780
3/28/2025
Kagha : Waiting Line (Primer)
Deck Size: 100
Commander
Legal
Est deck cost: $1527.19
Salt sum: 42.33
Playgroup dot gg logoPower level:
780
3/28/2025
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Commander

Qty: 1 Price: $0.35
Kagha, Shadow Archdruid

Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.) Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.

Creature
Kagha, Shadow Archdruid (clb) 279

Commander

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Protection

Qty: 1 Price: $5.49
Angel of Suffering

Flying If damage would be dealt to you, prevent that damage and mill twice that many cards.

Creature
Angel of Suffering (snc) 416

Protection

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Sac Outlet

Qty: 2 Price: $8.98
Lazotep Quarry

{T}: Add {C}. {T}, Sacrifice a creature: Add one mana of any color. {X}{2}, {T}, Sacrifice a Desert: Exile target creature card with mana value X from your graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. Activate only as a sorcery.

Land
Lazotep Quarry (m3c) 79
Viscera Seer

Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Creature
Viscera Seer (cmr) 658

Sac Outlet

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CA // QA

Qty: 5 Price: $85.75
Braids, Arisen Nightmare

At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.

Creature
Braids, Arisen Nightmare (dmu) 288
Mirri's Guile

At the beginning of your upkeep, you may look at the top three cards of your library, then put them back in any order.

Enchantment
Mirri's Guile (tmp) 236
Spinner of Souls

Reach Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.

Creature
Spinner of Souls (fdn) 341
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (dmr) 441
Underrealm Lich

If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard. Pay 4 life: This creature gains indestructible until end of turn. Tap it.

Creature
Underrealm Lich (clu) 215

CA // QA

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Ramp

Qty: 5 Price: $73.26
Amulet of Vigor

Whenever a permanent you control enters tapped, untap it.

Artifact
Amulet of Vigor (lcc) 103
Genesis Wave

Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

Sorcery
Genesis Wave (fdn) 334
Hedge Shredder

Whenever this Vehicle attacks, you may mill two cards. Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

Artifact
Hedge Shredder (dsk) 183
Lumra, Bellow of the Woods

Vigilance, reach Lumra's power and toughness are each equal to the number of lands you control. When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.

Creature
Lumra, Bellow of the Woods (blb) 343
Tiller Engine

Whenever a land you control enters tapped, choose one — • Untap that land. • Tap target nonland permanent an opponent controls.

Creature Artifact
Tiller Engine (dmc) 96

Ramp

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Tutor

Qty: 9 Price: $204.02
Buried Alive

Search your library for up to three creature cards, put them into your graveyard, then shuffle.

Sorcery
Buried Alive (sld) 1673
Demonic Tutor

Search your library for a card, put that card into your hand, then shuffle.

Sorcery
Demonic Tutor (cmm) 696
Entomb

Search your library for a card, put that card into your graveyard, then shuffle.

Instant
Entomb (dmr) 426
Fauna Shaman

{G}, {T}, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.

Creature
Fauna Shaman (bro) 346
Fiend Artisan

This creature gets +1/+1 for each creature card in your graveyard. {X}{B/G}, {T}, Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.

Creature
Fiend Artisan (iko) 350
Lively Dirge

Spree (Choose one or more additional costs.) + {1} — Search your library for a card, put it into your graveyard, then shuffle. + {2} — Return up to two creature cards with total mana value 4 or less from your graveyard to the battlefield.

Sorcery
Lively Dirge (otj) 93
Mausoleum Secrets

Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.

Instant
Mausoleum Secrets (grn) 75
Survival of the Fittest

{G}, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.

Enchantment
Survival of the Fittest (g09) 4
Vampiric Tutor

Search your library for a card, then shuffle and put that card on top. You lose 2 life.

Instant
Vampiric Tutor (dmr) 430

Tutor

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Grave Filling

Qty: 12 Price: $95.28
Aftermath Analyst

When this creature enters, mill three cards. {3}{G}, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.

Creature
Aftermath Analyst (mkm) 148
Altar of Dementia

Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.

Artifact
Altar of Dementia (brr) 66
Barrowgoyf

Deathtouch, lifelink Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.

Creature
Barrowgoyf (m3c) 50
Blossoming Tortoise

Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost {1} less to activate. Land creatures you control get +1/+1.

Creature
Blossoming Tortoise (woe) 354
Golgari Thug

When this creature dies, put target creature card from your graveyard on top of your library. Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.)

Creature
Golgari Thug (sld) 7
Grist, the Hunger Tide

As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types. +1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process. −2: You may sacrifice a creature. When you do, destroy target creature or planeswalker. −5: Each opponent loses life equal to the number of creature cards in your graveyard.

Planeswalker
Grist, the Hunger Tide (mh2) 306
Grist, Voracious Larva

Creature
Grist, Voracious Larva // Grist, the Plague Swarm (mh3) 446Grist, Voracious Larva // Grist, the Plague Swarm (mh3) 446
Old Stickfingers

When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.

Creature
Old Stickfingers (mid) 234
Perpetual Timepiece

{T}: Mill two cards. {2}, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.

Artifact
Perpetual Timepiece (plst) KLD-227
Ripples of Undeath

At the beginning of your first main phase, mill three cards. Then you may pay {1} and 3 life. If you do, put a card from among those cards into your hand.

