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  • posted a message on The Junkyard, Karador EDH

    This thread is still being expanded upon and i will continue to update it when i have time. Constructive Criticism is always apreciated

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    1 Karador, Ghost Chieftain

    Creatures
    2 Fauna Shaman
    3 True Believer
    4 Grand Abolisher
    5 Gaddock Teeg
    6 Saffi Eriksdotter
    7 Stinkweed Imp
    8 Bone Shredder
    9 Big Game Hunter
    10 Wood Elves
    11 Fierce Empath
    12 Eternal Witness
    13 Loyal Retainers
    14 Hag Hedge-Mage
    15 Knight of the Reliquary
    16 Solemn Simulacrum
    17 Disciple of Bolas
    18 Crypt Ghast
    19 Oracle of Mul Daya
    20 Spike Weaver
    21 Golgari Grave-Troll
    22 Acidic Slime
    23 Reveillark
    24 Karmic Guide
    25 Sigarda, Host of Herons
    26 Ghave, Guru of Spores
    27 Duplicant
    28 Kokusho, the Evening Star
    29 Mikaeus, the Unhallowed
    30 Soul of the Harvest
    31 Sun Titan
    32 Sepulchral Primordial
    33 Rune-Scarred Demon
    34 Avenger of Zendikar
    35 Elesh Norn, Grand Cenobite
    36 Angel of Serenity
    37 Vish Kal, Blood Arbiter
    38 Angel of Despair
    39 Novablast Wurm
    40 Woodfall Primus
    41 Craterhoof Behemoth
    42 Avacyn, Angel of Hope

    Spells
    43 Entomb
    44 Green Sun's Zenith
    45 Life from the Loam
    46 Natural Order

    Artifacts
    47 Skullclamp
    48 Sensei's Divining Top
    49 Expedition Map
    50 Altar of Dementia
    51 Lightning Greaves
    52 Nim Deathmantle
    53 Crucible of Worlds
    54 Sword of Feast and Famine
    55 Birthing Pod

    Enchantments
    56 Mirri's Guile
    57 Exploration
    58 Sylvan Library
    59 Survival of the Fittest
    60 Pernicious Deed
    61 Greater Good
    62 Mirari's Wake
    63 Privileged Position

    Planeswalker
    64 Elspeth, Knight-Errant

    Land
    65 Bayou
    66 Srubland
    67 Savannah
    68 Overgrown Tomb
    69 Godless Shrine
    70 Temple Garden
    71 Verdant Catacombs
    72 Marsh Flats
    73 Windsweapt Heath
    74 Twilight Mire
    75 Fetid Heath
    76 Wooded Bastion
    77 Woodland Cemetery
    78 Isolated Chapel
    79 Sunpetal Grove
    80 Command Tower
    81 Reflecting pool
    82 Urborg, Tomb of Yawgmoth
    83 Cabal Coffers
    84 Gaea's Cradle
    85 Phyrexian Tower
    86 High Market
    87 Miren, the Moaning Well
    88 The Tabernacle at Pendrell Vale
    89 Buried Ruin
    90 Vault of the Archangel
    91 Strip Mine
    92 Yavimaya Hollow
    93 Kor Haven
    94 Homeward Path
    95 Swamp
    96 Swamp
    97 Forest
    98 Forest
    99 Plains
    100 Plains





    Commander
    1 Karador, Ghost Chieftain

    Creatures
    2 Fauna Shaman - Great way to discard cards and search early on in the game. I normally try to get it out fast then use it to ramp my mana as quick as possible.

    3 True Believer - Most people tend to overlook this card but it has saved my life countless times. In a format rampant with effects like Vicious Shadows and Necromancers Covenant , i am rarely disapointed to have this guy chillin in his triangle.

    4 Grand Abolisher - I don't like people playing spells during my turn. Also essentially makes everything I cast my turn uncounterable.

    5 Gaddock Teeg - I consider him a catch all when it comes to protection. Pretty much the only way to stop mass exile effects, Merciless Eviction, and mass bounce, such as Devestation Tide.

