ABOUT THIS DECK
This version of Varolz, the scar-striped is not typical for this commander. Instead of building around Varolz himself, this deck is instead built around the card shadowborn apostle. Shadowborn apostle allows you to break rule 903.5b: "Other than basic lands, each card in a Commander deck must have a different English name". This particular deck runs 30 copies of Shadowborn apostle.
Varolz, the scar-striped was chosen mainly because he is the best commander to pair with the apostles, due to his colors and a few unexpected tricks.
PROS
Quick and aggressive.
Large creatures.
Can combo-out.
Shadowborn Apostles allow for a very predicable and reliable deck, since they take up 30 slots.
CONS
Very little removal / board control.
Use life and creatures as a resources.
Very graveyard reliant.
Shadowborn Apostles allow for very little card variance, since they take up 30 slots.
SHADOWBORN APOSTLES:
ANY NUMBER OF COPIES:
For those unfamiliar with Shadowborn Apostle the concept is simple. This card allows you to have any number of cards named Shadowborn Apostle in your deck. This allows you to break the commander rule of one copy of a card per deck. This allows you to abuse cards like Thrumming Stone and Bloodbond March.
DEMON FETCHING:
Six apostles can fetch you any demon from your library and put in directly onto the battlefield. While this ability is power, it's only really used to find Rune-Scarred Demon, Since this demon alone fetches your win condition. Only two other demons are in the deck Westvale Abbey and Demon of Death's Gate.
DEVOTION: Shadowborn Apostles work great with devotion mechanic. Lately I've been using Mogis's Marauder or Gray Merchant of Asphodel as my primary win conditions. Mogis's Marauder gives everything haste and intimidation which is great for single player matches while Gray Merchant of Asphodel is great for multiplayer since the life swap effect hits all opponents and is usually fatal.
SCAVENGE:
Varolz's scavenge ability is most powerful when used with Phyrexian Dreadnought or Death's Shadow. This allows a huge 12/12+ creature as early as turn 3 or 4. This general can also cheaply turn dead apostles into +1/+1 counters, which is great for reestablishing board presence after a wipe.
REGENERATION AND SAC ENGINE:
Varolz is hard to kill when you have an army of apostles. His regeneration ability is also a great sac engine, when needed. It can trigger morbid for Skirsdag High Priest , It can put a Genesis in the graveyard, or used to flip Liliana, Heretical Healer.
Since there are 35 land, 30 shadowborn apostles, and 1 commander that only leaves room for 34 other cards in the deck which makes card selection is very important. For example: There are not many spells or cards that have a one time effect because reusability is important. In this section we'll go over each card in the deck in alphabetical order. I'll tell you why they were chosen, and which cards they have synergy with. For lands we'll only mentions ones with powerful special abilities. At the end we'll go over some notable omissions and alternative card choices.
Black Sun's Zenith:
Late game board wipe. It shuffles back into your library after it is used. It's able to kill indestructible creatures. It's low mana cost is great for Dark Tutelage and Dark Confidant.
Bloodbond March:
One of the best grave return cards in the deck. It returns ALL the apostles from the graveyard to the battlefield each time one is cast!
SYNERGY:Varolz, the Scar-Striped + Rotlung Reanimator or Xathrid Necromancer: If you're about to cast a Shadowborn Apostle, first sacrifice all your apostles to Varolz to create a bunch of 2/2 zombies. Then cast the new apostle to bring them all back!
Corrosive Mentor:
Having all your black creatures gain wither makes them extra deadly. Great for dealing with indestructible creatures or using the apostles to chump block.
Crypt of Agadeem:
Mana ramp when you have a grave full of apostles. It's great mid-late game or after a board wipe.
SYNERGY: If you have all the apostles out with the Thrumming Stone combo, you can sacrifice them all to Varolz, the Scar-Striped, activate this land, then have enough mana to salvage ALL the apostles to pump your other creatures!
Dark Confidant
With 35 land and 30 shadowborn apostles you will not be taking much damage to draw an extra card. In fact, the average converted mana cost of the whole deck is 1.30. Dark confidant has the added bonus of also being a creature which means you can easily tutor for him.
Death's Shadow: WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the scar-striped. Casting this with 13 of more life instantly kills it which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 13 +1/+1 counters to any creature for only BB!
Demonic Tutor:
What would a demon themed deck be without demonic tutor? Pay 1B to find any card in your deck. Optimal choice varies. See the strategy section for suggestions.
Demon of Death's Gate:
Sacrificing three apostles for this powerhouse is well worth it and can lead to early wins if your opponent(s) don't have a solution. This demon has flying and trample makint it a great target for salvage. Being a demon, he can also be fetched with the Shadowborn Apostles.
Diabolic Intent:
Exactly like demonic tutor but requires a creature to be sacrificed. Optimal choice varies. See the strategy section for suggestions.
Dryad Arbor:
This is a great forest substitute. In the graveyard it can be salvaged for 0. A free +1/+1 counter!
Earthcraft:
Tap your creatures for mana! This is amazing ramp since you'll have a lot of apostles on the board.
SYNERGY: Attach Underworld Connections to a basic land. You can continually untap that basic land with creatures to draw cards! SYNERGY: If you play Yawgmoth's Will, you can tap each returned apostle to bring out the next one from the grave.
Essence Warden:
This card helps you regain a lot of the life that you lose to power the card draw.
Gaea's Cradle:
This card is very expensive and definitely not required for the deck. However, it's a great mana producer.
Genesis:
He is best when in your graveyard. Paying 2G to return any creature to you hand is decent. When needed he has a solid 4/4 body.
SYNERGY: Find Genesis with Survival of the Fittest then immediately discard him to find something else, putting him in your graveyard so you can activate his ability. SYNERGY: Play him, then sacrifice him to Varolz, the Scar-Striped to put him in your grave.
Gray Merchant of Asphodel: WIN CONDITION: He hits all opponents. In multiplayer games this should be your go to win condition.
Liliana, Heretical Healer -flip- Liliana, Defiant Necromancer
The creature half of this card has lifelink which is valuable to regain the life lose from card draw effects. When she flips she also generates a 2/2 zombie to chump block. Being "human cleric" also triggers Rotlung Reanimator and Xathrid Necromancer if she dies early (not from flipping). The planewalker side allows for great return effects. You can discard an apostle with her first ability, and get it back with the second. The emblem is amazing if you get it out. She goes into the grave as a creature which makes returning her to play easy.
