Deck History
When the spoiler for Duel Deck: Izzet vs. Golgari was released by WotC, revealing Jarad, a new Golgari legend, my eyes opened wide and the brainstorming began. Jarad begged to be built around, and although I had limited experience with the Dredge mechanic in Commander, my past experiences in Extended gave me a good start.
I began with a lot of the Dredge staples, like Golgari Grave-Troll and Life from the Loam, adding in the black & green staples as I went a long (Demonic Tutor, Phyrexian Arena, Primeval Titan, Sakura-Tribe Elder, etc[/c]), after all, I only needed a starting point to start testing. I then topped it off with a starting mana base, including all the essential GB lands and needed utility lands. After durdling around with the numbers, I came up with a good 99 to start playing and brought the list to the MTGS members for evaluation and theory crafting.
Since then, the deck has constantly evolved, shaping itself into what it is today. Many thanks are owed to the MTGS members who assisted and are still assisting in the tuning and refining of this deck. Without them, we'd still be at point A, looking across the Golgari swamps at point B.
Personal Bio
My name is Ryan, and I first picked up Magic: The Gathering in the Spring of 2003 when Scourge was released. The first card I ever owned was Goblin Warchief and the first deck I ever played was, of course, Goblins. Over the next six years I played mostly Standard and enjoyed it for the most part. However, in early 2009, I found a new game shop that played formats other than Standard. Something called "E.D.H." I had no idea what it stood for, but over the next month I quickly learned all I could about the "format" and did whatever cards I found to be multiplayer worthy. Unfortunately, most of my collection was Standard only (at the time this was Shards of Alara and the soon to be released Conflux).
Coming off of my favorite standard season ever, the Faeries of Lorwyn were very good to me, I thought it would be interesting to try a faster, yet under powered (or so I thought), first general in Vendillion Clique. My first choices were Doran, the Siege Tower and Rafiq of the Many, but at the time, and over the next year, those were unavailable in that play group (they limited each Commander to one person so that they didn't have to deal with the legendary rule). At first, Vendillion Clique was underwhelming and became a bit stale countering everyone's spells while having no endgame. That all changed, though, when I met an experienced player who introduced me to Hinder, Spin Into Myth, and Tunnel Vision. In less than an hour, my Clique list when from an underpowered, stale, tribal deck to an overpowered 'complaint machine.' Within a week, I had to abandon Clique and search for something new that wouldn't make the rest of my group whiney little girls.
Recently, Jarad, Golgari Lich Lord was spoiled as part of the Izzet vs. Golgari Duel Deck. As soon as WotC officially spoiled him, I knew I wanted to build it. Two of his three of his abilities are amazing, and the third, while not backbreaking by any means, shouldn't be forgotten should the need arise. The following is a labor of love and enjoyment. I hope you enjoy and partake in my version of Jarad, Golgari Lich Lord.
Why Play Jarad?
The idea of "Jarad" just kind of happened when I was watching the Izzet vs. Golgari Duel Decks spoiler. People were talking about different ideas and strategies to use, and something really peaked my interest. I don't know if it was his colors (Golgari, one of my favorite combinations) or the graveyard absue, but when it came to the deckbuilding, something inside me started ticking and before I knew it, I had a skeleton to the deck built, and everything sort of filled itself in.
Speaking of both of the Golgari and graveyard interactions, I did consider Savra, Queen of the Golgari as well, but I felt Savra would be better suited to play in a deck lead by Jarad, rather than vice versa.
Pros
• Jarad is able to use/abuse the graveyard as an additional resource
• Black/Green color combination gives us access to many of the best Dredge spells of all time, which the deck heavily depends on.
• Because of our colors, we're able to play creatures that have positive interactions without graveyard state (i.e. Lord of Extinction) and that are abusable with Jarad
• Jarad is unbothered by constant board wipes, which seem to be a staple of many multiplayer games.
• Black/Green gives us amazing spot removal and mass removal
Cons
• Playing a graveyard based deck leaves you vulnerable to yard hate, which many/most decks play.
• At times Jarad can be uninteractive with the rest of the table, resulting in longer turns and irritated opponents.
