Hrrrrrm. But you can recur Sidisi with Sheoldred. I remember that was a very nice thing the deck used to do back when I played it
It was a tough call but I've found Sidisi to rot in my hand (she's a zombie after all) to often than I had opportunity to cast her. Most of the time I cannot afford myself to use up all my mana to tutor for a card I will play next turn. I need to play it right away or keep mana open for removal / counter. If I have 8+ mana available I just wreck opps with Myojin / Ugin / Mindslaver or search for Contamination at which point it doesn't matter what tutor I use. I can cycle Rite early game to keep tempo. I don't dismiss bringing her back later though.
Oh hey, you're running Phyrexian Totem! I was considering including it in my deck. Has it been working out for you? I've really liked it in Legacy Pox as it converts mana into beats, which is nice, but I was worried it might be too low impact in EDH.
I love that card. Opponents forget about it very often which allows my to punish them. 5 damage a turn can be a lot if someone's using life as a resource (Ad Nauseum, Sylvan Library, numerous Mana Crypts and Ancient Tombs) and combos - which roam my meta - do not have relevant blockers to keep me from attacking. It's also last resort sac target for Contamination. Watch out for Mindslaver effects though.
EDIT: Updated first two posts with all the changes made recently.
Battle report. Oppression is bonkers! It's even good on its own and doesn't hurt me much as I can easily get my stuff back but really shines with Waste Not. Speaking of the latter I added even more support for it with Memory Jar. Which is good on its own too.
Battle report. Waste Not turned out great for my meta where combos with discard outlets and spells roam. It also won me one game with the help of Myojin yesterday.
Speaking of discard I'm going to fit in Oppression to make a deck more... oppressive. Archfiend of Ifnir will probably follow. I also consider testing Hope of Ghirapur as a Silence-like effect.
EDIT: I also consider including Haakon and Nameless Inversion "combo". I think I have enough discard outlets to make it viable especially if I'm going to expand my discard suite (Oppression). Haakon can suplement Skeleton for keeping Contamination alive at least.
So I'm back from a trip of some kind. I've got tired and angry of Sheoldred in the late January as she kept losing against combo decks and there was nothing I could do about it except for building combo deck myself. So I switched Shelly for Mikaeus, the Unhallowed, took out all the stax and toolboxes for combo and synergy stuff and started to fight fire with fire.
First I've got some good results. Won few games, lost some in a close fight and started to like it. It lasted until I realised that I'm still just trying to keep my opponents from winning (like I did with Shelly) and slowly killing them with Mike and some random mana dorks most of the time. There was always a missing combo part I couldn't draw into or I was out of sources to search for it. It probably was deck's composition or one-trick-pony Mike that led it so I finally decided to abadon it and give Shelly a long homeback hug.
Shelly's comeback must not be without some major changes. She demands them so there are three ways I'm going to try:
1. Strengthen the Stax - add more hurt or make the one I have hurt more. I'm thinking Tangle Wire-like stuff, Panharmonicon for killer ETBs and more discard backed up by Waste Not I always wanted to try.
2. Go Reanimation - add more heavy stuff with more ways to discard it (Smuggler's Copter) or bury it for later use (Buried Alive). It would telegraph my plays and make Shelly even much bigger target but who cares.
3. Combo for the Win - make a deck able to win by combo. Adding back Rings of Brighthearth would enable infinite mana engines (two or even three if necessary) to draw a deck (Top, Skullclamp with Skeleton) and win any way I like.
There is also a new cycling route that's worth research, especially Archfiend of Ifnir looks juicy. I will probably wait for Hour of Devastation though.
Time to make up for few months of silence with quick review of most interesting cards from latest sets.