SYNERGY:Varolz, the Scar-Striped has a sac ability which can easily flip her by sacrificing an apostle.
Mogis's Marauder: WIN CONDITION: This card gives all of your apostles (and other creatures) haste and intimidation allowing them to attack unblocked right away. A great finisher when comboing-out with Thrumming Stone.
SYNERGY:Survival of the Fittest you should discard a shadowborn apostle to fetch Death's Shadow, then discard Death's Shadow for the Phyrexian Dreadnought, finally discarding the Dreadnought for Mogis's Marauder. If you have your general, you can salvage both for a total of 25 +1/+1 counters then drop the marauser to give him intimidate killing them with general damage!
Nullmage Shepherd:
Amazing artifact and enchantment removal. You can tap creatures (including itself) the same turn it comes out. This is a very common tutor target.
Nykthos, Shrine to Nyx:
Shadowborn apostles are great with devotion and this card is proof. Great mana producer.
SYNERGY: If you have them all apostles out with the Thrumming Stone combo. You can trigger this card to add a bunch of mana, then sacrifice them all to Varolz, the Scar-Striped. Now salvage all 30 of them to pump up your other creatures!
Oversold Cemetery:
a great graveyard return spell. Your graveyard will normally have more than 4 dead creatures since about 50% of the deck are creature cards.
Pendelhaven:
This is great at pumping up your apostles early game allowing them to block and kill larger creatures.
Phyrexian Arena:
Paying 1 life each turn for an additional card is amazing. filling your hand is needed to run this deck smoothly.
Phyrexian Dreadnought WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the Scar-Striped. you can cast it and immediately sacrifice itself which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 12 +1/+1 counters to any creature for only 2!
SYNERGY: by using Survival of the Fittest to chain finding and discarding creatures you can fill your graveyard with this and Death's Shadow for easy salvage targets when needed.
Raven's Crime:
Not much to look at first glance. However this is normally an MVP when you go into late game. With lots of draw effects you'll draw more lands than you need. Raven's crime allows you to discard those lands for a devastating discard effect!
Rogue's Passage:
This is used to make large creatures who have been the target of salvage to hit your opponent without risk.
Use to get the assassin's created by Vraska the Unseen to hit for the win.
Rotlung Reanimator:
This cards is essentially board wipe protection. However you'll occasionally need to sacrifice creatures and this card will shine.
SYNERGY: I've won a few games after wiping the board with Black Sun's Zenith and being the only one with creatures afterwards. SYNERGY: With this card and Bloodbond March and Varolz, the Scar-Striped you can sacrifice all the apostles to the general, then cast the one apostle to bringing them all back. Free Zombies!
Rune-Scarred Demon:
A truly demonic tutor! This card the demon you want to search for when you have 6 shadowborn apostle on the field. It will find the win-con you need which will probably be Mogis's Marauder or Gray Merchant of Asphodel. Since this card cannot be summoned by apostles when it's in your hand, If you start with it you might considering taking a mulligan.
Shadowborn Apostle:
The main card the deck is built around. These guys are like the oil in the engine that makes everything run so smoothly.
SYNERGY: with VAROLZ, THE SCAR-STRIPED you can trigger morbid making 5/5 flier when you need them!
SKULLCLAMP:
With all the 1/1 apostles, this is a cheaper and long lasting Alter's reap. However don't sacrifice too many or you'll be losing to much board presence! shadowborn aposltes make up less than 1/3 of the deck, so be careful on how many your sacrificing, because you won't normally get as many in return.
SOL RING:
Pay 1 to add 2 mana. Best ramp in EDH. 'nuff said.
SYLVAN LIBRARY:
Each turn you choose which of the three top cards you want to draw. You can draw more for 4 life a card, but I wouldn't recommend unless you have to or have some extra life.
THRUMMING STONE
The main component for the Thrumming stone combo. With 30 apostles the ripple effect has about a 92% chance of finding and casting all of them.
SYNERGY: With all the shadowborn apostles out, you sacrifice 6 of them for rune-scarred demon to find a win-condition.
UNDERWORLD CONNECTIONS:
This one is very much like phyrexian arena, but it can be played and tapped on the same turn it comes out which is an added bonus for mid-late game.
SYNERGY: If you attach this to a basic land, with EARTHCRAFT you can untap that basic land with one of your creatures allowing you to draw even more cards per turn!
VRASKA THE UNSEEN: WIN CONDITION: a very versitile card. Costs 5 mana to destroy any non-land permanent which can possibly go off a second time. If a foe is worried about him, be might throw a few creatures killing them on contact. It can also be used as a win condition.
SYNERGY: use BLACK SUN"S ZENITH to wipe the board of creatures before you drop the assassins. SYNERGY:MOGIS'S MARAUDER can give the tokens haste and initimiate for an unexpected win. SYNERGY: use ROGUE'S PASSAGE to make the assassin's unblockable
VOLRATH'S STRONGHOLD:
Any land that can also return creatures from the graveyard is more than welcome in this deck.
WORLDLY TUTOR:
The only instant in the deck. Cast at the end of your opponent's turn to set up for your next draw. In early game I normally fetch DARK CONFIDANT so I have card draw.
DELRAICH
Sacrificing three apostles for this powerhouse is well worth it. Since delraich has trample it make a great target for salvage.
PRAETOR'S COUNSEL
This is another straight forward card. You can scoop your whole graveyard to you hand. it can return non-creatures to your hand so use it wisely.
DEATHRITE SHAMAN
Used early game for extra mana production. Late game it can remove key cards from your opponent's grave, ping all opponents for 2 damage, or regain some lost life.
CAVERN OF SOULS
Great to protect your apostles when you cast them. However Most of the time I just need black mana, so a swamp is normally just as good. Also only produced colorless mana for anything that isn't a creature of the declared type.
TRIBAL FORCEMAGE
This guy can pump all your shadowborn apostles. Essentially a mini overrun tied to a creature that can be returned to your hand and recast.
CONTAMINATION
A total mana lock out for anyone who is not playing black. I personally don't like this sort of card in EDH but definitely powerful and you might consider it depending on your playgroup.
BLACK MARKET
This card is great at producing mass quantities of mana.
HELM OF POSSESSION
If you like taking over your opponent's creatures, by all means add this card.
This deck shines in early game. While other people are setting up for the long haul you can drop some serious threats early in the game and strike first.