    6 Saffi Eriksdotter - One of the most powerful cards in the deck. Pretty much a cheap Restoration Angel in this deck. Grave Blinking any of the ETB creatures in the deck is obviously great. Also good for saving things like Avacyn, Angel of Hope or Mikaeus, the Unhallowed.

    7 Stinkweed Imp - AKA: Stinkweed Pimp. One of the three Dredge Cards i run in the deck. Gives major card advantage in the graveyard and is a great attack deterrent because people don't want to lose a creature or fill our yard. Of course that's what sac lands are for.

    8 Bone Shredder - The reverse Karmic Guide. In this deck Echo becomes an awesome free sac outlet at the beginning of your turn. Normally there are plenty of targets to choose from but black is heavy in my playgroup which is why i also run the next guy....

    9 Big Game Hunter - This guy is a house. He kills like 90% of commanders and the great creatures that most decks play. I always have targets to hit with this dude.

    10 Wood Elves - Normally once i play him, ill have most the forest out of my deck in a couple of turns. A must in my strategy of mana ramping.

    11 Fierce Empath - Can find about 1/3 of the creatures in the deck. And remember, if the Empath cant find it, Rune-Scarred Demon Always can!

    12 Eternal Witness - Another EDH staple that excels even more than normal in this deck. Never a disappointing draw.

    13 Loyal Retainers - Although i almost never use this guy to bring back Karador, he can give you major creature advantage. Evoking Reveilark with him and Karmic Guide in the graveyard is always a beautiful sight.

    14 Hag Hedge-Mage - Other than Eternal Witness, the only easy way to return cards from your graveyard to hand. A little bit slower but still quite a useful card. Dont forget you can even use the second ability to make yourself discard.

    15 Knight of the Reliquary - Cast. Urborg, Tomb of Yawgmoth. Cabal Coffers. Gaea's Cradle. Then he can die.

    16 Solemn Simulacrum - Same explanation as Wood Elves. Major draw engine and mana ramp.

    17 Disciple of Bolas - Although the lifegain is nice, the card advantage that this guy can provide is insane. The fact that he lets you sac a creature makes this guy a must in any Karador deck.

    18 Crypt Ghast - Easy mana doubler once you have Urborg, Tomb of Yawgmoth out. I've had him out many games with all 4 Swamp type duel lands instead of Urborg and he still provides great mana advantage.

    19 Oracle of Mul Daya - One of the most important cards in my deck. Top deck manipulation is a sub-theme of the deck and Oracle makes getting through the land in my deck a joke. Dont forget you can grave blink Oracle to gain additional land drops!

    20 Spike Weaver - FFFFFFFFFFFFFFFFFFFFFFFFFFFOOOOOOOOOOOOOOOOOOOGGGGGGGGGGGGGG!!!!!!!!!!!!

    21 Golgari Grave-Troll - Similar explanation as Stinkweed Imp. He can have a large body if you want keep your graveyard full.

    22 Acidic Slime - A card many EDH players tend to undervaule. Non creature permanent removal then a death touch body. Most importantly, brought in by Reveilark.

    23 Reveillark - One of the two all stars. Paired with Karmic Guide, the ability to return your graveyard to play becomes insanely easy. Normally if someone boardwipes and he is out, i actually end up with more creatures than when I started. With Soul of the Harvest and Karmic Guide alone, thats an easy four cards a turn.

    24 Karmic Guide - At worst this card is, res a creature for 5 every turn. But however, when paired with any of the cards in this deck that allow multiple ETB triggers, this is easily one of the scariest cards in the deck.

    25 Sigarda, Host of Herons - One of the only two cards in the game that stop sacrificing. I chose Sigarda over Tajuru Preserver because a 5/5 Flying Hexproof is pretty awesome compared to a 2/1 elf.

    26 Ghave, Guru of Spores - Sac Outlet, token generator, and an awesome combo piece when paired with Mikaeus, the Unhallowed. A must have pair of cards for an ETB based Karador deck.

    27 Duplicant - Non-specific creature removal that exiles and is returnable by Reveilark? The most powerful spot creature removal in the deck. Also great for tagging things like Lord of Extinction for an insta fatty.