Conspiracy 2
Not much here as most cards were just reprints. Capital Punishment - weak modes for the high cost so it's a big NO Custodi Lich - becoming monarch is two-edged sword and Fleshbag sacrifices for cheaper
Commander 2016
Not much here either as it was focused on multicolor this time. Cruel Entertainment - may be fun but there is high possibility that both players unite against Shelly after forcing them to entertain; Curtains' Call - I don't know. 3 mana for killing two birds with one curtain at 4 people table seems like a bargain but it's still blocked by Gaddock and loses effectiveness the less players are left in play. Magus of the Will - already in
Kaladesh
Artifact-oriented plane is always welcomed for all mono-colored decks but Vehicle focus doesn't go well with control theme. There are some potential targets though: Demon of Dark Schemes - it's Massacre Wurm ver.2 but without pain attached. No pain - no gain. Gonti, Lord of Luxury - recurrable Praetor's Grasp with smaller cardpool to choose from but allows playing exiled cards using any mana. Perfect testing candidate and fits 4cmc toolbox. Noxious Gearhulk - competes for 6cmc slot with Kokusho and Evincar so it's a tough call. Life gain attached makes it better than any other ETB killer but this deck manages opponents' creatures just fine already. Inventors' Fair - not much to search for, Mindslaver being probably the only target. Cultivator's Caravan - could be a competition to Phyrexian Totem but needs 3 power of creatures to Crew so it won't do anything after Damnation at the like. Smuggler's Copter - Skeleton Crew makes it valid attacker/defender and card looting fits reanimation. It will probably participate in testing as soon as I get one for the lowered price
Aether Revolt
Second visit to Kaladesh comes with interesting cardpool. Vehicle focus remains but there are few cards to consider. Fatal Push - not in a format with fatties Herald of Anguish - needs better artifact support but his abilities look juicy. I wish he was legendary. Yahenni's Expertise - Damnation's better although it can be a meta call for dork-dominated tables. Hope of Ghirapur - can lock single opponent with the help of Phyrexian Reclamation or part-lock with Shelly but mass discard is better against spellslingers anyway. Planar Bridge - powerful but too slow Scrap Trawler - needs higher artifact density to be efficient I suppose Treasure Keeper - works nicely with Sensei's Divining Top, sac outlet and Shelly's reanimation so it will probably go in for some testing period Walking Ballista - unreanimatable
It's been a while since I changed anything in a deck, mostly because there were not many quality cards in latest sets. Deck runs smoothly but it still needs to be little faster and more oppressive so I have some things in mind to test. First some more or less minor changes:
Blinkmoth Well -> Drownyard Temple - Well was going out anyway and Temple goes suprisingly well with discard outlets like Apprentice or Mindslicer Phyrexian Reclamation -> Animate Dead - Reclamation is great when fighting reanimators with Faerie Macabre but why should I exile their stuff when I can take it as my own? Goes well with Entomb and discard outlets too. Tooth Collector -> Magus of the Will - that's a change worth its name. Magus may look like a worse YawgWin but it serves mostly as removal magnet or even a beater than value card. Sure if it lives a turn it can give me some stuff back but the best thing is it can be done at instant speed. Imagine a graveyard full of removal and counters...
It's going late so that's all for tonight but next time I'm going to review some more cards from latest sets, especially ones I'm up to test next like Collective Brutality or Gonti, Lord of Luxury.
Yea, I still can't understand why "banned as Commander" and "banned at all" rules were merged together. Losing Braids literally killed one of this deck (and others as well) game plans. There's still Smokestack but it's slow and doesn't have legs so it can't work with Shelly. Seeing Timetwisters flying on first Turn or someone comboing T3 I'm not so scared about dropping Braids, even on Turn 2. Not to mention using her to destroy my own Mana Crypt if needed.
Battle report from yesterday. Obelisk definitely stays in - it protected my Ugin against charging Craterhoof allowing me to ultimate him next turn and win the whole game. I also won another one on the back of Void Winnower again. This thing rocks. Tooth Collector on the other hand did a whole nothing so I'm going to replace it with card I always wanted to try. Necroplasm. Looks like a token-killer and eats mana-dorks after a round. In theory at least. I also finally acquired Mana Crypt (thanks to @Vysogota) so it will gonna rock next week. I hope. I'm little worried about shock effect which already killed some players a few times in my meta though.