EARLY THREATS:
1) If your opening hand starts with a DELRAICH or DEMON OF DEATH'S GATE you can get them in play as soon as turn 2 by sacrificing some apostles. Having a large creature with trample early game is brutal and demands attention from your opponents.
2) If your opening hand starts with a DEATH'S SHADOW or a PHYREXIAN DREADNOUGHT then getting your general in play so you can salvage them should be high priority.
3) SKIRSDAG HIGH PRIEST paired with some apostles and VAROLZ, THE SCAR-STRIPED can reliably create 5/5 fliers.
KEEP: This a great hand. You have strong removal with nullmage shepard, you have a strong threat if you draw 1 more apostle with demon of death's gate, and you have volrath's stronghold for graveyard returns in case either of those die.
KEEP: Another great hand. Since you have earthcraft you really want to use that demonic tutor to fetch underworld connections. This allows you to tap the apostles to draw additional cards.
MULLIGAN: You have too many apostles. The pendelhaven might look like it's good, but it only produces green which means your limited to only dropping 1 apostle a turn. And you don't even have enough for corrosive mentor unless you draw a land, but really you would want to draw a tutor or gas or you'll be essentially top decking second turn.
MULLIGAN: You should consider muliganing each time you see rune-scarred demon in your opening hand. If he is not in your library you are removing a key component to the thrumming stone combo. Since there is no tutors or gas cards or anything else that's especially noteworthy, I would mulligan this hand.
KEEP: The key card is survival of the fittest. This card allows me to fetch dark confidant for gas, or phyrexian dreadnought and death's shadow for salvage targets. I would probably start fetching the salvage targets first to see if I could secure an early win. Delraich is a great early threat too, but with only one apostle in hand and gaea's cradle I would probably discard him to the survival of the fittest. Sol ring is a great card to open with but I would probably hold onto it for a while. I would much rather play the apostle first turn to secure a second turn survival with the gaea's cradle.
Mid-game is also pretty strong for this deck assuming you found some gas before your started top decking. Around this time you want to set up control and your win-conditions. So depending on your setup in early game choose the best win condition to complete.
CONTROL
This deck lacks control cards, but the ones it has are strong and reusable. The best removal in this deck is NULLMAGE SHEPHERD. Lots of EDH decks have powerful enchantments and artifacts using NULLMAGE SHEPHERD to remove common artifacts like SOL RING, GILDED LOTUS, or SENSEI'S DIVINING TOP (after it's tapped) is always beneficial.
Your creatures should be strong enough to go toe-to-toe with some of this format's hardest opponents. CORROSIVE MENTOR can help dwindle the large ones and salvage can help make yours bigger. -1/-1 counters even kill indestructible which have been making a larger appearance in my playgroup since the gods in the Theros block.
besides that VRASKA THE UNSEEN can destroy any non-land permanent the same turn it is cast. And BLACK SUN'S ZENITH is the only board wipe.
WIN CONDITIONS: #1: THRUMMING STONE COMBO:
The most common way to win in mid-game is the THRUMMING STONE combo. Cast THRUMMING STONE then Cast a SHADOWBORN APOSTLE. This triggers the ripple ability which normally finds and cast all the other copies in the deck. Once you have a board full of SHADOWBORN APOSTLES, pay B and Sacrifice six to find RUNE-SCARRED DEMON. Use the demon's tutor ability to find MOGIS'S MARAUDER. When cast it gives all the recently cast apostles haste and intimidate. This is great for 1v1 matches. ALTERNATIVE: Instead fetch GRAY MERCHANT OF ASPHODEL when cast with a board full of apostles the life-swap is normally fatal. Great for multiplayer matches since it hits all of your opponents. ALTERNATIVE: Instead fetch NYKTHOS, SHRINE TO NYX when activated it adds B for each apostle. Then sacrifice them all using VAROLZ, THE SCAR-STRIPED. With the mana you can salvage each one to a creature with trample or flying who can hit your opponent.
#4: ASSASSINS:
Using VRASKA THE UNSEEN to create player killing assassins is easy. Making those assassins hit your opponent for the win is hard but very very satisfying when it occurs. Using ROGUE'S PASSAGE is the easiest. However wiping the board of creature with BLACK SUN'S ZENITH then creating the assassins afterward normally just as easy. Though MOGIS'S MARAUDER and TRIBAL FORCEMAGE can give them trample or intimide which can also get the job done.
This deck doesn't do well late game. It lacks control and removal cards and is focused on large threats in the early game. You'll be losing life each turn to the "GAS" cards that require life to keep drawing. If you get dragged into late game you don't have much in your favor. Your can only hope is quickly find a win condition that was mentioned in mid-game section.
You're best card late game is RAVEN'S CRIME. You'll hopefully have a few lands in your hand and be drawing a few cards each turn with "GAS". RAVEN'S CRIME can keep your opponent top decking hopefully long enough for you to find an answer and secure the win.
Why Mazirek, Krail Death Priest?
Mazirek is a great alternative general. Flavor-wise, Mazirek is the priest the apostles follow. Mechanic-wise, Mazirek's ability is incredibley powerful. *ANY* Sacrificing will pump your apostles into battle ready servents. Mazirek is also flying which is good for sneaking around your opponent's creatures. You will need sac engines and outlets as they play a large part to get his core ability going. This variant and is great if you prefer Stax control.
Varolz is great at quickly pumping one creature very fast via phyrexian dreadnaught or Death's Shadow. Marirek on the other hand is great pumping your whole team over time or in bursts with cards like grave pact and using sac engines like [/card]attrition[/card]. If your play group is slower paced, you may want to try Mazirek instead.
PROS
Flying makes him harder to block.
Powerful pump ability.
Stax control focus.
CONS
Higher casting cost.
Not as aggressive as Varolz.
Never been printed in foil.
I have been piloting a Shadowborn Apostle commander deck ever since their release in M14. The commander has not always been the same and I have done lots of experimenting with different generals and strategies. Here is the history of how I ended up at Varolz, the scar-striped and my findings along the way.
Shirei was too fragile and hard to protect. After dying 2-3 times it was much harder to put him back in play.
Without Shirei, I would still need to sacrifice creatures for effects which made it hard to come back.
Too much reliance on getting the thrumming stone combo to win.
Hard to recover from board wipes.
Very few mono-black removal effects for artifacts and enchantments.