Enchantment
Ripples of Undeath (mh3) 455
Stitcher's Supplier

When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)

Creature
Stitcher's Supplier (sld) 1098
Undercity Informer

{1}, Sacrifice a creature: Target player reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

Creature
Undercity Informer (gtc) 82

Grave Filling

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Recursion

Qty: 11 Price: $38.27
Animate Dead

Enchant creature card in a graveyard When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it. Enchanted creature gets -1/-0.

Enchantment
Animate Dead (p22) 7
Bringer of the Last Gift

Flying When this creature enters, if you cast it, each player sacrifices all other creatures they control. Then each player returns all creature cards from their graveyard that weren't put there this way to the battlefield.

Creature
Bringer of the Last Gift (lci) 337
Bygone Marvels

Descend 8 — When you cast this spell, if there are eight or more permanent cards in your graveyard, copy this spell twice. You may choose new targets for the copies. Return target permanent card from your graveyard to your hand. Exile Bygone Marvels.

Sorcery
Bygone Marvels (lcc) 57
Eternal Witness

When this creature enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (p30a) 12
Living Death

Each player exiles all creature cards from their graveyard, then sacrifices all creatures they control, then puts all cards they exiled this way onto the battlefield.

Sorcery
Living Death (dsc) 373
Nyx Weaver

Reach At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.) {1}{B}{G}, Exile this creature: Return target card from your graveyard to your hand.

Creature Enchantment
Nyx Weaver (cmm) 933
Peerless Recycling

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.

Instant
Peerless Recycling (blb) 188
Shigeki, Jukai Visionary

{1}{G}, {T}, Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard. Channel — {X}{X}{G}{G}, Discard this card: Return X target nonlegendary cards from your graveyard to your hand.

Creature Enchantment
Shigeki, Jukai Visionary (neo) 394
Six

Reach Whenever Six attacks, mill three cards. You may put a land card from among them into your hand. During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Creature
Six (mh3) 370
Timeless Witness

When this creature enters, return target card from your graveyard to your hand. Eternalize {5}{G}{G} ({5}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)

Creature
Timeless Witness (mh2) 358
Tortured Existence

{B}, Discard a creature card: Return target creature card from your graveyard to your hand.

Enchantment
Tortured Existence (plst) STH-74

Recursion

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Wincon

Qty: 3 Price: $46.27
Funeral Room

Enchantment
Funeral Room // Awakening Hall (dsk) 338
Syr Konrad, the Grim

Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. {1}{B}: Each player mills a card. (They each put the top card of their library into their graveyard.)

Creature
Syr Konrad, the Grim (pw23) 5
The Meathook Massacre

When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.

Enchantment
The Meathook Massacre (mid) 348

Wincon

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Land

Qty: 37 Price: $920.44
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Bayou

({T}: Add {B} or {G}.)

Land
Bayou (olgc) 2021B
Bloodstained Mire

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.

Land
Bloodstained Mire (mh3) 352
Boggart Trawler

Creature
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 412
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (sld) 1496
Deathcap Glade

This land enters tapped unless you control two or more other lands. {T}: Add {B} or {G}.

Land
Deathcap Glade (vow) 281
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (2x2) 405
Forest

({T}: Add {G}.)

Land
Forest (sld) 476
Horizon of Progress

{T}, Pay 1 life: Add one mana of any type that a land you control could produce. {3}, {T}: You may put a land card from your hand onto the battlefield tapped. {1}, {T}, Sacrifice this land: Draw a card.

Land
Horizon of Progress (m3c) 78
Marsh Flats

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.

Land
Marsh Flats (spg) 110
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (spg) 111
Nurturing Peatland

{T}, Pay 1 life: Add {B} or {G}. {1}, {T}, Sacrifice this land: Draw a card.

Land
Nurturing Peatland (acr) 114
Overgrown Tomb

({T}: Add {B} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Overgrown Tomb (rvr) 296
Phyrexian Tower

{T}: Add {C}. {T}, Sacrifice a creature: Add {B}{B}.

Land
Phyrexian Tower (mh3) 355
Polluted Delta

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.

Land
Polluted Delta (mh3) 356
Shifting Woodland

This land enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Land
Shifting Woodland (mh3) 357
Spymaster's Vault

This land enters tapped unless you control a Swamp. {T}: Add {B}. {B}, {T}: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)

Land
Spymaster's Vault (mh3) 358
Strip Mine

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land.

Land
Strip Mine (sld) 472
Swamp

({T}: Add {B}.)

Land
Swamp (sld) 1132
Takenuma, Abandoned Mire

{T}: Add {B}. Channel — {3}{B}, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Takenuma, Abandoned Mire (neo) 416
Underground Mortuary

({T}: Add {B} or {G}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Underground Mortuary (mkm) 333
Undergrowth Stadium

This land enters tapped unless you have two or more opponents. {T}: Add {B} or {G}.

Land
Undergrowth Stadium (cmm) 666
Urborg, Tomb of Yawgmoth

Each land is a Swamp in addition to its other land types.

Land
Urborg, Tomb of Yawgmoth (ltc) 375
Urza's Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — This Saga gains "{T}: Add {C}." II — This Saga gains "{2}, {T}: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'" III — Search your library for an artifact card with mana cost {0} or {1}, put it onto the battlefield, then shuffle.

Land Enchantment
Urza's Saga (mh2) 380
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (spg) 113
Volrath's Stronghold

{T}: Add {C}. {1}{B}, {T}: Put target creature card from your graveyard on top of your library.