"I would get rid of [...] Unstable Obelisk which [is] darn slow." - Artaud, 2015. Tut tut
When did I say it? You have no proof! Anyway Obelisk IS slow as a mana rock in any competitive meta but playing MBC I don't have much choice. I need response to artifacts and enchantments. I could play Karn (I did actually) or Spine of Ish Sah which costs the same to "activate" but they are all sorcery speed which is too slow most of the time. Eye of Doom is still good but using it in Stax/MLD environment is harder.
I find it interesting that you went for Sign in Blood of all the variants. Night's Whisper loses the shock potential but is friendlier on the mana, the new kid Succumb to Temptation is instant speed for one mana more. Is the targetability that big a deal?
There is one big thing that makes SiB better than NW. I have a foil version of it Jokes aside it doesn't make much difference in mono-black especially when using Coffers and I'd rather keep colorless mana open for Warping Wail which already earned its reputation in my meta. Succumb to Temptation is three mana and I don't really need an instant speed for drawing two cards. It's not FoF.
It looks like my deck casts a hell of a shadow over our meta... I thought that Zet is already going deep with Blinkmoth Well and Kumano, Master Yamabushi as Derevi hate, but you seem to have followed his footsteps.
Can you blame us? I'm pretty sure Blinkmoth Well will end up in my Azusa (where it can be searched for much easier) and Geier Reach Sanitarium will go in its place after release but I'm gonna enjoy it here for now and see how it goes. I can tap any Mana Vault I'll come across at least.
Time for few changes. I decided to speed up a deck even more by further lowering mana costs and adding more mana rocks and stuff. Let's get to business.
Tests: Kalitas, Traitor of Ghet - tested it in place of Solemn but it didn't make a difference. Did nothing against reanimation strategies and wasn't search target in any other scenario. Aggro and midrange decks get eaten by Shelly most of the time and vampire legend is like win more against them. Asylum Visitor - did close to nothing so didn't last long.
Changes: Swamp -> Nihil Spellbomb - it's back for fighting reanimation and spell recursion. Lower land count goes in pair with more mana rocks and lesser overal spell cost. Thespian's Stage -> Blinkmoth Well - Stage rarely copied anything relevant and Well goes in for testing its interation with updated Orb effects. Bubbling Muck -> Entomb - this card is bonkers, especially when followed by reanimation spell or when Sheoldred is around. Finally acquired foil version from Graveborn so I could put it in. Eye of Doom -> Unstable Obelisk - Eye is great but having control over what to destroy is better. Obelisk does double duty as mana rock too. Puppeteer Clique -> Cathodion - another mobile mana rock. Works best with Adnate but it's good with other sac effects too. Clique was a hit or miss too many times. Vulturous Aven -> Tooth Collector - got rid of him earlier but it needs to be noted. Collector pings mana dorks and beats for 3 which gave me timely win at least once. He's first on the chopping block when anything better arrives though. Wretched Confluence -> Sign in Blood - cheaper draw is better and I had troubles casting Confluence from under stax/prison effects and Gaddok Teeg too many times. Rise of the Dark Realms -> Void Winnower - I tend to face creature strategies less and less so Rise was an overcosted half of Living Death too many times. On the other hand Winnower is simply bonkers. It single-handed won me two games last time I played by Entombing and Reanimating it on Turn 2 and Turn 3. I was lucky but it can do many bad things even later in the game.
I'm pretty excited about Tree of Perdition. I miss Sorin's "you're at 10 life" effect and that's on a creature I can sac and reanimate to repeat. I wonder if I can pull out Tree + Evincar + Trip "combo" to set someones life to 1
After few months I'm kind of stuck. Primary plan works great and I strip opponents' hands or lock them with Contamination but I have almost nothing to follow up. Till I kill anyone with combat damage (Sheoldred mostly) they recover and kill me. I've noticed I usually lack draw engines or kill myself with them faster than my opps would. Some changes are needed so I'm going to try:
Liliana, Heretical Healer - potential follow up to mass discard to keep opponents empty of threats if they draw an answer to boardstate Kalitas, Traitor of Ghet - made into Top Black Creatures list so I'm going to give him a go and see if he's not only overpriced standard mythic rare Asylum Visitor - already in but it appeared only once so far and died shortly after Westvale Abbey - seems good as Contamination fodder-maker Necropotence - I know I know but I'm still worried about Mindslaver kills.