Erebos, God of the Dead:
This deck I started to find that life was a better resource, than sacrificing a creature, for drawing additional cards (besides Skullclamp). Phyrexian Arena, Dark Condifant, and Dark Tutelage were key players. Using life instead of creatures allowed me to keep a much stronger board presence. This is also where I learned the power of the devotion mechanic. Mogis's Marauder and Gray Merchant of Asphodel quickly became my primary win conditions. ISSUES:
paying 2 mana and 2 life for 1 card didn't seem that effective, especially in early game.
Still no removal effects for artifacts and enchantments
Still too much reliance on getting the thrumming stone combo.
The Teysa combo required to many pieces to put together and took too long to combo-out.
The new cards to get creatures back from grave were too expensive or one-shot effects.
Karador, Ghost Chieftain:
A strong general, but a little unwieldy with 3 color mana base. I choose Karador for his ability to return apostles each turn since Oversold Cemetery had so far been my best and most reliable graveyard return. He was also easy to cast multiple times. While making this deck I found that green had some amazing cards that offered alternative win conditions, great graveyard return, and amazing synergy. highlights included Bloodbond march, genesis, survival of the fittest, earthcraft, and Gaea's cradle. However in the end, balancing 3 mana was too hard of a task. ISSUES:
3 mana color balance when 30% of cards cost B was too hard. Too many slots devoted to mana correction.
Varolz, the Scar-striped:
Finally I looked at only GB generals and found Varolz. He solved all the remaining issues I had. He kept it in two colors which were easy to manage. If I was board wiped I could start salvaging what was in my grave to make large creatures as I recovered. He offered a fun alternative win condition from salvaging Phyrexian Dreadnought and/or Death's Shadow. Most importantly he had access to those amazing green cards.
This is actually a really cool idea! I've never really seen anything about Shadowborn Apostle in EDH, especially not with the variance of win conditions that you have here. Out of curiosity, what is the average win speed of this deck? If it's not too fast, you might want to look at going a bit bigger with more demons to fetch, such as Shadowborn Demon, Reaper from the Abyss, and maybe Lord of the Pit just for flavor. Also, some more Stax-based cards, like the classic Attrition, may give you more variety. Thanks for the great list idea!
Interesting take on Shadowborn Apostle! I also have a deck in the works, also running BG, with Savra, Queen of the Golgari at the helm, mainly for her Grave Pact effect. I find that the main problem that I usually encounter is that you lose steam extremely quickly, going into topdeck mode rather early. As such, I've included Null Profusion and Recycle to my lists. What are your experiences with topdeck mode?
I had a very similar deck that I ended up dismantling. You can have a look at it here if you like. I used Jarad, Golgari Lich Lord as a big beater once all the apostles were in the yard.
So "gas" for this deck is definitely a problem. I normally go into top deck mode around turn 4-5. i've added a few cards that help. though I really like the idea of null profusion and recycle my issue with them is they cost too much to cast and I need something on the battlefield faster. I added phyrexian arena, dark tutelage, and dark confidant to keep drawing more cards. Since 65% of the deck are lands or apostles, the life loss is well worth it (current avg: ~1.4 life).
It should be noted that I've been trying harvester of souls and been having pretty good results. You can use the general's sac ability and turn your apostles into card advantage.
I'd also keep an eye open for Riftsweeper, in case people ever start trying to exile your Bloodbond March and/or Thrumming Stone. Without them, this deck becomes a rather large pile of rather dead cards. That could just be me, though.
I've ran with blood artist before. my conclusion is that gray merchant of asphodel is more efficient as it targets every opponent, has a better body, and my apostles get to stay on the battlefield.
I've ran with Concordant Crossroads but giving you opponent's haste if you don't kill everyone just makes you a target. . mogis's marauder is my replacement for haste, since it also gives them intimidate which is a pseudo-unblockable. Akroma's Memorial is a good idea and I like what it does. It might be too expensive, but it's definitely worth a second look
I don't own those tutors but they are great tutors if you have them. I recently stumbled on underworld connections which is great gas and it gets powered up with earthcraft. This will probably be finding a spot in my deck later.
I'd also keep an eye open for Riftsweeper, in case people ever start trying to exile your Bloodbond March and/or Thrumming Stone. Without them, this deck becomes a rather large pile of rather dead cards. That could just be me, though.
Bloodgift Demon can also be considered, as he can be tutored up with your apostles.
I think I have enough gas, but definitely a great choice for demon. The fact that he is tutorable is awesome. plus he has the added bonus of helping allies in two-headed giant variants. He might find a spot in deck in the future.
I finally pulled the trigger and built a shadow born deck as well with Varolz as well. I also managed to squeeze in enough removal to win grindy games.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
ABOUT THIS DECK
This version of Varolz, the scar-striped is not typical for this commander. Instead of building around Varolz himself, this deck is instead built around the card shadowborn apostle. Shadowborn apostle allows you to break rule 903.5b: "Other than basic lands, each card in a Commander deck must have a different English name". This particular deck runs 30 copies of Shadowborn apostle.
Varolz, the scar-striped was chosen mainly because he is the best commander to pair with the apostles, due to his colors and a few unexpected tricks.
PROS
CONS
SHADOWBORN APOSTLES:
For those unfamiliar with Shadowborn Apostle the concept is simple. This card allows you to have any number of cards named Shadowborn Apostle in your deck. This allows you to break the commander rule of one copy of a card per deck. This allows you to abuse cards like Thrumming Stone and Bloodbond March.
DEMON FETCHING:
Six apostles can fetch you any demon from your library and put in directly onto the battlefield. While this ability is power, it's only really used to find Rune-Scarred Demon, Since this demon alone fetches your win condition. Only two other demons are in the deck Westvale Abbey and Demon of Death's Gate.
DEVOTION:
Shadowborn Apostles work great with devotion mechanic. Lately I've been using Mogis's Marauder or Gray Merchant of Asphodel as my primary win conditions. Mogis's Marauder gives everything haste and intimidation which is great for single player matches while Gray Merchant of Asphodel is great for multiplayer since the life swap effect hits all opponents and is usually fatal.
VAROLZ, THE SCAR-STRIPED:
Varolz, the Scar-Striped allows the deck to use green cards. While I only have a few green cards in the deck, they add a lot of synergy with Shadowborn Apostles.
Gaea's Cradle, Earthcraft, Nullmage Shepherd, Beastmaster Ascension, and Survival of the Fittest are just a few.
SCAVENGE:
Varolz's scavenge ability is most powerful when used with Phyrexian Dreadnought or Death's Shadow. This allows a huge 12/12+ creature as early as turn 3 or 4. This general can also cheaply turn dead apostles into +1/+1 counters, which is great for reestablishing board presence after a wipe.