Land
Volrath's Stronghold (sth) 143
Wasteland

{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Land
Wasteland (ltc) 376
Wastewood Verge

{T}: Add {G}. {T}: Add {B}. Activate only if you control a Swamp or a Forest.

Land
Wastewood Verge (dft) 374
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (mh3) 360
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (mh3) 361
Woodland Cemetery

This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.

Land
Woodland Cemetery (sld) 738
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (mh2) 441

Land

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Removal // Hate

Qty: 10 Price: $18.62
Abrupt Decay

This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.

Instant
Abrupt Decay (otp) 34
Accursed Marauder

When this creature enters, each player sacrifices a nontoken creature of their choice.

Creature
Accursed Marauder (mh3) 80
Assassin's Trophy

Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Instant
Assassin's Trophy (2x2) 372
Cankerbloom

{1}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Cankerbloom (one) 294
Druid of Purification

When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.

Creature
Druid of Purification (sld) 877
Endurance

Flash Reach When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.

Creature
Endurance (spg) 53
Foundation Breaker

When this creature enters, you may destroy target artifact or enchantment. Evoke {1}{G} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Creature
Foundation Breaker (mh2) 160
Haywire Mite

When this creature dies, you gain 2 life. {G}, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.

Creature Artifact
Haywire Mite (bro) 199
Insidious Fungus

{2}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.

Creature
Insidious Fungus (dsk) 321
Season of Loss

Choose up to five {P} worth of modes. You may choose the same mode more than once. {P} — Each player sacrifices a creature of their choice. {P}{P} — Draw a card for each creature that died under your control this turn. {P}{P}{P} — Each opponent loses X life, where X is the number of creature cards in your graveyard.

Sorcery
Season of Loss (blb) 284

Removal // Hate

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Wrath

Qty: 4 Price: $30.46
Blasphemous Edict

You may pay {B} rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield. Each player sacrifices thirteen creatures of their choice.

Sorcery
Blasphemous Edict (fdn) 317
Culling Ritual

Destroy each nonland permanent with mana value 2 or less. Add {B} or {G} for each permanent destroyed this way.

Sorcery
Culling Ritual (stx) 337
Massacre Girl

Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

Creature
Massacre Girl (rvr) 425
Pernicious Deed

{X}, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.

Enchantment
Pernicious Deed (a25) 212

Wrath

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Sideboard

Qty: 6 Price: $60.46
Afterlife from the Loam

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.

Sorcery
Afterlife from the Loam (tdc) 25
Dryad Arbor

(This land isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")

Creature Land
Dryad Arbor (plst) FUT-174
Expedition Map

{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (2xm) 359
Noxious Revival

({G/P} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library.

Instant
Noxious Revival (spg) 73
Steward of the Harvest

When this creature enters, exile up to three target land cards from your graveyard. Creatures you control have all activated abilities of all land cards exiled with this creature.

Creature
Steward of the Harvest (tdc) 48
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (dmr) 442

Sideboard

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A- Hall of Fame

Qty: 6 Price: $13.64
Caustic Caterpillar

{1}{G}, Sacrifice this creature: Destroy target artifact or enchantment.

Creature
Caustic Caterpillar (plst) ORI-170
Insidious Roots

Creature tokens you control have "{T}: Add one mana of any color." Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.

Enchantment
Insidious Roots (mkm) 313
Izoni, Thousand-Eyed

Undergrowth — When Izoni enters, create a 1/1 black and green Insect creature token for each creature card in your graveyard. {B}{G}, Sacrifice another creature: You gain 1 life and draw a card.

Creature
Izoni, Thousand-Eyed (m3c) 267
Stinkweed Imp

Flying Whenever this creature deals combat damage to a creature, destroy that creature. Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)

Creature
Stinkweed Imp (tsr) 332
World Shaper

Whenever this creature attacks, you may mill three cards. When this creature dies, return all land cards from your graveyard to the battlefield tapped.

Creature
World Shaper (ncc) 323
Zuran Orb

Sacrifice a land: You gain 2 life.

Artifact
Zuran Orb (mh2) 300

A- Hall of Fame

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B- Alternate Commander

Qty: 7 Price: $19.17
Coram, the Undertaker

Coram gets +X/+0, where X is the greatest power among creature cards in all graveyards. Whenever Coram attacks, each player mills a card. During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.

Creature
Coram, the Undertaker (m3c) 11
Erinis, Gloom Stalker

Deathtouch Whenever Erinis attacks, return target land card from your graveyard to the battlefield. Choose a Background (You can have a Background as a second commander.)

Creature
Erinis, Gloom Stalker (clb) 230
Glissa Sunslayer

First strike, deathtouch Whenever Glissa Sunslayer deals combat damage to a player, choose one — • You draw a card and you lose 1 life. • Destroy target enchantment. • Remove up to three counters from target permanent.

Creature
Glissa Sunslayer (one) 318
Muldrotha, the Gravetide

During each of your turns, you may play a land and cast a permanent spell of each permanent type from your graveyard. (If a card has multiple permanent types, choose one as you play it.)

Creature
Muldrotha, the Gravetide (fdn) 430
Scion of Halaster

Commander creatures you own have "The first time you would draw a card each turn, instead look at the top two cards of your library. Put one of them into your graveyard and the other back on top of your library. Then draw a card."

Enchantment
Scion of Halaster (clb) 145
Tasigur, the Golden Fang

Delve (Each card you exile from your graveyard while casting this spell pays for {1}.) {2}{G/U}{G/U}: Mill two cards, then return a nonland card of an opponent's choice from your graveyard to your hand.