    28 Kokusho, the Evening Star - One of the Decks win cons and is explained in a later section. Also the most effective way to gain life, nect to Vish Kal, Blood Arbiter, in the deck.

    29 Mikaeus, the Unhallowed - One of my personal favorites in the deck. Double ETB for all my non human creatures (Whoever decided to make him a non human lord is WOTC's biggest troll), and should always be paired with Ghave, Guru of Spores when possible.

    30 Soul of the Harvest - The main card draw engine of the deck. Your hand will never be empty once this guy hits the board.

    31 Sun Titan - Another deck favorite. A super versatile creature depending on whats in the yard. From everything to the obvious land ramping to the once a turn creature removal with Bone Shredder.

    32 Sepulchral Primordial - I used to run Puppeteer Clique but this guy was way to juicy to pass up. Always return clones from your opponents yards. Hopefully you can figure out the rest.

    33 Rune-Scarred Demon - Once i added this guy i never looked back. Be wary though, some people will not be a fan of you bringing this guy in 8 times in a turn and getting any 8 cards to your hand. Just a heads up...

    34 Avenger of Zendikar - Another win con when paired with Craterhoof Behemoth. You can get 4 landrops a turn from Oracle of Mul Daya and any search land. Add in Sun Titan for extra fun.

    35 Elesh Norn, Grand Cenobite - Win con if you want to go for an aggro approach. Great for pumping all the weenies in the deck.

    36 Angel of Serenity - With sac outlets and grave return this guy becomes permanent creature exile. Also a large flying body is never a bad thing.

    37 Vish Kal, Blood Arbiter - One of three free sac outlets in the deck and the only one that is a creature. Great for creature removal and can easily machine gun your opponents board. Also a great way to gain a ton of life in case you get knocked to low.

    38 Angel of Despair - A must have card. Vindicate on wings. Enough said.

    39 Novablast Wurm - Continuous board wipe who always gets though for 7 damage. Use Yavimaya Hollow to save one of your creatures a turn. Or just play Avacyn, Angel of Hope...

    40 Woodfall Primus - Non-Creature Remvoal that hits twice on its own. Infinite with Mikaeus, the Unhallowed. Also has a nice sized trampling body.

    41 Craterhoof Behemoth - The win con card. Bringing this guy in 10 times in a turn can make for some very large creatures. Use altar of dementia to mill everyone to death, my personal favorite.

    42 Avacyn, Angel of Hope - The best single card for protection in the deck. Always a great play in a format with so many wrath type effects

    Spells
    43 Entomb - I like having this card in my opening hand more than anytime else. Turn one Life from the Loam in the graveyard is one of my favorite plays. In later game, he is great for finding an answer or a combo piece.

    44 Green Sun's Zenith - Can find so many important creatures in the deck. Plus casting this two turns in a row cause you got super lucky makes you feel awesome.

    45 Life from the Loam - The favored dredge card. Once this hits the yard, its hard to miss a land drop.

    46 Natural Order - Same explanation as Green Sun's Zenith. Easy way to find Craterhoof Behemoth after casting Avenger of Zendikar


    Artifacts
    47 Skullclamp - One of the best draw engines of the deck. Can give you crazy card advantage early game when combined with cards such as Wood Elves. Can also act as a sac outlet to small creatures.

    48 Sensei's Divining Top - One of three of the top deck manipulation cards. The only one that's usable any time. Grab what you want off the top deck, then shuffle and repeat.

    49 Expedition Map - Urborg, Tomb of Yawgmoth, Cabal Coffers, or Gaea's Cradle are the three most likely targets. Depends alot on game state which ones your grabbing. great re usability with Sun Titan or Buried Ruin

    50 Altar of Dementia - The second free sac outlet of the deck. Use it to mill yourself and pump your graveyard or use it as a win con to mill people to death, which is incredibly easy in the deck.

    51 Lightning Greaves - The only way to give a creature haste in the deck. Res it with Sun Titan the turn you cast him to trigger his ability a second time.