Potential cuts: Toshiro Umezawa - good on paper but needs 20 or more instants to work reliably Solemn Simulacrum - all competitive decks in my meta ditched him so I probably should too Living Death - I'm unlucky with it as there is always an opponent with more creatures to reanimate than me. I'll stick with RotDR. Wretched Confluence - it's a great spell but costs too much to keep up with fast meta.
Interesting to see you run Vulturous Aven now. I had him in my 99 but cut him a while back as he felt kind of slow. Maybe I used him wrong. Also congrats on the Monolith.
Thanks. Aven is here only temporarily as it will become Toshiro or Liliana, Heretical Healer when I'll acquire them and they'll pass meta tests. Same goes for Bubbling Muck into Entomb.
Updated card list to the most recent one. It requires a lot more thinking now but rewards good plays more than ever. Evincard turned to be a blast to play as well as Faerie Macabre. Going to fetch Entomb definitely and thinking about Toshiro Umezawa. With 10+ instants he can become card-advantage machine if given a chance.
I guess Massacre Wurm in the "flex slot", that would give you something you'd potentially want to tutor every now and then.
Instead of Wurm I'm going to give Ascendant Evincar a go. My meta is full of mana dork-based decks and more often than not I find myself attacking with Sheoldred herself so one more power will allow me to deal 21 commander damage in 3 hits.
Well I'm considering adding more mana-rocks and even more non-basics to be able to produce colorless as I already had some issues with it. Warping Wail is too good to pass so I have to adjust.
On a side note I'm going to ditch Living Death as most of the time opponents have more stuff to reanimate than me and I'm not going to waste slots for more graveyard hate. Thought-Knot Seer turned out to be meh (Mindslicer is better) so I need something in his slot. Entomb is next on my shopping list and it will probably replace LD.
It was a tough call but I've found Sidisi to rot in my hand (she's a zombie after all) to often than I had opportunity to cast her. Most of the time I cannot afford myself to use up all my mana to tutor for a card I will play next turn. I need to play it right away or keep mana open for removal / counter. If I have 8+ mana available I just wreck opps with Myojin / Ugin / Mindslaver or search for Contamination at which point it doesn't matter what tutor I use. I can cycle Rite early game to keep tempo. I don't dismiss bringing her back later though.
I love that card. Opponents forget about it very often which allows my to punish them. 5 damage a turn can be a lot if someone's using life as a resource (Ad Nauseum, Sylvan Library, numerous Mana Crypts and Ancient Tombs) and combos - which roam my meta - do not have relevant blockers to keep me from attacking. It's also last resort sac target for Contamination. Watch out for Mindslaver effects though.
EDIT: Updated first two posts with all the changes made recently.
Oppression is bonkers! It's even good on its own and doesn't hurt me much as I can easily get my stuff back but really shines with Waste Not. Speaking of the latter I added even more support for it with Memory Jar. Which is good on its own too.
Cycling stuff is still in - even more with Razaketh's Rite replacing Sidisi - but Archfiend of Ifnir will eventually get out.
I'm pretty excited with Vindictive Lich from C17. It will annoy a lot of people.
Speaking of discard I'm going to fit in Oppression to make a deck more... oppressive. Archfiend of Ifnir will probably follow. I also consider testing Hope of Ghirapur as a Silence-like effect.
EDIT: I also consider including Haakon and Nameless Inversion "combo". I think I have enough discard outlets to make it viable especially if I'm going to expand my discard suite (Oppression). Haakon can suplement Skeleton for keeping Contamination alive at least.