Creature
Tasigur, the Golden Fang (puma) U13
Teval, the Balanced Scale

Flying Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped. Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.

Creature
Teval, the Balanced Scale (tdc) 8

B- Alternate Commander

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Agadeem's Awakening

Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336
Argoth, Sanctum of Nature

This land enters tapped unless you control a legendary green creature. {T}: Add {G}. {2}{G}{G}, {T}: Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery. (Melds with Titania, Voice of Gaea.)

Land
Argoth, Sanctum of Nature (bro) 256a
Bridgeworks Battle

Sorcery
Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (sld) 1231
Golgari Grave-Troll

This creature enters with a +1/+1 counter on it for each creature card in your graveyard. {1}, Remove a +1/+1 counter from this creature: Regenerate this creature. Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)

Creature
Golgari Grave-Troll (uma) 167
Gravebreaker Lamia

Lifelink When this creature enters, search your library for a card, put it into your graveyard, then shuffle. Spells you cast from your graveyard cost {1} less to cast.

Creature Enchantment
Gravebreaker Lamia (thb) 314
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (m21) 375
Honest Rutstein

When Honest Rutstein enters, return target creature card from your graveyard to your hand. Creature spells you cast cost {1} less to cast.

Creature
Honest Rutstein (otj) 370
Matzalantli, the Great Door

Artifact
Matzalantli, the Great Door // The Core (lci) 387Matzalantli, the Great Door // The Core (lci) 387
Meren of Clan Nel Toth

Whenever another creature you control dies, you get an experience counter. At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.

Creature
Meren of Clan Nel Toth (sld) 52
Overlord of the Balemurk

Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.

Creature Enchantment
Overlord of the Balemurk (dsk) 377
Palantír of Orthanc

At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.

Artifact
Palantír of Orthanc (ltr) 381
Sanguine Spy

Menace, lifelink {1}, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.

Creature
Sanguine Spy (snc) 420
Tangled Florahedron

Creature
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211
The Mycotyrant

Trample The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings. At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)

Creature
The Mycotyrant (lci) 305
Titania, Voice of Gaea

Reach Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life. At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.

Creature
Titania, Voice of Gaea (bro) 193
Toxic Deluge

As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.

Sorcery
Toxic Deluge (2xm) 345

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Abhorrent Oculus

As an additional cost to cast this spell, exile six cards from your graveyard. Flying At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)

Creature
Abhorrent Oculus (dsk) 344
Awaken the Honored Dead

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent. II — Mill three cards. III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.

Enchantment
Awaken the Honored Dead (tdm) 170
Bramble Familiar

Creature
Bramble Familiar // Fetch Quest (woe) 283
Breeding Pool

({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Breeding Pool (rvr) 293
Chthonian Nightmare

When this enchantment enters, you get {E}{E}{E} (three energy counters). Pay X {E}, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.

Enchantment
Chthonian Nightmare (mh3) 330
City of Brass

Whenever this land becomes tapped, it deals 1 damage to you. {T}: Add one mana of any color.

Land
City of Brass (2x2) 403
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (2xm) 349
Death Begets Life

Destroy all creatures and enchantments. Draw a card for each permanent destroyed this way.

Sorcery
Death Begets Life (tdm) 354
Demonic Counsel

Search your library for a Demon card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for any card, put it into your hand, then shuffle.

Sorcery
Demonic Counsel (dsk) 310
Doom Whisperer

Flying, trample Pay 2 life: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Creature
Doom Whisperer (sld) 1763
Dredger's Insight

Whenever one or more artifact and/or creature cards leave your graveyard, you gain 1 life. When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)

Enchantment
Dredger's Insight (dft) 159
Flare of Malice

You may sacrifice a nontoken black creature rather than pay this spell's mana cost. Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.

Instant
Flare of Malice (mh3) 331
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (mh3) 353
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (ice) 353
Golgari Rot Farm

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {B}{G}.

Land
Golgari Rot Farm (2x2) 406
Grim Flayer

Trample Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.

Creature
Grim Flayer (2x2) 380
Havengul Lich

{1}: You may cast target creature card in a graveyard this turn. When you cast it this turn, this creature gains all activated abilities of that card until end of turn.

Creature
Havengul Lich (c17) 173
Hedge Maze

({T}: Add {G} or {U}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Hedge Maze (mkm) 326
Island

({T}: Add {U}.)

Land
Island (sld) 360
Kishla Skimmer

Flying Whenever a card leaves your graveyard during your turn, draw a card. This ability triggers only once each turn.

Creature
Kishla Skimmer (tdm) 201
Lotus Field

Hexproof This land enters tapped. When this land enters, sacrifice two lands. {T}: Add three mana of any one color.

Land
Lotus Field (slc) 2023
Malevolent Hermit

Creature
Malevolent Hermit // Benevolent Geist (dbl) 61Malevolent Hermit // Benevolent Geist (dbl) 61
Mana Confluence

{T}, Pay 1 life: Add one mana of any color.

Land
Mana Confluence (sld) 1012a
Massacre Wurm

When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.

Creature
Massacre Wurm (m21) 316
Morphic Pool

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {B}.

Land
Morphic Pool (zne) 17
Mulldrifter

Flying When this creature enters, draw two cards. Evoke {2}{U} (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

Creature
Mulldrifter (2x2) 349
Primeval Titan

Trample Whenever this creature enters or attacks, you may search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.

