it can be problematic at times. I suggest replacing with a Crystalline Crawler if you are find being a little off theme.
I would find a home for Chromatic Lantern, having one artifact to fix all of your mana problems is very nice especially when in more than two colors.
Overall there are a couple of other cards I would recommend to consider but unsure of an exact home without taking apart every step. Grafted Exoskeleton, Tainted Strike, if you go the praetor route Geth's Summons is a great reanimation spell of you have the corrupted. Yawgmoth's Vile Offering is also a very strong spell for reanimation and removal. Inexorable Tide should probably have a home somewhere, it is a bit high CMC but it gets the job done. As Foretold also helps a lot of mana problems, do keep in mind it can also be used off turns if you have instant speed spells.
8 months ago
Garruk, Cursed Huntsman, Regrowth, Goblin Anarchomancer, Decimate, Hull Breach, Klothys, God of Destiny, Cindervines, Xenagos, God of Revels, Return of the Wildspeaker, The Great Henge, Conduit of Worlds, Graveyard Trespasser Flip, Bala Ged Recovery Flip, Turntimber Symbiosis Flip, Masked Vandal, Shalai, Voice of Plenty, Akroma's Will, Inscription of Abundance, Dromoka's Command, Austere Command, Binding the Old Gods, Growing Rites of Itlimoc Flip, Legion's Landing Flip, Assassin's Trophy, Deadly Dispute, Big Score, Hostile Negotiations, Plumb the Forbidden, White Sun's Twilight, Skullclamp, Blood for Bones, Victimize, Liliana, Dreadhorde General, Tyvar's Stand, Temur Battle Rage, Domri, Anarch of Bolas, Domri, Chaos Bringer, Mage Slayer, Embercleave, Goreclaw, Terror of Qal Sisma, Hydra Omnivore, Ilharg, the Raze-Boar, Nylea, God of the Hunt, Kessig Wolf Run, Skarrg, the Rage Pits, Putrefy, Takenuma, Abandoned Mire, Staff of Compleation, Ashnod's Altar, Night's Whisper, Anoint with Affliction, Malakir Rebirth Flip, Black Sun's Twilight, Infectious Bite, Mythos of Nethroi, Tainted Strike, Noxious Revival, Glissa Sunslayer, Elesh Norn, Grand Cenobite, Soul Shatter, Arguel's Blood Fast Flip, Yawgmoth's Vile Offering, Rakdos Charm, Despark, Faithless Looting, Reconstruct History, Fracture, Blind Obedience, Thirsting Roots, Migloz, Maze Crusher, Apocalypse Hydra, Destined / Lead, Armed / Dangerous, Unearth, Taunting Elf,
9 months ago
Cheap and often overlooked. But the nature of commander makes its casting requirement easy to meet and its a powerful 2:1 change in board state.
11 months ago
Baron_Pretzels okay. The reason I put some of the cards in is because it's not just the multicolour but I also wanted each solo colour to be represented by at least one creature and one spell:
Blue: Esior, Wardwing Familiar
Black: Drana, Liberator of Malakir
Black: Yawgmoth's Vile Offering
Red: Mana Cannons
Another Blue creature I was thinking was Fblthp, the Lost
Reason I put The World Tree was probably cause I've put Esika in.
1 year ago
- Eight-and-a-Half-Tails (Eternal Masters, EMA)
- Yawgmoth's Vile Offering (Dominaria, DOM)
- Boros Charm (Commander Legends, CMR)
- Crackling Doom Khans of Tarkir, KTK)
- Mind's Eye (Brother’s War Retro Artifacts, BRR)
- Plaza of Heroes (Dominaria United, DMU)
I’d recommend adding these cards as soon as your other haul comes in. These are just recommendations for now.
1 year ago
S1ayerMonkey It took me a while to respond to your comment, because there was a lot in it to unpack. But I'm going to try to now, as best I can.
The beginning of your comment I think colored the rest of what you said. You're not wrong, Jodah is not the ideal commander for what I'm trying to do. However, one thing you have to understand is that that's how I roll. I don't usually go for designing the absolute best version of whatever theme I'm interested in playing. If I did, it would be a lot easier to just copy netdecks that have already been made, tested and perfected. Contrastly, what I always try to do is force something weird and seemingly wrong to work because doing so is fun and interesting.
I know that I should speak as such in my deck description, but having to do so every time gets tiresome and monotonous. I do appreciate that this is my own problem, and makes it difficult to crowd source suggestions, because you're not thinking about it the way I'm envisioning. So, instead, I think that what you're doing is thinking about how a 5-color graveyard deck should be constructed, and making suggestions based on that ideal.
The end result of which is basically "scrap the deck and build something similar but very different, because what you're trying to do isn't going to work." Which, again, is incredibly reasonable. But it's not what I'm going to do.
Let me try to explain better what I'm doing with this concept so that it might make more sense. The object of this deck is to flood the battlefield with creatures. It's kind of a non-token go-wide strategy of sorts. The avenue for accomplishing this - or, at least what I'm attempting to accomplish - is to fill my yard with creatures, and then systematically return them all to the battlefield. And then, once Jodah is in the building, benefit from his Coat-of-Arms-like ability to make them all gigantic. His "Legendary Cascade" ability is basically icing on the cake after that.
So no, I'm not going for repeatable ETB triggers. I'm not going for infinite toolbox. What I want to do is get as many legendary creatures on the board as quickly as possible, then make them all huge. Therefore, the list I've chosen is almost exclusively dedicated to legends that put stuff into my yard, and legends that get them back out. And a few things here and there which synergize with that behavior.