    52 Nim Deathmantle - 4 mana grave blink isn't hard to do in this deck with a mana doubler out. Also great for saving those couple of creatures you actually do like to keep alive.

    53 Crucible of Worlds - A great card early game with any of the search lands. Once you fill your yard a bit, you'll never miss a land drop.

    54 Sword of Feast and Famine - Doesn't need much of an explanation. Great for exploding in board position or making a creature essentially unblockable.

    55 Birthing Pod - The machine. A scary drop in this deck. If I actually cast this on turn three I normally am pretty set for the rest of the game.

    Enchantments
    56 Mirri's Guile - My personal favorite of the top deck manipulation cards. great when paired with Life from the Loam. Check the top then draw or dredge all three away.

    57 Exploration - Biggest downside of the card is once you run out of lands in your hand, its pretty useless till you can refill your hand again. Combos well with Crucible of Worlds and other similar effects.

    58 Sylvan Library - The final to deck manipulation card i run. Ive payed alot of life to this....

    59 Survival of the Fittest - This is a card you don't want to run if your playgroup is not at least semi competitive. If this card doesn't get answered for a turn or two, its pretty hard to stop the advantage this card will provide you.

    60 Pernicious Deed - A reusable board wipe with Sun Titan. Also great for keeping a handle on token decks.

    61 Greater Good - The final sac outlet of the deck. Great for filling up both your hand and your graveyard. Good to get out Elesh Norn, Grand Cenobite before you can start sacing smaller creatures.

    62 Mirari's Wake - Mana doubler and an anthem to boot. Cant ask for much more. Great to cast this, hit someone with Sword of Feast and Famine then have ten mana to use.

    63 Privileged Position - One of the final pieces for the cant touch this theme. This and True Believer are always a great pair. "Yo Dawg. Nice Inferno Titan."

    Planeswalker
    64 Elspeth, Knight-Errant - The only Planeswalker i choose to run. Both of the first two modes are great and the third is amazing in EDH games if you can get it off.

    Land
    65 Bayou - Try to save for Wood Elves. Don't forget its a swamp for Crypt Ghast.

    66 Srubland - Don't forget Crypt Ghast.

    67 Savannah - Save for wood elves but a great grab with Urborg, Tomb of Yawgmoth.

    68 Overgrown Tomb - Same as Bayou.

    69 Godless Shrine - Same as Scrubland.

    70 Temple Garden - Same as Savannah.

    71 Verdant Catacombs - Great for mana fixing and shuffling. All the searches can find any of the duals.

    72 Marsh Flats - same as above.

    73 Windsweapt Heath - same as above.

    74 Twilight Mire - Great for filtering Crypt Ghast or Cabal Coffers mana.

    75 Fetid Heath - Same as above.

    76 Wooded Bastion - Another Filter.

    77 Woodland Cemetery - having any of the duals in play will allow all these lands to ETB untapped.

    78 Isolated Chapel - same as above

    79 Sunpetal Grove - same as above

    80 Command Tower - Commander staple.

    81 Reflecting pool - More color fixing.

    82 Urborg, Tomb of Yawgmoth - Great drop that doubles mana with Crypt Ghast or Cabal Coffers.

    83 Cabal Coffers - See above.

    84 Gaea's Cradle - The only green mana source you should ever need once the deck gets rolling. Pairs great with Survival of the Fittest and The Tabernacle at Pendrell Vale.

    85 Phyrexian Tower - Great Sac outlet.

    86 High Market - Almost as good as Phyrexian Tower.

    87 Miren, the Moaning Well - Great to Sac Fatties to

    88 The Tabernacle at Pendrell Vale - Stops token decks from gaining to many creatures. I recommend using it as a sac outlet for Reveilark or creatures i want to have ETB again that turn through res effects later. Just takes a little planning ahead, which in one turn cycle of EDH could mean little considering how fast the board state can change. Also remember it can tap for mana with Urborg, Tomb of Yawgmoth.Just a heads up, this is a disliked card by many players for obvious reasons and often puts an immediate target on your back.

    89 Buried Ruin - I always try to hold this in my hand until i have to play it or miss a land drop. Its great to play then get the birthing pod back my opponents just destroyed. I'm ok missing a land drop for that.