Creature
Primeval Titan (sld) 221
Reanimate

Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to its mana value.

Sorcery
Reanimate (puma) U12
Rejuvenating Springs

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.

Land
Rejuvenating Springs (cmm) 662
Rise of the Witch-king

Each player sacrifices a creature of their choice. If you sacrificed a creature this way, you may return another permanent card from your graveyard to the battlefield.

Sorcery
Rise of the Witch-king (ltr) 221
River Kelpie

Whenever this creature or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
River Kelpie (ltc) 524
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (spg) 112
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put this artifact on top of its owner's library.

Artifact
Sensei's Divining Top (2x2) 398
Siren Stormtamer

Flying {U}, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.

Creature
Siren Stormtamer (lcc) 171
Slimefoot and Squee

Whenever Slimefoot and Squee enters or attacks, create a 1/1 green Saproling creature token. {1}{B}{R}{G}, Sacrifice a Saproling: Return this card and up to one other target creature card from your graveyard to the battlefield. Activate only as a sorcery.

Creature
Slimefoot and Squee (moc) 447
Squirming Emergence

Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.

Sorcery
Squirming Emergence (lci) 386
Teval's Judgment

Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn — • Draw a card. • Create a Treasure token. • Create a 2/2 black Zombie Druid creature token.

Enchantment
Teval's Judgment (tdc) 28
Thassa's Oracle

When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each {U} in the mana costs of permanents you control counts toward your devotion to blue.)

Creature
Thassa's Oracle (sld) 1280
Titans' Nest

At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) Exile a card from your graveyard: Add {C}. Spend this mana only to cast a spell that's one or more colors without {X} in its mana cost.

Enchantment
Titans' Nest (iko) 347
Trailtracker Scout

{T}: Add one mana of any color. Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)

Creature
Trailtracker Scout (blc) 68
Traverse the Ulvenwald

Search your library for a basic land card, reveal it, put it into your hand, then shuffle. Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.

Sorcery
Traverse the Ulvenwald (soi) 234
Tropical Island

({T}: Add {G} or {U}.)

Land
Tropical Island (olgc) 2019
Undercity Sewers

({T}: Add {U} or {B}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Undercity Sewers (mkm) 332
Underground Sea

({T}: Add {U} or {B}.)

Land
Underground Sea (olgc) 2016EU
Underworld Breach

Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step, sacrifice this enchantment.

Enchantment
Underworld Breach (spg) 9
Victimize

Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.

Sorcery
Victimize (spg) 23
Watery Grave

({T}: Add {U} or {B}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Watery Grave (rvr) 301
Wight of the Reliquary

Vigilance This creature gets +1/+1 for each creature card in your graveyard. {T}, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Wight of the Reliquary (mh3) 460

Maybeboard

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Tokens & Extras

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Titania, Gaea Incarnate

Vigilance, reach, trample, haste Titania's power and toughness are each equal to the number of lands you control. When Titania enters, return all land cards from your graveyard to the battlefield tapped. {3}{G}: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.

Creature
Titania, Gaea Incarnate (bro) 256b

Tokens & Extras

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Deck Info

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48 pips - 36 cards
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46 pips - 34 cards
19 mana - 19 cards
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6 mana - 6 cards
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Description