REGENERATION AND SAC ENGINE:
Varolz is hard to kill when you have an army of apostles. His regeneration ability is also a great sac engine, when needed. It can trigger morbid for Skirsdag High Priest , It can put a Genesis in the graveyard, or used to flip Liliana, Heretical Healer.
1 Varolz, the Scar-Striped
CREATURES:
30 Shadowborn Apostle
1 Dark Confidant
1 Death's Shadow
1 Demon of Death's Gate
1 Emrakul's Evangel
1 Essence Warden
1 Genesis
1 Gray Merchant of Asphodel
1 Mogis's Marauder
1 Nullmage Shepherd
1 Phyrexian Dreadnought
1 Rotlung Reanimator
1 Rune-Scarred Demon
1 Skirsdag High Priest
1 Xathrid Necromancer
1 Zulaport Cutthroat
ENCHANTMENTS:
1 Beastmaster Ascension
1 Bloodbond March
1 concordant crossroads
1 Dark Tutelage
1 Earthcraft
1 Oversold Cemetery
1 Phyrexian Arena
1 Underworld Connections
1 Survival of the Fittest
1 Sylvan Library
1 Black Sun's Zenith
1 Demonic Tutor
1 Diabolic Intent
1 Yawgmoth's Will
1 Worldly Tutor
ARTIFACTS:
1 Sol Ring
1 Skullclamp
1 Thrumming Stone
LAND:
1 Bayou
1 Bojuka Bog
1 Command Tower
1 Crypt of Agadeem
1 Dryad Arbor
1 Evolving Wilds
1 Gaea's Cradle
1 Jungle Hollow
1 Llanowar Wastes
1 Nykthos, Shrine to Nyx
1 Overgrown Tomb
1 Pendelhaven
1 Rogue's Passage
1 Tainted Wood
1 Temple of Malady
1 Terramorphic Expanse
1 Twilight Mire
1 Verdant Catacombs
1 Volrath's Stronghold
1 Woodland Cemetery
1 Westvale Abbey
1 Shizo, Death's Storehouse
12 Swamp
2 Forest
Average CMC: 1.30
This is reference for Dark Tutelage and Dark Confidant
BY COST:
BY TYPE:
Since there are 35 land, 30 shadowborn apostles, and 1 commander that only leaves room for 34 other cards in the deck which makes card selection is very important. For example: There are not many spells or cards that have a one time effect because reusability is important. In this section we'll go over each card in the deck in alphabetical order. I'll tell you why they were chosen, and which cards they have synergy with. For lands we'll only mentions ones with powerful special abilities. At the end we'll go over some notable omissions and alternative card choices.
IN ALPHEBETICAL ORDER:
Beastmaster Ascension:
WIN CONDITION: Turning your 1/1s into 6/6s wins games.
Black Sun's Zenith:
Late game board wipe. It shuffles back into your library after it is used. It's able to kill indestructible creatures. It's low mana cost is great for Dark Tutelage and Dark Confidant.
Bloodbond March:
One of the best grave return cards in the deck. It returns ALL the apostles from the graveyard to the battlefield each time one is cast!
Bojuka Bog:
Only grave removal in the deck.
Corrosive Mentor:
Having all your black creatures gain wither makes them extra deadly. Great for dealing with indestructible creatures or using the apostles to chump block.
Crypt of Agadeem:
Mana ramp when you have a grave full of apostles. It's great mid-late game or after a board wipe.
Dark Confidant
With 35 land and 30 shadowborn apostles you will not be taking much damage to draw an extra card. In fact, the average converted mana cost of the whole deck is 1.30. Dark confidant has the added bonus of also being a creature which means you can easily tutor for him.
Dark Tutelage:
Like Dark Confidant except an enchantment.
Death's Shadow:
WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the scar-striped. Casting this with 13 of more life instantly kills it which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 13 +1/+1 counters to any creature for only BB!
Demonic Tutor:
What would a demon themed deck be without demonic tutor? Pay 1B to find any card in your deck. Optimal choice varies. See the strategy section for suggestions.
Demon of Death's Gate:
Sacrificing three apostles for this powerhouse is well worth it and can lead to early wins if your opponent(s) don't have a solution. This demon has flying and trample makint it a great target for salvage. Being a demon, he can also be fetched with the Shadowborn Apostles.
Diabolic Intent:
Exactly like demonic tutor but requires a creature to be sacrificed. Optimal choice varies. See the strategy section for suggestions.
Dryad Arbor:
This is a great forest substitute. In the graveyard it can be salvaged for 0. A free +1/+1 counter!
Earthcraft:
Tap your creatures for mana! This is amazing ramp since you'll have a lot of apostles on the board.
Essence Warden:
This card helps you regain a lot of the life that you lose to power the card draw.
Gaea's Cradle:
This card is very expensive and definitely not required for the deck. However, it's a great mana producer.
Genesis:
He is best when in your graveyard. Paying 2G to return any creature to you hand is decent. When needed he has a solid 4/4 body.
Gray Merchant of Asphodel:
WIN CONDITION: He hits all opponents. In multiplayer games this should be your go to win condition.
Liliana, Heretical Healer -flip- Liliana, Defiant Necromancer
The creature half of this card has lifelink which is valuable to regain the life lose from card draw effects. When she flips she also generates a 2/2 zombie to chump block. Being "human cleric" also triggers Rotlung Reanimator and Xathrid Necromancer if she dies early (not from flipping). The planewalker side allows for great return effects. You can discard an apostle with her first ability, and get it back with the second. The emblem is amazing if you get it out. She goes into the grave as a creature which makes returning her to play easy.
Mogis's Marauder:
WIN CONDITION: This card gives all of your apostles (and other creatures) haste and intimidation allowing them to attack unblocked right away. A great finisher when comboing-out with Thrumming Stone.
Nullmage Shepherd:
Amazing artifact and enchantment removal. You can tap creatures (including itself) the same turn it comes out. This is a very common tutor target.
Nykthos, Shrine to Nyx:
Shadowborn apostles are great with devotion and this card is proof. Great mana producer.
Oversold Cemetery:
a great graveyard return spell. Your graveyard will normally have more than 4 dead creatures since about 50% of the deck are creature cards.
Pendelhaven:
This is great at pumping up your apostles early game allowing them to block and kill larger creatures.