    90 Vault of the Archangel - Great way to get large life swings and make your creatures tougher to deal with.

    91 Strip Mine - Targeted land destruction. As a rule of thumb, i only destroy problem lands or enchanted lands.

    92 Yavimaya Hollow - Regenerates a creature. As stated before, keep a creature when you attack with Novablast Wurm.

    93 Kor Haven - Great way to stop an unblockable commander coming in for 21. Make sure the people your playing with understand you only prevent the damage the attacking creature is dealing, not taking. Alot of people misread the card.

    94 Homeward Path - I like to keep the creatures i cast. Useful against decks like my buddies Olivia Voldaren EDH deck or any blue deck.

    95 Swamp
    96 Swamp
    97 Forest
    98 Forest
    99 Plains
    100 Plains



    Mana Ramping and Fixing


    So you cant do much without mana so i decided to go over it first. With this deck, I'd suggest always aiming for a 3-4 land opening hand or a 2-3 land opening hand if you have something like Life from the Loam or Mirri's Guile. I normally like to have Wood Elves, Solemn Simulacrum, or Oracle of Mul Daya out by turn four. By using Green Sun's Zenith early game to find eithier Wood Elves or Oracle of Mul Daya, you can ramp much more efficiently. Some people don't like to waste tutors on mana ramping but i find that in the deck its always worth it in the long run. Ill go into grave blinking these creatures to have tons of land drops in a turn in a later section.

    The next major part of the mana base is getting out Urborg, Tomb of Yawgmoth. This can be tutored up by using Expeditionary Map or Knight of the Reliquary. Rune-Scarred Demon and Entomb can also find it but i try to save those for other things. Knight of the Reliquary is great because he can go find one of the pieces you would want, Cabal Coffers. Whats even better than Cabal Coffers is Crypt Ghast who can be tutored up many ways. The other land worth finding is obviously, Gaea's Cradle. Normally by turn four or five you should have enough creatures to make this a double or triple land. By turn eight it could easily be tapping for 10 green.

    One of the best drops to have on turn three is Sword of Feast and Famine. I've had True Believer swinging with the sword so many times early game. It easily lets you drop all the cheap creatures and tech in your hand very quickly. The other mana doubler i find worth running is Mirari's Wake. The anthem it provides is an added bonus that not only make my creatures bigger, but helps with Disciple of Bolas type effects.

    The final part of mana fixing is through using the graveyard. The two big cards that give us easy access to lands in our yard are Crucible of Worlds and Life from the Loam. As stated before, Turn one Life from the Loam in the graveyard, through Entomb, is insanely powerful. Once you've filled up the yard, as long as you have access to one of those cards, you should always have access to more land. Don't forget that Sun Titan can be quite useful when returning lands to play and mana ramping as well.

    Posted in: Multiplayer Commander Decklists
  • posted a message on Endrek's Altar, Endrek Sahr EDH
    I never really thought about using blade in the deck but that's defiantly a good idea. i may be switching that in. Thanks!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Endrek's Altar, Endrek Sahr EDH
    Contamination is an awesome card but since i mainly play casual with my friends i try to leave cards like that out. I feel like the deck is already mean enough for a casual group anyways. But i am planning on extending this thread and i will include a section for cards like contamination that i choose to leave out of my deck, but i know would be good in competitive EDH.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Endrek's Altar, Endrek Sahr EDH


    So this is the first time i've ever posted a decklist. I hope to keep expanding on this post and adding more information about the deck and how to play it when i have the time. Hope this short guide helps everyone else with there Endrek Decks.




    Not all of the cards in the deck fit into exactly one category. I put the card in the category I thought it fit best in. However all cards that can fit into other categories have letters corresponding to the other category it could fit in after the name of the card. Abbreviations are shown below.