{"ops":[{"insert":"Introduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Doesn’t it feel great when you get an explosive turn with a lot of things going on ? Do you like quoting the "},{"attributes":{"italic":true},"insert":"“I can do this all day!”"},{"insert":" whenever you take any removal and come back for the third time in a row ?\nTHIS is what the deck is about ! It is about finding the right tool for the situation and enduring the elements in the storm of a four player EDH game, then becoming the threat from the graveyard. Waiting Line is a self-mill deck with a lot of options in our “hands”. "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" adds a very reliable way to “draw” cards through our many grave filling outlets, on top of other advantages she gives to us.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"IMPORTANT NOTE :"},{"insert":" I play in a playgroup where we soft banned some cards for the sake of balance in games. "},{"insert":{"card-link":"Sol Ring"}},{"insert":" being the best exemple. Since the one who plays the famous turn one sol ring gets instantly way more chances to win the game, we don’t play those kinds of cards (fast mana). We also tend to avoid infinite combos in our deck as it is very hard to build a “casual” deck with combos without winning games out of nowhere just because we topdecked a key card after two hours of passing turns. Big staples of the format and tutors are also considered wisely as they can easily reverse the state of a game. "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", "},{"insert":{"card-link":"Rhystic Study"}},{"insert":", "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" or even "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are few examples of cards we hardly consider in our decks due to their very high impact on the game and their capacity to off-balance any situation."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n* * *\n\nKagha vs Similar Commanders"},{"attributes":{"header":2},"insert":"\n"},{"insert":"At first glance, for our strategy, "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" doesn’t seem to be a good commander. But, first of all, who really needs a reason to choose a commander over another one since we are playing in casual EDH ? Let’s do some thinking anyway.\nStarting with a quick overview of what Kagha offers us. Yes she isn’t a big splashy creature, but milling two cards per turn for 4 manas is just below the average ratio which is balanced by the upside of always having access to it. Her second ability allows us to cast permanents and play lands among cards we milled during the turn; it turns Kagha into a very good card advantage once we set up a few mill engines. Finally, being a 1/4 with deathtouch when she attacks makes her really hard to block and your opponent will frequently let her deal that one damage to them.\n\n"},{"attributes":{"italic":true},"insert":"Coram, the Undertaker"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Coram, the Undertaker"}},{"insert":" released in Modern Horizon 3 seems to be a better leader for the deck, he virtually mills more cards, is a bigger threat and adds Red to our color palette. Although, our strategy is very focused on milling and reanimating lands and creatures, and red doesn’t add many cards to help us outside of the wheels, such as "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" or big recursion cards as "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". Of course there are some fun interactions with the first ability of Coram and the option to cast any type of spells milled is a clear upside, but I personally felt like it wasn’t worth losing the consistency of a bicolor deck. Also, Coram being a bigger threat because of his first ability, and because he allows us to cast cards from our opponents, make him a target for removal spells, while Kagha is rarely worth investing mana AND a single target removal to get her off the board. She will more likely stick on the board and do what we want her to do : mill a few cards and use her passive ability to cast those cards.\n\n"},{"attributes":{"italic":true},"insert":"The Gitrog Monster and Old Stickfingers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As we’re playing a self-mill deck where we seek both lands and creatures in our graveyard, some other golgari commanders could fit. "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is a very popular card for graveyard decks, but I decided to avoid it. Gitrog makes half the cards of the deck work too well and it’s too easy to combo or storm off with only a few pieces. The card is simply too powerful, I played with it in the 99 in previous versions and each time I got it, it was just overwhelming, almost drew my entire deck and even lost a game because I was out of cards. Gitrog could be an excellent piece in the deck for sure as well as an excellent commander instead of Kagha, but I find games more fun when my deck doesn’t rely on one single card to win.\nThe other golgari option for the deck would be "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":". I haven’t tried him in the command zone yet. I know he would fill the graveyard with much more efficiency, but I’m afraid the lack of card advantage will be a huge downside when we will face situations where we are at disadvantage compared to our opponents.\n\n* * *\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As this deck is intended to be casual, there are hundreds of ways to win a game, but we have few main routes to follow as guidelines when playing.\nThe key card of this deck is obviously "},{"insert":{"card-link":"Living Death"}},{"insert":" which capitalize on us filling our graveyard during the game. If we want our sweet mass reanimation sorcery to even do something, it will be important to amass a good amount of creature cards in our graveyard. However, casting Living Death (or copies of LD such as "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" or our brand new "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":") doesn’t make us win on the spot. It requires us to wait a full turn and try to kill an opponent by combat damage with the high risk of suffering from a board wipe or even being killed by the creatures we brought back to life (in case of Living Death and Bringer). "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":" (or Funeral Room) is exactly what we aim for ! Assembling those pieces together with a way to kill/sacrifice our reanimated creatures will give us victory, it could be either "},{"insert":{"card-link":"Massacre Girl"}},{"insert":" (which can be very hard to resolve sometimes), "},{"insert":{"card-link":"Viscera Seer"}},{"insert":" or an "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":".\nOne of the very interesting situations with Living Death is casting it with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in our graveyard. It allows us to cast Living Death without any risk, even if we don’t win on the spot, Witness’ ETB will give us back our precious reanimation. If we happen to have one of our sac outlets, we are now able to repeat this process over and over as long as we have enough mana to do so.\nThe last card I haven’t talked about yet is "},{"insert":{"card-link":"Season of Loss"}},{"insert":". It’s a mildly efficient win condition, but at a late stage of a game, doing even 10 or 15 damage to each opponent may be enough to close the game. In addition, its versatility is worth playing it as a kill.\n\n* * *\n\nGameplan & Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aaah finally, the core part of the deck, the essence of it. We’ll discuss very important cards and some of the main shenanigans.\n\n"},{"attributes":{"italic":true},"insert":"The Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Even if we have a mill engine in the command zone, we will try to assemble two or three more of them on the field. "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":", "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" or "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":" will constantly put cards in both our graveyard and our hands, keeping us in the fight to survive. On the other hand, cards such as "},{"insert":{"card-link":"Blossoming Tortoise"}},{"insert":" will do the same job except instead of filling our hands they will make us ramp each turn. All those cards are good to play in the first 4 or 5 turns, but they become very slow the more the game progress, while pieces like "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":" or "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" will fill our graveyard with many more cards in a single turn, and will set us up for an upcoming big turn.