First I've got some good results. Won few games, lost some in a close fight and started to like it. It lasted until I realised that I'm still just trying to keep my opponents from winning (like I did with Shelly) and slowly killing them with Mike and some random mana dorks most of the time. There was always a missing combo part I couldn't draw into or I was out of sources to search for it. It probably was deck's composition or one-trick-pony Mike that led it so I finally decided to abadon it and give Shelly a long homeback hug.
6 Mikaeus, the Unhallowed
Creatures: 24
0 Walking Ballista
1 Carrion Feeder
1 Hex Parasite
1 Viscera Seer
2 Smuggler's Copter
2 Soldevi Adnate
3 Basal Sliver
3 Blood Vassal
3 Cathodion
3 Faerie Macabre
3 Fleshbag Marauder
3 Merciless Executioner
3 Offalsnout
3 Ophiomancer
3 Overeager Apprentice
4 Crypt Ghast
4 Crystalline Crawler
4 Necrotic Ooze
4 Xiahou Dun
5 Puppeteer Clique
5 Shriekmaw
5 Gray Merchant of Asphodel
6 Demon of Dark Schemes
6 Triskelion
1 Dark Ritual
1 Entomb
1 Reanimate
1 Tragic Slip
1 Vampiric Tutor
2 Demonic Tutor
2 Imp's Mischief
2 Plunge into Darkness
2 Sign in Blood
2 Warping Wail
2 Withering Boon
3 Hero's Downfall
3 Read the Bones
3 Toxic Deluge
4 Damnation
4 Snuff Out
5 Living Death
5 Moonlight Bargain
Artifacts: 15
0 Mana Crypt
1 Expedition Map
1 Mana Vault
1 Nihil Spellbomb
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Wayfarer's Bauble
2 Charcoal Diamond
2 Grim Monolith
2 Jet Medallion
2 Mind Stone
3 Blasting Station
3 Oblivion Stone
3 Phyrexian Totem
2 Animate Dead
2 Heartless Summoning
3 Fallen Ideal
3 Necromancy
3 Phyrexian Arena
4 Grave Pact
Lands: 36
0 Ancient Tomb
0 Barren Moor
0 Bojuka Bog
0 Cabal Coffers
0 Deserted Temple
0 Myriad Landscape
0 Nykthos, Shrine to Nyx
0 Phyrexian Tower
0 Strip Mine
0 Urborg, Tomb of Yawgmoth
26 Swamp
Shelly's comeback must not be without some major changes. She demands them so there are three ways I'm going to try:
1. Strengthen the Stax - add more hurt or make the one I have hurt more. I'm thinking Tangle Wire-like stuff, Panharmonicon for killer ETBs and more discard backed up by Waste Not I always wanted to try.
2. Go Reanimation - add more heavy stuff with more ways to discard it (Smuggler's Copter) or bury it for later use (Buried Alive). It would telegraph my plays and make Shelly even much bigger target but who cares.
3. Combo for the Win - make a deck able to win by combo. Adding back Rings of Brighthearth would enable infinite mana engines (two or even three if necessary) to draw a deck (Top, Skullclamp with Skeleton) and win any way I like.
While I'm deciding what road to take, I'm changing some cards for fun right away:
Underworld Connections -> Waste Not - to see how it works
Drownyard Temple -> Geier Reach Sanitarium - direct support for the above and reanimation targets' enabler
Disciple of Bolas -> Gonti, Lord of Luxury - one card advantage for another and the latter doesn't cost me a creature
There is also a new cycling route that's worth research, especially Archfiend of Ifnir looks juicy. I will probably wait for Hour of Devastation though.
Conspiracy 2
Not much here as most cards were just reprints.
Capital Punishment - weak modes for the high cost so it's a big NO
Custodi Lich - becoming monarch is two-edged sword and Fleshbag sacrifices for cheaper
Commander 2016
Not much here either as it was focused on multicolor this time.
Cruel Entertainment - may be fun but there is high possibility that both players unite against Shelly after forcing them to entertain;
Curtains' Call - I don't know. 3 mana for killing two birds with one curtain at 4 people table seems like a bargain but it's still blocked by Gaddock and loses effectiveness the less players are left in play.