Phyrexian Arena:
Paying 1 life each turn for an additional card is amazing. filling your hand is needed to run this deck smoothly.
Phyrexian Dreadnought
WIN CONDITION: This card has a very low casting cost and a very high power making it a great salvage target with Varolz, the Scar-Striped. you can cast it and immediately sacrifice itself which puts it into your graveyard. Then salvaging it can help end the game quickly by adding 12 +1/+1 counters to any creature for only 2!
Raven's Crime:
Not much to look at first glance. However this is normally an MVP when you go into late game. With lots of draw effects you'll draw more lands than you need. Raven's crime allows you to discard those lands for a devastating discard effect!
Rogue's Passage:
This is used to make large creatures who have been the target of salvage to hit your opponent without risk.
Rotlung Reanimator:
This cards is essentially board wipe protection. However you'll occasionally need to sacrifice creatures and this card will shine.
Rune-Scarred Demon:
A truly demonic tutor! This card the demon you want to search for when you have 6 shadowborn apostle on the field. It will find the win-con you need which will probably be Mogis's Marauder or Gray Merchant of Asphodel. Since this card cannot be summoned by apostles when it's in your hand, If you start with it you might considering taking a mulligan.
Shadowborn Apostle:
The main card the deck is built around. These guys are like the oil in the engine that makes everything run so smoothly.
Skirsdag High Priest:
Great for making 5/5 flying threats!
SKULLCLAMP:
With all the 1/1 apostles, this is a cheaper and long lasting Alter's reap. However don't sacrifice too many or you'll be losing to much board presence! shadowborn aposltes make up less than 1/3 of the deck, so be careful on how many your sacrificing, because you won't normally get as many in return.
SOL RING:
Pay 1 to add 2 mana. Best ramp in EDH. 'nuff said.
SURVIVAL OF THE FITTEST:
The best long-term tutor. This allows you discard a shadowborn apostle for any other creature you need. It's great to chain creatures that benefit from being in your graveyard like GENESIS or finding salvage targets like PHYREXIAN DREADNOUGHT and DEATH'S SHADOW. MOGIS'S MARAUDER and GRAY MERCHANT OF ASPHODEL are also great searchable win cons.
SYLVAN LIBRARY:
Each turn you choose which of the three top cards you want to draw. You can draw more for 4 life a card, but I wouldn't recommend unless you have to or have some extra life.
THRUMMING STONE
The main component for the Thrumming stone combo. With 30 apostles the ripple effect has about a 92% chance of finding and casting all of them.
UNDERWORLD CONNECTIONS:
This one is very much like phyrexian arena, but it can be played and tapped on the same turn it comes out which is an added bonus for mid-late game.
VRASKA THE UNSEEN:
WIN CONDITION: a very versitile card. Costs 5 mana to destroy any non-land permanent which can possibly go off a second time. If a foe is worried about him, be might throw a few creatures killing them on contact. It can also be used as a win condition.
VOLRATH'S STRONGHOLD:
Any land that can also return creatures from the graveyard is more than welcome in this deck.
WORLDLY TUTOR:
The only instant in the deck. Cast at the end of your opponent's turn to set up for your next draw. In early game I normally fetch DARK CONFIDANT so I have card draw.
XATHRID NECROMANCER:
This is the same as rotlung reanimator listed above.
YAWGMOTH'S WILL:
Brings back anything from your grave.
NOTABLE OMISSIONS:
ALTERNATIVE DEMONS:
ALTERNATIVE TUTORS:
ALTERNATIVE LONG TERM REMOVAL:
ALTERNATIVE BOARD WIPES:
ALTERNATIVE GRAVEYARD RETURN
SPECIFIC CARDS:
DELRAICH
Sacrificing three apostles for this powerhouse is well worth it. Since delraich has trample it make a great target for salvage.
PRAETOR'S COUNSEL
This is another straight forward card. You can scoop your whole graveyard to you hand. it can return non-creatures to your hand so use it wisely.
DEATHRITE SHAMAN
Used early game for extra mana production. Late game it can remove key cards from your opponent's grave, ping all opponents for 2 damage, or regain some lost life.
CAVERN OF SOULS
Great to protect your apostles when you cast them. However Most of the time I just need black mana, so a swamp is normally just as good. Also only produced colorless mana for anything that isn't a creature of the declared type.
TRIBAL FORCEMAGE
This guy can pump all your shadowborn apostles. Essentially a mini overrun tied to a creature that can be returned to your hand and recast.
CONTAMINATION
A total mana lock out for anyone who is not playing black. I personally don't like this sort of card in EDH but definitely powerful and you might consider it depending on your playgroup.
BLACK MARKET
This card is great at producing mass quantities of mana.
HELM OF POSSESSION
If you like taking over your opponent's creatures, by all means add this card.
CURSE OF PREDATION and CROWN OF DOOM
Great cards if you want to be more aggresive.
EARLY GAME:
TURNS 1-5
This deck shines in early game. While other people are setting up for the long haul you can drop some serious threats early in the game and strike first.
EARLY THREATS:
1) If your opening hand starts with a DELRAICH or DEMON OF DEATH'S GATE you can get them in play as soon as turn 2 by sacrificing some apostles. Having a large creature with trample early game is brutal and demands attention from your opponents.
2) If your opening hand starts with a DEATH'S SHADOW or a PHYREXIAN DREADNOUGHT then getting your general in play so you can salvage them should be high priority.
3) SKIRSDAG HIGH PRIEST paired with some apostles and VAROLZ, THE SCAR-STRIPED can reliably create 5/5 fliers.
ADDING GAS:
Gas refers to drawing additional cards each turn. This deck contains 35 land and 30 apostles which means you play everything in your hand early and normally start top decking around turn 4-5. Drawing additional cards is extremely important. DARK CONFIDANT, DARK TUTELAGE, PHYREXIAN ARENA, UNDERWORLD CONNECTIONS, SKULLCLAMP, and SYLVAN LIBRARY can keep you going. Early tutors are often used to find one of these cards. DIABOLIC INTENT and DEMONIC TUTOR normally fetch a PHYREXIAN ARENA (or UNDERWORLD CONNECTIONS if you have an EARTHCRAFT),
while WORLDLY TUTOR or SURVIVAL OF THE FITTEST fetch DARK CONFIDANT.