\nDuring the time we will take to create a good grave pile, we also have at our disposal a lot of interactions to keep the board state at our advantage. Most of them are also permanent spells and benefit from our various recursion pieces.\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Amulet of Vigor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Big turns require a lot of mana. Thus we have ways to create this large amount of mana. Filling our graveyard with creatures also fills it with lands so we play cards such as "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"World Shaper"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" to bring them directly onto the battlefield. Although, all of them make lands enter tapped, so "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" will help a lot to get that mana instantly and continue our big turn.\n"},{"attributes":{"strike":true},"insert":"Both "},{"attributes":{"strike":true},"insert":{"card-link":"Amulet of Vigor"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Zuran Orb"}},{"attributes":{"strike":true},"insert":" are legal targets of "},{"attributes":{"strike":true},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"strike":true},"insert":" third ability, all three are playable through "},{"attributes":{"strike":true},"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"attributes":{"strike":true},"insert":"'s ability so it’s not very hard to get at least one of them each game."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Culling Ritual"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In our mana starving journey, "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" is our savior. It’s one of our easiest ways to get tons of mana in a single turn for a cheap cost. We are playing a deck that WANTS to survive until late turns, Culling Ritual acts both as a quite good board wipe in the early stage of the game, and will give us time to build up a bigger graveyard. It can put our creature into our graveyard before attempting to cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" in addition to giving us enough mana to do so. By experience in my playgroup, Culling Ritual gives me between 5 and 10 mana, removing my own stuff, dorks, and a few value pieces of my opponents.\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Shifting Woodland"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" is one of the craziest cards that have been printed in the last sets, and this deck doesn’t make an exception. We play a large amount of land reanimation and our graveyard is constantly full of good stuff to copy. Delirium is also not a problem at all as we play a fair amount of any type of card, plus some of them being two typed : "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":", "},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" or "},{"insert":{"card-link":"Haywire Mite"}},{"insert":" for examples.\nAmong the endless possibilities of Shifting Woodland, some are really good to keep in mind while playing the deck. First of all, "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" is a very good target as we can’t really reanimate artifacts except with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":"-like effects and it pretty much allows us to cast a sac outlet at instant speed.\nThen, we have our Duskmourn baby "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" the investment in mana is monstrous, but it gives us access to almost a fourth Living Death, by paying 2GG, copying FR//AH, then paying 6BB to unlock Awakening Hall for a total cost of 8BBGG.\nOne of my favorite tricks is to use the Shifting Woodland synergy with "},{"insert":{"card-link":"Angel of Suffering"}},{"insert":" to make every opponent think twice before swinging at us. This goes to a point where if they deal enough damage to mill our entire library, we don’t even lose the game, we may use Shifting Woodland to copy our "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" (which IS in our graveyard, as we milled our entire deck) during our next upkeep. The Lich saves us from losing the game and we can play our big turn with our entire deck.\nShifting Woodland also has a very interesting interaction with "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":" as we are able to reanimate our lands repetitively for a total mana cost of 5GGG. "},{"attributes":{"strike":true},"insert":"This is a very powerful interaction with "},{"attributes":{"strike":true},"insert":{"card-link":"Amulet of Vigor"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Zuran Orb"}},{"attributes":{"strike":true},"insert":", allowing us to gain infinite life and mana. It made me think about removing Zuran Orb from the deck to avoid this kind of combo, but, in the end, it requires so much setup on board that it’s very easy to disrupt, and infinite life and mana isn’t an auto win anyway. So I thought it was fine to keep all the cards, although I keep an eye on them in each game and Zuran Orb is still on the edge of being cut for this reason."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Survival of the Fittest"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aaaah tutors… I know playing them is controversial in some playgroups, so you may replace them with other good cards if you like. That being said, let me introduce you : "},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" ! Maybe the biggest nuclear button of the deck. You only need that sweet lil’ burst of mana we spoke about earlier and a creature card in hand. Then you can assemble a grave pile composed of whatever your heart feels like good. My advice would be to aim for "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", "},{"insert":{"card-link":"Viscera Seer"}},{"insert":", and then "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":". If you have enough mana, you can even assemble another mana burst with "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Tiller Engine"}},{"insert":". If you also have a second creature card in hand we can instead keep Viscera Seer and Bringer in hand and "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in graveyard, cast Seer, cast Bringer, then sacrifice both of them in response to the reanimation trigger.\nAnyway, as Shifting Woodland, Survival is a card that requires you to be creative and improvise a solution adapted to the situation.\n"},{"attributes":{"underline":true,"bold":true},"insert":"NOTE :"},{"insert":" Survival of the Fittest is one of the big staples of the format I spoke about in the introduction, it’s still a card I want to test, but I’ll remove it if it’s too game breaking."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Bygone Marvels & Peerless Recycling"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These two cards have a very weird role in the deck. May look like a nonbo with our commander, as they are non-permanent spells, but we can’t run 4 copies of "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" in our deck, and returning to hand multiple cards at once is a huuuuuge upside, especially during those BIG turns. If they are milled, well, too bad I guess, but with one of them in hand, we instantly become more resilient to any attempt to disrupt us, any permanent wipe means suddenly nothing when you can immediately cast a "},{"insert":{"card-link":"Peerless Recycling"}},{"insert":" to bring back two key pieces at low cost. "},{"insert":{"card-link":"Bygone Marvels"}},{"insert":" is a sorcery sadly, but it almost always brings back three cards for one.