Magus of the Will - already in
Kaladesh
Artifact-oriented plane is always welcomed for all mono-colored decks but Vehicle focus doesn't go well with control theme. There are some potential targets though:
Demon of Dark Schemes - it's Massacre Wurm ver.2 but without pain attached. No pain - no gain.
Gonti, Lord of Luxury - recurrable Praetor's Grasp with smaller cardpool to choose from but allows playing exiled cards using any mana. Perfect testing candidate and fits 4cmc toolbox.
Noxious Gearhulk - competes for 6cmc slot with Kokusho and Evincar so it's a tough call. Life gain attached makes it better than any other ETB killer but this deck manages opponents' creatures just fine already.
Inventors' Fair - not much to search for, Mindslaver being probably the only target.
Cultivator's Caravan - could be a competition to Phyrexian Totem but needs 3 power of creatures to Crew so it won't do anything after Damnation at the like.
Smuggler's Copter - Skeleton Crew makes it valid attacker/defender and card looting fits reanimation. It will probably participate in testing as soon as I get one for the lowered price
Aether Revolt
Second visit to Kaladesh comes with interesting cardpool. Vehicle focus remains but there are few cards to consider.
Fatal Push - not in a format with fatties
Herald of Anguish - needs better artifact support but his abilities look juicy. I wish he was legendary.
Yahenni's Expertise - Damnation's better although it can be a meta call for dork-dominated tables.
Hope of Ghirapur - can lock single opponent with the help of Phyrexian Reclamation or part-lock with Shelly but mass discard is better against spellslingers anyway.
Planar Bridge - powerful but too slow
Scrap Trawler - needs higher artifact density to be efficient I suppose
Treasure Keeper - works nicely with Sensei's Divining Top, sac outlet and Shelly's reanimation so it will probably go in for some testing period
Walking Ballista - unreanimatable
Blinkmoth Well -> Drownyard Temple - Well was going out anyway and Temple goes suprisingly well with discard outlets like Apprentice or Mindslicer
Phyrexian Reclamation -> Animate Dead - Reclamation is great when fighting reanimators with Faerie Macabre but why should I exile their stuff when I can take it as my own? Goes well with Entomb and discard outlets too.
Tooth Collector -> Magus of the Will - that's a change worth its name. Magus may look like a worse YawgWin but it serves mostly as removal magnet or even a beater than value card. Sure if it lives a turn it can give me some stuff back but the best thing is it can be done at instant speed. Imagine a graveyard full of removal and counters...
It's going late so that's all for tonight but next time I'm going to review some more cards from latest sets, especially ones I'm up to test next like Collective Brutality or Gonti, Lord of Luxury.
Obelisk definitely stays in - it protected my Ugin against charging Craterhoof allowing me to ultimate him next turn and win the whole game. I also won another one on the back of Void Winnower again. This thing rocks. Tooth Collector on the other hand did a whole nothing so I'm going to replace it with card I always wanted to try. Necroplasm. Looks like a token-killer and eats mana-dorks after a round. In theory at least. I also finally acquired Mana Crypt (thanks to @Vysogota) so it will gonna rock next week. I hope. I'm little worried about shock effect which already killed some players a few times in my meta though.
When did I say it? You have no proof! Anyway Obelisk IS slow as a mana rock in any competitive meta but playing MBC I don't have much choice. I need response to artifacts and enchantments. I could play Karn (I did actually) or Spine of Ish Sah which costs the same to "activate" but they are all sorcery speed which is too slow most of the time. Eye of Doom is still good but using it in Stax/MLD environment is harder.
There is one big thing that makes SiB better than NW. I have a foil version of it Jokes aside it doesn't make much difference in mono-black especially when using Coffers and I'd rather keep colorless mana open for Warping Wail which already earned its reputation in my meta. Succumb to Temptation is three mana and I don't really need an instant speed for drawing two cards. It's not FoF.