SAMPLE OPENING HANDS:
SAMPLE HAND 1:
Shadowborn apostle,Shadowborn apostle,demon of death's gate,nullmage shepherd, command tower, swamp, volrath's stronghold
SAMPLE HAND 2:
shadowborn apostle, shadowborn apostle, demonic tutor, earthcraft, swamp, swamp, woodland cemetery
SAMPLE HAND 3:
shadowborn apostle, shadowborn apostle, shadowborn apostle, shadowborn apostle, corrosive mentor, swamp, pendelhaven
SAMPLE HAND 4:
shadowborn apostle, shadowborn apostle, rune-scarred demon, vraska the unseen, verdant catacombs, nykthos, shrine to nyx, swamp
SAMPLE HAND 5:
shadowborn apostle, survival of the fittest, sol ring, delraich, swamp, swamp, gaea's cradle.
MID GAME:
TURNS 6-10
Mid-game is also pretty strong for this deck assuming you found some gas before your started top decking. Around this time you want to set up control and your win-conditions. So depending on your setup in early game choose the best win condition to complete.
CONTROL
This deck lacks control cards, but the ones it has are strong and reusable. The best removal in this deck is NULLMAGE SHEPHERD. Lots of EDH decks have powerful enchantments and artifacts using NULLMAGE SHEPHERD to remove common artifacts like SOL RING, GILDED LOTUS, or SENSEI'S DIVINING TOP (after it's tapped) is always beneficial.
Your creatures should be strong enough to go toe-to-toe with some of this format's hardest opponents. CORROSIVE MENTOR can help dwindle the large ones and salvage can help make yours bigger. -1/-1 counters even kill indestructible which have been making a larger appearance in my playgroup since the gods in the Theros block.
besides that VRASKA THE UNSEEN can destroy any non-land permanent the same turn it is cast. And BLACK SUN'S ZENITH is the only board wipe.
WIN CONDITIONS:
#1: THRUMMING STONE COMBO:
The most common way to win in mid-game is the THRUMMING STONE combo. Cast THRUMMING STONE then Cast a SHADOWBORN APOSTLE. This triggers the ripple ability which normally finds and cast all the other copies in the deck. Once you have a board full of SHADOWBORN APOSTLES, pay B and Sacrifice six to find RUNE-SCARRED DEMON. Use the demon's tutor ability to find MOGIS'S MARAUDER. When cast it gives all the recently cast apostles haste and intimidate. This is great for 1v1 matches.
ALTERNATIVE: Instead fetch GRAY MERCHANT OF ASPHODEL when cast with a board full of apostles the life-swap is normally fatal. Great for multiplayer matches since it hits all of your opponents.
ALTERNATIVE: Instead fetch NYKTHOS, SHRINE TO NYX when activated it adds B for each apostle. Then sacrifice them all using VAROLZ, THE SCAR-STRIPED. With the mana you can salvage each one to a creature with trample or flying who can hit your opponent.
#2: SALVAGABLES:
Using VAROLZ, THE SCAR-STRIPED's salvage ability is another common win condition. This is most common when I have an early SURVIVAL OF THE FITTEST. Chaining from DEATH'S SHADOW to PHYREXIAN DREADNOUGHT then salvaging both can give any creature 25 +1/+1 counters. If attached to your general it's more than enough damage to end someone in 1 swing using ROGUE'S PASSAGE. You might consider ending the SURVIVAL OF THE FITTEST chain by fetching MOGIS'S MARAUDER to give your general intimidate, or DELRAICH or DEMON OF DEATH'S GATE who have trample if you don't have the ROGUE'S PASSAGE.
#3: BRUTE FORCE:
Not as common but BEASTMASTER ASCENSION and TRIBAL FORCEMAGE can pump your apostle and/or other creatures to a lethal level.
#4: ASSASSINS:
Using VRASKA THE UNSEEN to create player killing assassins is easy. Making those assassins hit your opponent for the win is hard but very very satisfying when it occurs. Using ROGUE'S PASSAGE is the easiest. However wiping the board of creature with BLACK SUN'S ZENITH then creating the assassins afterward normally just as easy. Though MOGIS'S MARAUDER and TRIBAL FORCEMAGE can give them trample or intimide which can also get the job done.
LATE GAME:
TURN 10+
This deck doesn't do well late game. It lacks control and removal cards and is focused on large threats in the early game. You'll be losing life each turn to the "GAS" cards that require life to keep drawing. If you get dragged into late game you don't have much in your favor. Your can only hope is quickly find a win condition that was mentioned in mid-game section.
You're best card late game is RAVEN'S CRIME. You'll hopefully have a few lands in your hand and be drawing a few cards each turn with "GAS". RAVEN'S CRIME can keep your opponent top decking hopefully long enough for you to find an answer and secure the win.
CHANGE LOG
THEROS:
TRIBAL FORCEMAGE replaced ECHOING COURAGE
MOGIS'S MARAUDER replaced BLOOD ARTIST
GRAY MERCHANT OF ASPHODEL replaced FALKENRATH NOBLE
NYKTHOS, SHRINE TO NYX replaced THESPIAN'S STAGE
BORN OF THE GODS:
BLACK SUN'S ZENITH replaced DEATHRITE SHAMAN
NULLMAGE SHEPHERD replaced PERNICIOUS DEED
JOURNEY TO NYX:
TEMPLE OF MALADY replaced GOLGARI GUILDGATE
ESSENCE WARDEN replaced TRIBAL FORCEMAGE
YAWGMOTH'S WILL replaced PRAETOR'S COUNSEL
DRYAD ARBOR replaced FOREST
CORE 2015
OB NIXILIS, UNSHACKLED replaced DELRAICH
KHANS OF TARKIR
3 Swamp replaced 3 Forest
Jungle Hollow replaced Forest
Dryad Arbor replaced Forest
Llanowar wastes replaced Golgari rot farm
FATE REFORGED
No Changes.
DRAGONS OF TARKIR
No Changes.
ORIGINS
Liliana, Heretical Healer replaced OB NIXILIS, UNSHACKLED
ALTERNATIVE GENERALS:
Mazirek, Kraul Death Priest
Why Mazirek, Krail Death Priest?
Mazirek is a great alternative general. Flavor-wise, Mazirek is the priest the apostles follow. Mechanic-wise, Mazirek's ability is incredibley powerful. *ANY* Sacrificing will pump your apostles into battle ready servents. Mazirek is also flying which is good for sneaking around your opponent's creatures. You will need sac engines and outlets as they play a large part to get his core ability going. This variant and is great if you prefer Stax control.