\n\n"},{"attributes":{"italic":true},"insert":"Tutors Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" : Our legal targets for Urza's Saga's last ability are "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":", "},{"insert":{"card-link":"Expedition Map"}},{"insert":" and "},{"insert":{"card-link":"Haywire Mite"}},{"insert":". Amulet is usually our main target here, as it enables sooo many lines of play, but if we already have it (or a copy of it as "},{"insert":{"card-link":"Tiller Engine"}},{"insert":") on board, we can go for the others as needed. Although, if you have a Tiller Engine on board, I still recommend searching for Amulet, Tiller is pretty easy to remove as it's a creature, so it's safer to get your backup, plus double untap is very powerful on big turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Expedition Map"}},{"insert":" : Outside of fixing color and assuring land drops, Map gives us access to a bunch of good to awesome utility lands. "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" is a bad one, but sometimes we will need a creature in our hands to activate our Fauna Shaman or our Survival of the Fittest. "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" and "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" help us fix colors, but much more importantly, they will keep our fetchlands useful at any point of the game and will prevent loss of life from our painlands (except for "},{"insert":{"card-link":"City of Brass"}},{"insert":"). "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" and "},{"insert":{"card-link":"Volrath's Stronghold"}},{"insert":" add more resilience, lands are hard to remove and having recursion pieces among our lands will make us way harder to stop. Finally, search for "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" when you want to start the reanimation loops in one or two turns but need your "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" or "},{"insert":{"card-link":"Tiller Engine"}},{"insert":" in your graveyard beforehand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fauna Shaman"}},{"insert":" : Shaman is very similar to Survival of the Fittest, however as it's a creature and much slower than Survival, you will need to keep in mind that each tutor you do with it could be the last one. Search in priority for your big value engines such as "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":" or key pieces as "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":". Also feel free to use it as a discard engine to fill your graveyard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mausoleum Secrets"}},{"insert":" : Well, this card is very dangerous due to the instant speed, if your opponents are used to playing against this deck, having a Mausoleum Secrets up is scary as hell. You can search for any black card in your deck, aim for "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" if you need a mana enabler and for "},{"insert":{"card-link":"Living Death"}},{"insert":" if you are already prepared to start your loops. Of course these two cards are the most common targets, but you may choose any useful card adapted to your situation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" : See chapter above about "},{"attributes":{"underline":true,"italic":true},"insert":"Survival of the Fittest"},{"insert":" ▲"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lively Dirge"}},{"insert":" : Tutor and reanimation in one card, Lively Dirge is a tool with so many uses ! With "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":", we are able to play any permanent card put into our graveyard with Dirge and still reanimate another creature. A very common line with Dirge is having either Living Death or Eternal Witness in graveyard and searching for the other then reanimating Witness to get back our Living Death. Searching for "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" or "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" is also an option. If you have enough mana, pay the cost for the reanimation anyway, this way, even if someone destroys Kagha you can bring it back and still cast FR//AH or Bringer from your grave."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n* * *\n\nProblem Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, if you play this deck, and if you, in general, are interested in this kind of deck, you already know what cards we fear the most : Grave Hate. In casual EDH we rarely see colorless grave hate such as "},{"insert":{"card-link":"Tormod's Crypt"}},{"insert":" or "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":", but this could be part of the pregame discussion "},{"attributes":{"italic":true},"insert":"“Do you play grave hate in your deck ? So I can adapt my plays to this information”"},{"insert":". Don’t refuse to play against the deck with grave hate, we are “equipped” to face that, and fun comes from adversity !\nA lot of grave hate pieces are either artifacts of enchantments, for example : "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", "},{"insert":{"card-link":"Leyline of the Void"}},{"insert":", "},{"insert":{"card-link":"Soulless Jailer"}},{"insert":", or "},{"insert":{"card-link":"Grafdigger's Cage"}},{"insert":". For those we have A LOT of removals such as "},{"insert":{"card-link":"Caustic Caterpillar"}},{"insert":". For any other type of grave hate, we have "},{"insert":{"card-link":"Endurance"}},{"insert":". Creature based grave hate like "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" is the biggest problem for us, we have few creature removal, sooo… get lucky ! After we get rid of the hate piece, if our graveyard was exiled we can still rebuild pretty easily and try again.\nAs a rule of thumb, if you know there’s a chance your opponents play grave hate (generally white and/or black decks does), try to keep hands with Artifact/Enchantment removal, do not commit your graveyard into an exile, and if you have the chance to draw Endurance, keep it up all time.\n\nAs a second big threat for us, other reanimator decks are still very annoying, they play more expensive creatures with game breaking effects. So when playing against them, we must be careful of when we cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" to not just give them the victory. For blink/ETB decks, the situation is the same, effects like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" could kill us if we don’t pay too much attention to our opponents' graveyards.\n\n* * *\n\nCard Log"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, let's talk about "},{"insert":{"card-link":"Zuran Orb"}},{"insert":". This was in the deck for many versions, but recently the deck became more and more consistent, so much that Zuran Orb became a combo piece. It has been swapped for anti grave hate.\nAdded "},{"attributes":{"bold":true},"insert":{"card-link":"Expedition Map"}},{"attributes":{"bold":true},"insert":". "},{"insert":"As a third target to "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", Expedition Map may search for Saga, "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" and "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":".\nRemoved Argoth and "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":", as the setup needed to reanimate our lands is too slow --> Added "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":" as pure value cards. Quarry could be useful to setup a good Living Death and just reanimate a key piece, but I'm not fully convinced yet.\n\n* * *\n\nAchievements"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#c285ff","italic":true},"insert":"[04/07/2024 23:30] "},{"attributes":{"underline":true,"italic":true,"color":"#c285ff","bold":true},"insert":"Grave Puzzlebox"},{"insert":" : Longest turn. Win after a 45 min turn.\n\n* * *\n\nConsidering Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Deeproot Wayfinder"}},{"attributes":{"strike":true},"insert":" : Wayfinder isn't a big splashy card, and doesn't add much to the strategy, but it's a very good early ramp card with all the fetchlands ("},{"attributes":{"strike":true},"insert":{"card-link":"Verdant Catacombs"}},{"attributes":{"strike":true},"insert":") we play and may anyway filters our top deck to gain a quality advantage. Of course, it can also bring back our key lands milled and/or removed during the game."},{"insert":"\n"},{"insert":{"card-link":"Entomb"}},{"insert":" : With our commander, Entomb is a tutor for any permanent card in our deck, land included, we already play "},{"insert":{"card-link":"Lively Dirge"}},{"insert":" for the same reasons. However, it lacks the versatility Dirge has.\n\n"}]}
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