Can you blame us? I'm pretty sure Blinkmoth Well will end up in my Azusa (where it can be searched for much easier) and Geier Reach Sanitarium will go in its place after release but I'm gonna enjoy it here for now and see how it goes. I can tap any Mana Vault I'll come across at least.
Tests:
Kalitas, Traitor of Ghet - tested it in place of Solemn but it didn't make a difference. Did nothing against reanimation strategies and wasn't search target in any other scenario. Aggro and midrange decks get eaten by Shelly most of the time and vampire legend is like win more against them.
Asylum Visitor - did close to nothing so didn't last long.
Changes:
Swamp -> Nihil Spellbomb - it's back for fighting reanimation and spell recursion. Lower land count goes in pair with more mana rocks and lesser overal spell cost.
Thespian's Stage -> Blinkmoth Well - Stage rarely copied anything relevant and Well goes in for testing its interation with updated Orb effects.
Bubbling Muck -> Entomb - this card is bonkers, especially when followed by reanimation spell or when Sheoldred is around. Finally acquired foil version from Graveborn so I could put it in.
Eye of Doom -> Unstable Obelisk - Eye is great but having control over what to destroy is better. Obelisk does double duty as mana rock too.
Puppeteer Clique -> Cathodion - another mobile mana rock. Works best with Adnate but it's good with other sac effects too. Clique was a hit or miss too many times.
Vulturous Aven -> Tooth Collector - got rid of him earlier but it needs to be noted. Collector pings mana dorks and beats for 3 which gave me timely win at least once. He's first on the chopping block when anything better arrives though.
Wretched Confluence -> Sign in Blood - cheaper draw is better and I had troubles casting Confluence from under stax/prison effects and Gaddok Teeg too many times.
Rise of the Dark Realms -> Void Winnower - I tend to face creature strategies less and less so Rise was an overcosted half of Living Death too many times. On the other hand Winnower is simply bonkers. It single-handed won me two games last time I played by Entombing and Reanimating it on Turn 2 and Turn 3. I was lucky but it can do many bad things even later in the game.
I'm pretty excited about Tree of Perdition. I miss Sorin's "you're at 10 life" effect and that's on a creature I can sac and reanimate to repeat. I wonder if I can pull out Tree + Evincar + Trip "combo" to set someones life to 1
Liliana, Heretical Healer - potential follow up to mass discard to keep opponents empty of threats if they draw an answer to boardstate
Kalitas, Traitor of Ghet - made into Top Black Creatures list so I'm going to give him a go and see if he's not only overpriced standard mythic rare
Asylum Visitor - already in but it appeared only once so far and died shortly after
Westvale Abbey - seems good as Contamination fodder-maker
Necropotence - I know I know but I'm still worried about Mindslaver kills.
Potential cuts:
Toshiro Umezawa - good on paper but needs 20 or more instants to work reliably
Solemn Simulacrum - all competitive decks in my meta ditched him so I probably should too
Living Death - I'm unlucky with it as there is always an opponent with more creatures to reanimate than me. I'll stick with RotDR.
Wretched Confluence - it's a great spell but costs too much to keep up with fast meta.
Corrected. Derevi's Police always vigilant, eh?
Thanks. Aven is here only temporarily as it will become Toshiro or Liliana, Heretical Healer when I'll acquire them and they'll pass meta tests. Same goes for Bubbling Muck into Entomb.
Instead of Wurm I'm going to give Ascendant Evincar a go. My meta is full of mana dork-based decks and more often than not I find myself attacking with Sheoldred herself so one more power will allow me to deal 21 commander damage in 3 hits.
I have more than enough instant-speed removal and not enough creatures to sac so Attrition would sit doing nothing most of the time.
Well I'm considering adding more mana-rocks and even more non-basics to be able to produce colorless as I already had some issues with it. Warping Wail is too good to pass so I have to adjust.
On a side note I'm going to ditch Living Death as most of the time opponents have more stuff to reanimate than me and I'm not going to waste slots for more graveyard hate. Thought-Knot Seer turned out to be meh (Mindslicer is better) so I need something in his slot. Entomb is next on my shopping list and it will probably replace LD.