Varolz is great at quickly pumping one creature very fast via phyrexian dreadnaught or Death's Shadow. Marirek on the other hand is great pumping your whole team over time or in bursts with cards like grave pact and using sac engines like [/card]attrition[/card]. If your play group is slower paced, you may want to try Mazirek instead.
PROS
Flying makes him harder to block.
Powerful pump ability.
Stax control focus.
CONS
Higher casting cost.
Not as aggressive as Varolz.
Never been printed in foil.
SUGGESTED REMOVAL
[-] Varolz, the scar-striped
[-] Phyrexian Dreadnought
[-] Death's Shadow
[-] beastmaster ascension
SUGGESTED ADDITIONS:
[+] Mazirek, Kraul Death Priest
[+] hardened scales
[+] Corpsejack menace
[+] sylvan safekeeper
[+] Retribution of the Ancients
[+] crop rotation
[+] gravepact
[+] attrition
[+] Mind Slash
[+] Sidisi, Undead Vizier
DECK HISTORY
I have been piloting a Shadowborn Apostle commander deck ever since their release in M14. The commander has not always been the same and I have done lots of experimenting with different generals and strategies. Here is the history of how I ended up at Varolz, the scar-striped and my findings along the way.
Shirei, Shizo's Caretaker:
My first take on the Shadowborn Apostle deck was with Shirei, Shizo's Caretaker. The core Idea was to use the apostles as resources to power cards that required a sacrifice until I can find the Thrumming stone and combo-out. Phyrexian Altar, Bone Splinters, Eldrazi Monument,Skullclamp, Dread Return were commonly used. If Shirei was in play things ran smoothly, However he was a constant target and easily removed. With all the sacrificing, my win conditions consisted of Blood Artist, Rotlung Reanimator and Bitter Ordeal.
ISSUES:
Erebos, God of the Dead:
This deck I started to find that life was a better resource, than sacrificing a creature, for drawing additional cards (besides Skullclamp). Phyrexian Arena, Dark Condifant, and Dark Tutelage were key players. Using life instead of creatures allowed me to keep a much stronger board presence. This is also where I learned the power of the devotion mechanic. Mogis's Marauder and Gray Merchant of Asphodel quickly became my primary win conditions.
ISSUES:
Teysa, Orzhov Scion:
This general continued to fix a few things. I used Teysa, Orzhov Scion + Darkest Hour to create an alternative win condition when I lost Thrumming Stone to removal. WB also offered some premium graveyard recursion with Immortal Servitude, Debtors' Knell, and Proclamation of Rebirth. There was also lots of good removal spells. She did me a lot of good for a long while.
ISSUES:
Karador, Ghost Chieftain:
A strong general, but a little unwieldy with 3 color mana base. I choose Karador for his ability to return apostles each turn since Oversold Cemetery had so far been my best and most reliable graveyard return. He was also easy to cast multiple times. While making this deck I found that green had some amazing cards that offered alternative win conditions, great graveyard return, and amazing synergy. highlights included Bloodbond march, genesis, survival of the fittest, earthcraft, and Gaea's cradle. However in the end, balancing 3 mana was too hard of a task.
ISSUES:
Varolz, the Scar-striped:
Finally I looked at only GB generals and found Varolz. He solved all the remaining issues I had. He kept it in two colors which were easy to manage. If I was board wiped I could start salvaging what was in my grave to make large creatures as I recovered. He offered a fun alternative win condition from salvaging Phyrexian Dreadnought and/or Death's Shadow. Most importantly he had access to those amazing green cards.
CHANGE LOG:
1 Corrosive Mentor
1 Liliana, Heretical Healer
R Grenzo, Havoc Raiser
BG Varolz, the scar-striped
Odric Master Tactician French 1v1 Rules:
http://forums.mtgsalvation.com/showthread.php?t=521622
Adun Oakenshield Multiplayer:
http://forums.mtgsalvation.com/showthread.php?t=521772
Please visit and comment!
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/510737-jarad-lord-of-the-shadowborn-combo
It should be noted that I've been trying harvester of souls and been having pretty good results. You can use the general's sac ability and turn your apostles into card advantage.
R Grenzo, Havoc Raiser
BG Varolz, the scar-striped
Akroma's Memorial and Concordant Crossroads are other sources of haste in your colors.
Soul of the Harvest is pretty strong with Bloodbond March as well.
Spike Weaver and Spore Frog are ways to keep people off of you when paired with Genesis.
For more cheap and re-usable card draw, consider Greed or Erebos, God of the Dead. Or you could run more tutors. I notice there's no Demonic Tutor on here, and Beseech the Queen is also fairly solid.
Eternal Witness and Regrowth should also be in here.
-----
I'd also keep an eye open for Riftsweeper, in case people ever start trying to exile your Bloodbond March and/or Thrumming Stone. Without them, this deck becomes a rather large pile of rather dead cards. That could just be me, though.
I've ran with blood artist before. my conclusion is that gray merchant of asphodel is more efficient as it targets every opponent, has a better body, and my apostles get to stay on the battlefield.
I've ran with Concordant Crossroads but giving you opponent's haste if you don't kill everyone just makes you a target. . mogis's marauder is my replacement for haste, since it also gives them intimidate which is a pseudo-unblockable. Akroma's Memorial is a good idea and I like what it does. It might be too expensive, but it's definitely worth a second look
Not an issue for my playgroup, but a great idea.
I don't own those tutors but they are great tutors if you have them. I recently stumbled on underworld connections which is great gas and it gets powered up with earthcraft. This will probably be finding a spot in my deck later.
I haven't yet needed the any non-creature recursion. I've found that the deck does well even if thrumming stone or bloodbond march are in my grave. beastmaster ascension, tribal forcemage, or the large demon beaters actually do a great job.
I think I have enough gas, but definitely a great choice for demon. The fact that he is tutorable is awesome. plus he has the added bonus of helping allies in two-headed giant variants. He might find a spot in deck in the future.
R Grenzo, Havoc Raiser
BG Varolz, the scar-striped
Sydri's Magical Castle WUB
Chainer, Dementia Master: "Bring out your dead!" BBB
Riku Because Copying Decimate URG
Xira Arien, Jund StaxBRG
The Sylvan-Primordial-PlasmBUG
Trostani ComboGW
Vizkopa Guildmage - Peasant VariantBW
I finally pulled the trigger and built a shadow born deck as well with Varolz as well. I also managed to squeeze in enough removal to win grindy games.