    [SC]......Sac Outlet
    [RSE].....Recurring Sacrifice Effect
    [CA]......Card Advantage
    [DT]......Death Triggers
    [TM]......Token Makers
    [MA]......Mana Acceleration
    [R].........Resurrection
    [S].........Spells


    The Commander

    "Above all, a well crafted Thrull should be hideous—blasted of countenance and twisted of limb—to inspire fear and revulsion."
    —Endrek Sahr, Master Breeder


    1. Endrek Sahr, Master Breeder- I wont talk to much about Endrek Sahr since he is really quite a simple commander. The goal is to get him out as soon as possible with a couple of exceptions so you can start generating tokens. Then get out a sacrifice outlet asap if you dont already have one. There are only a few creatures in the deck that will cause Endrek Sahr to be sacrificed so it shouldn't happen often if your playing the deck right. An extra tip, I've seen alot of new players forget that if you do make 7 or more thurlls and Endrek would be forced to sacrifice, sacrifice him to a sac outlet while his first ability of generating the tokens is still on the stack. You'll still get the tokens and then whatever benefit from what you sacrificed him too.

    Sac Outlets



    Sac outlets that allow you to sacrifice all of your thrulls without any cost, such as the cards pictured above, are very important in this deck. Without them it is much more difficult to keep Endrek Sahr alive. That being said, its not that hard to get one or even two out in the first six or so turns.

    2. Phyrexian Plaguelord- Instant speed creature removal if needed and just like every creature it makes thrulls when he is cast as long as Endrek Sahr is in play.

    3. Sadistic Hypnotist [CA]- Easily one of the best cards in the deck. If this gets dropped and i have 3 or less opponents i can almost always make them all discard their hands.

    4. Viscera Seer [CA]- Great instant speed sac outlet that can really give you some great card advantage. This should be in every Endrek Sahr Deck.

    5. Bloodflow Connoisseur-I chose Bloodflow Connisseur over Devouring Swarm or other similar creatures for one reason, commander games last longer. I find its better to have a creature that sticks around and still stays big.

    6. Fallen Angel- Going completely against what i just said, this card is amazing. Even though the effect ends at end of turn unlike Bloodflow Connisseurs, it is still very good because it gives +2/+1 instead of the standard +1/+1 plus evasion to boot.

    7. Necrotic Ooze- Although this guy isnt really a sac outlet he can very easily become one. If he is in my hand i almost never cast him until there is another sac outlet creature in my graveyard, or even another players graveyard.

    8. Phyrexian Altar [MA]- This card says, if Endrek Sahr is out, Cast every creature card in your hand. Use it.

    9. Ashnod's Altar [MA]- Almost just as good as Phyrexian altar. Can still easily allow you to cast your whole hand as long as you have tokens.

    10. Spawning Pit [TM]- This outlet has great interaction with the deck, sac creatures then make more creatures? Yes please!

    11. Malevolent Awakening- Not the best sac outlet but it a very powerful card. Remember that since the cards are returned to your hand, you have to cast it again, which means more tokens.

    12. Fallen Ideal- Fallen Angel abilities on an Aura and it comes back to your hand if the creature dies. For a 3 drop, this card can easily give you one hit commander damage win quite easily.

    13. Gate to Phyrexia- Once again, not a great sac outlet but its the only way in the deck (and most of black for that mater) to destroy artifacts.

    Recurring Sacrifice Effects



    It is important to make sure that you have tokens or creatures you don't mind sacrificing before playing any of these. They can easily allow you to control the board and lock down opponents if you have more than one out, but they can easily hurt you just as much as your opponents if played at the wrong time.

    14. Call to the Grave- Even though there are barely any zombies in the deck, still an awesome recurring ability.

    15. Descent into Madness- Nicknamed the I hate magic card in my playgroup, this card has cause many scoops. Make sure you have a good board position before playing this because it causes insta hate on you. But since anyone whose played you will already hate the deck, play it anyways. Id suggest not letting descent go over four counters. It can really backfire.

    16. Sheoldred, Wispering One- The absolute best card in this group. Not only do your opponents have to sacrifice but you get to res a creature instead. Sheoldred may be in every black edh deck, but it trully fits in here.

    17. Kuon, Ogre Ascendant- One of my favorites because of how cheap it is. Activating the flip should be no problem.

    18. Braids, Cabal Minion- This and Bloodghast in an opening hand pretty much means you win. There is a reason Braids is banned as a commander.