Having said all that, the one card you mentioned which I certainly considered is Yawgmoth's Vile Offering. That card should be a no-brainer. However, what I'm having trouble most with is figuring out the ramp. The curve isn't great, but the vast majority of high MV spells are creatures that I intend on recurring rather than casting. So I didn't include YVO because it would necessarily have to be cast. Maybe I should include that card, but I'm on the fence about it. And I will be until I get the ramp figured out.
For that matter, there's stuff on my list like The Gitrog Monster that would make most players scratch their heads. You might say "why would you use that unless it's the focus of the deck?" And you'd absolutely be justified in asking as much. However, in my deranged mind, I'm looking at all that self-mill and looting effects on my list, and I'm seeing a huge potential for draw power on a legendary stick. Does that make sense?
Understand, it's difficult to ask other players to set aside their natural inclinations to build around commanders in the best way possible, and instead try to help make my absurd designs work better the way I want them to. By all logical rationale, this particular iteration of Jodah should absolutely be built as a "Legends Matter" theme. And a 5-color Reanimator deck should be built the way you're suggesting, with someone like Kenrith as commander. But I'm going to do it this way, because that's what I want to do. In other words, you're absolutely, certainly, undeniably not wrong in anything you suggested, but none of it really helps me with what I'm trying to do.
1 year ago
Jodah doesn't strike me as a commander that fits the reanimator style terribly well. If you want to go 5 colour I think Kenrith would probably suit you better, but I'll give this my best shot.
First off, I don't think throwing in as many reanimator legends as you can is the best way to go about it. A Baldor deck plays differently from a Muldrotha which deck plays differently from a Whisper deck. Even the two Chainer decks play differently from each other. You're better off to put hardly any legends in this deck at all and prioritize just a handful of them that play similarly. This way if you don't have one on the battlefield and you cast, say, Yawgmoth's Vile Offering to reanimate a creature, you could theoretically cascade into Meren of Clan Nel Toth with a reasonable amount of consistency.
Choosing the legends will pretty much dictate the style you will play. If you go with Muldrotha and Meren, you'll want to prioritize low cost toolboxy cards like Spore Frog and Ravenous Chupacabra as one of their decks normally would do. If you go with Feldon of the Third Path and Chainer, Nightmare Adept then you'll want to go with discarding big beefy threats and adding doubling effects like Parallel Lives and Flameshadow Conjuring. Sedris, the Traitor King would be an excellent legend to run alongside these two.
You also need to seriously review the structure of this deck. Your land base has far too many one-colour and tapped lands without the proper ramp package to support the colour fixing. One of the problems with 5 colour decks is the increased need to finely tune the mana base.
37 creatures is also far too many. Reanimator decks are midrange, grindy decks that require a lot of non-creature support to work efficiently. It is much better to run a suite of very specific creatures and back the deck up with instants and sorceries. I also don't see any sacrifice effects other than Victimize. These are a must. I would suggest having 8 or more sacrifice effects unless you're playing strictly for a Living Death wincon. ETBs are the meat and potatoes of these decks, and you can't take advantage of them properly without a way to return those creatures back to the graveyard. You'll also have to think of how to get your targets into the yard for reanimation. I normally put 12+ of these effects unless discard or milling is stapled onto the commander.
Overall I think it is definitely doable with this general (and certainly a unique reanimator deck if you do pull it off) but it will require some intensive effort to get it right. Definitely a wrthy deckbuilding challenge.
You're in 5 colour so you'll have access to all the best targets for whichever line of play you choose, but this will come at the cost of variety or unique cards that you often find in one and two colour decks.
Best of luck, I hope I've helped steer you in the right direction.
1 year ago
Boxfish Hey! I hope you had a wonderful weekend. I finished up a series of decks I had been working on just recently; saw I had some notifications regarding this deck and the new additions are beautiful! Necrotic Ooze can lead to a beautiful toolbox of effects. Especially if you pop a Viscera Seer or Woe Strider which pop up in a ton of sac engine decks; or to become a mana dork or combo piece if anyone runs artifact dudes. Heck Yeah!
Graveyard hate is. Rough. It feels rough when you don't have answers for it. When it's creature-based, great. Black mana is excellent for resolving this. But when it comes to destroying enchantments. Black struggles. Realistically it's just easier to make your opponent sacrifice them, which isn't often simple with some mono Black strategies. I wish I had useful advice for such endeavors. It's namely just suffocating out your competition with value you so you can lock them out, or answer their plays; and you've got plenty of answers that's for sure.
Be sure to keep an eye out for Dominaria United this September. It features a new Sheoldren card and a Phyrexian Invasion on Dominaria. I look forwards to using what comes out to make a flavorful Phyrexian-only Yawgmoth, Thran Physician deck to play against a Weatherlight Crew deck, Sisay, Weatherlight Captain I've been slowly making. Every card featured from a set specifically referencing the Weatherlight Crew and its characters (likewise for the Yawgmoth deck). So that I can recreate Yawgmoth's Vile Offering where Gerrard, Weatherlight Hero brings Yawgmoth Urza's head, as promised and depicted in one of the Phyrexian Arena arts. Gerrard betraying this promise uses Urza's head (still alize, magically) to use the Legacy Weapon in an attempt to defeat Yawgmoth once and for all.