    19. Anowon, the Ruin Sage- Similar to call to the grave except it makes you creature tokens too.

    20. Woebringer Demon- Just another recurring sac creature.

    21. Magus of the Abyss- Just as good as the rest except it doesn't get around indestructible which isn't really a big deal anyways. Also this is the only way in the deck to get around this deck's mortal enemy, Sigarda, Host of Herons.

    Card Advantage



    Card advantage wins games. Anyone who has played magic for any amount of times knows this. Plus with the amount of mana acceleration in the deck, its easy to cast multiple spells per turn.

    22. Harvester, of Souls [DT]- Lets you draw a card whenever a nontoken creature dies. This happens alot to your opponents creatures.

    23. Bloodgift Demon- Phyrexian Arena in creature form. Plus it has flying which is always great.

    24. Reprocess [S]- Normally you get to pay 4 mana to draw six cards. Even better if you can get something like Army of the Danmed

    25. Jar of Eyeballs- Maybe the best card advantage card in the deck. I normally activate it with 15+ counters on it. In this deck every time you activate it, you pretty much get to tutor a card from the top third of your deck.

    26. Skullclamp-During your turn this is a sac outlet that says "Sacrifice a Thrull, [1]: Draw two Cards." Doesn't need more explanation.

    27. Phyrexian Arena- Simple draw an extra card during your turn

    28. Underworld Connections-Good for card draw when you have extra mana

    29. Yawgmoth's Will [R]- I win, You lose. Enough said.

    30. Increasing Ambition- In long commander games, nice to tutor three times.

    31. Diabolic Intentions- Just a great tutor that works well with the flavor of the deck.

    Death Triggers



    With all the sacrificing going on all over the battlefield, there is only one way to reap all the benefits. Abilities triggered by creatures dying can go off many time in a turn and can easily win you games.

    32. Massacre Wurm- Token decks can sometimes get around all of Endreks sacrificing effects but this card absolutely hoses them. Tutor for it if your playing a token deck. Youll be glad you did

    33. Blood Artist- A great way to gain alot of life and drain alot of life from opponents. With your sac outlets you can easily do 6 damage and gain 6 life a turn.

    34. Falkenrath Noble- Blood artist with evasion. See explanation above.

    35. Butcher of Malakir- When this card is out, my opponents very rarely manage to keep a creature on the board. A must for any sacrifice based deck.

    36. Grave Pact- Butcher of Malakir in Enchantment form. See above.

    37. Reaper from the Abyss-Great for spot removal. In a multiplayer game you can normally destroy a creature every turn as long as you have a sac outlet, which can be devastating to your opponents.

    38. Phyrexian Obliterator- Not really a grave trigger but i didn't know where else to put him. Fantastic for stopping alot of aggro based decks. I almost always leave him untapped to stop people from attacking me.

    Token Makers



    Unfortunately there are not alot of great ways to continuously make tokens in mono black without making a zombie tribal deck. Most other token decks will outshine Endrek when it comes to number of tokens. My Krenko EDH puts this deck to shame in its token creating capabilities. However I find that I normally have no problem generating the number of tokens I need to use all my abilities.

    39. Thopter Assembly- The best way to generate tokens in the deck is with this card. You can make 11 tokens a turn, 5 with flying, as long as you have a sac outlet. I hope the importance of sac outlets have sunk in by now.

    40. Grave Titan- Makes 8 tokens the turn he comes out blus an additional 2 each turn after. Another great token generator for the deck.

    41. Skirsdag High Priest [DT]- Doesn't really make tokens worth sacrificing but instead gives you a 5/5 flying beatstick once a turn. You should easily have enough thrulls to tap for the ability.

    42. Army of the Damned- Can Make up to 26 tokens. this combined with pretty much any cards in the deck normally mean someones gonna die.

    Mana Acceleration




    In my experience most unseasoned players underestimate the power of black mana ramp. If i drop any of these cards in almost any game i will have enough mana to clear my hand in two turns and probably refill it too. Also, one or two of these with Exsanguinate is normally Game Over.

    43. Caged Sun- Doubles your black mana and all your creatures get +1/+1. Simple Mono Commander Staple

    44. Black Market [DT]- When this thing hits the board, i normally never have to tap my lands again. I have put 20+ counters on this the turn it comes out countless times. This and Exsanguinate are best friends.

    45. Liliana of the Dark Realms- This is the only planeswalker i decided to include. Once you have enough sac effects on the board and have the field under control, its very easy to get her ultimate off which gives you plenty of mana for the whole game. The swamps to your hand are pretty awesome too since its the only way to do it in the deck.

    46. Magus of the Coffers- Cabal Cofers on a creature. This is one of the only cards ill drop on turn five before Endrek. This is because with the amount of mana acceleration it gives, you could drop Endrek and another creature turn six instead.

    47. Nirkana Revenant- Doubles your swamp mana and still works if Liliana's ultimate has been used. Also a great beatstick.

    Resurrection



    Commander Games can last a long time and there is always alot of board wipe. These can allow you to bring your power back onto the board so they can get back in the fight.

    48. Mimic Vat- Great for throwing your opponents good etb creatures on when they die. Even better is throwing any of the titans on here since you can use their abilities twice a turn.

    49. Soul Exchange [S]- 2 black and sac a thrull to res a creature and put 2 +1/+1 counters on it. Thats about it.

    50. Dread Return [S]- This res spell can very easily be used twice in a turn. The best one in the deck.

    51. Victimize [S]- A very undervalued res spell. Allows you to get two creatures back tapped for only three mana and sacrificing a creature.

    52. Nether Traitor- Best for when you need to sac something early game or to help you get your board position back after a board wipe and you already have Recurring Sac Effects out. That way you can get other creatures down and sac nether traitor to the sac effect.

    53. Grave Betrayal- Gives you all of your opponents creatures that die and their bigger. GG bro.

    54. Bloodghast- Pretty similar explanation as nether traitor. Easier to res during your turn but you need a land to do it. Nether you just need a creature dying and an open mana. Both are great cards in the deck.

    55. Hell's Caretaker- Lets you res a creature every turn quite easily. Great drop after a board wipe.

    56. Geth, Lord of the Vault- One reason. All the Sol Rings. But really you want to play him because of all those awesome creatures that your opponents play against the deck so you can kill and them bring them on your side. My playgroup hates this card. Just grab every mana accelerator from graveyards and then your next turn you can play alot of stuff.

    Spells



    Sometimes your opponents can actually manage to get creatures out quicker than you can put them in the graveyard where they belong. if that happens, these cards can allow you to help catch up until you can get something like Grave Pact out.

    57. Damnation- Every commander deck needs a board wipe.

    58. Syphon Flesh [TM]- The more people your playing against the better this card becomes. Pretty much innocent blood that makes you tokens.

    69. Innocent Blood- One mana to make everyone sac one creature. Great for early game if you have no creatures to play.

    60. Barter in Blood- Innocent blood doubled but in my opinion its way more powerful. As i said before, great if you have no early plays.

    61. Urborg Justice- I love this card. Two mana instant speed board wipe. Easily destroys an opponent that has gotten out of hand.

    62. Exsanguinate- Unless you absolutely need the life, save this card as a win con. Its not hard to have this go off for 20 or even the full 40 damage needed for commander.

    Land



    As a mono colored deck the mana base isn't to pricey. i try to run as many swamps as possible to maximize Coffer effects.

    63. Cabal Coffers [MA]- In my opinion, the best land mono black has available. Ever mono black deck needs this card.

    64. Phyrexian Tower [MA]- Great when you can get Nether Traitor or Bloodghast out first. Then once you have thrulls its in extra mana every turn.

    65. Volrath's Stronghold- Just a solid card that allows you to put creatures back in your hand after they die. Remember that means you get t recast them which means more thrulls.

    66. Winding Canyons- Gives all of your creatures flash. An ability that can be very powerful in black.

    67-100. Swamp- Good ole black mana.
    Posted in: Multiplayer Commander Decklists
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