• Although our removal suite is top notch, stopping combos and heavy control can be an issue
• Jarad, and Dredge in general, can be complicated, and easily leads to misplays.
Deck List Current Deck Stats
Avg CMC: 3.31
Mana Distribution: B = 54% l G = 46%
Mana Source Distribution: B = 54% l G = 46%
The following decklist is my preferred version to run. It's not necessarily the best 99 (does this really exist?), but it's the combination of cards that I find the most entertaining and fun to play as well as the 99 that gives me the best chance to win. It is not meant to stifle creativity, the opposite in fact, this decklist is constantly evolving from new suggestions by people like you.
Other Versions Check out these decklists for other great ideas...
You can find ASpacemanIam's list here.
You can find Ninjacan's list here.
You can find onlainari's list here.
You can find Wulvenheimer's list here
Unlike other Commanders, Jarad doesn't need to be on board for most of the game. While he is an excellent sac outlet, and often a wincon, Jarad isn't necessary to setting up our early or mid game, and therefore isn't needed until you're ready to finish off your opponents or don't have access to another sac outlet.
When you do need to play Jarad, the most important thing to remember is having mana available to use him immediately. If he's going to die right away, you'd better get at least one use out of him. Luckily, in a deck like this, one use is often all you'll need to finish a game.
In summary, play Jarad if:
1. You have mana available to play Jarad and use his second ability.
2. Using Jarad's second ability would make a large impact on the game.
3. You are in need of a sac outlet and are unable to find/use any other.
Deck Strategy
The idea behind this deck is to create a full graveyard for use as an extension of your hand and as a kill condition with Jarad. This is a Dredge deck, but because of all the creatures, the deck can also become an aggro deck that wins through the Red Zone.
Key Elements Creatures and spells that fill our graveyard
These cards are the workhorse of the deck. This is what the rest of our deck feeds off of and eventually, how we end up winning.
Example: Survival of the Fittest, Greater Good, etc
Creatures and spells that benefit from our graveyard state
These creatures and spells are what often lead us to winning.
Example: Lord of Extinction
Creature Utility
The card advantage of the deck that doubles as graveyard fodder later in the game.
Example: Acidic Slime, Wood Elves, etc.
Board Control
These spells and creatures allow us to keep the board clear of major threats while we set up for the win.
Example: Damnation, Putrefy, etc.
Synergies (Combo)
Although we only run one combo, Jarad's synergy with high powered creatures wins games.
Mill all of your opponents (depending on cards like Kozilek, Butcher of Truth), destroy all of their lands, and destroy all other noncreature permanents they control.
If LoE of Sewer Nemeis' power is greater than or equal to your opponent's life total, these are one-shot kills, and many times can kill the whole table.
Weaknesses
Control
This is usually our easiest match. Their two main ways to combat our plan; counterspells (aka putting stuff in our yard) and mass removal (aka putting stuff in our yard), are less-than futile at slowing us down.
The key to winning these matches is timing. When you play that Lord of Extinction or Living Death can be the difference of a win or a loss. Wait for them to make the first move, then make the better one.
Combo
Depending on the specific combo, this can either be a walk in the park (linear artifact combo) or a nightmare (graveyard strategies).
Against linear artifact strategies, find your Krosan Grip early and wait for them to make the move. Counter their attempt and move forward with our game plan from there.
Against graveyard combo strategies, being faster is key. Other than that, try to find a Nezumi Graverobber or Scavenging Ooze and go to town on their yard.
Aggro/Tokens
This is usually our hardest match up, but is also the least prevalent in my meta. Plus, we play with three opponents, and so we're only the target about 1/3 of the time.
Because we use our life total as a resource here, we can't take too much outside damage before folding. The best way to combat these strategies is to run out our creatures to block (who cares if they die?) and find a Damnation if needed.
Explanation
Because we run a Filth/Primeval Titan/Urborg package, Brawn became uncessary (if all lands are Swamps, and your creatures have Swampwalk, do they need Trample too?). Corpse Connoisseur gives us an added "Buried Alive" effect and is still a creature to count for Jarad in the yard.
Credit: Jivanmukta
Explanation
While Sorin Markov gives us an easy one-shot ablity when combined with Jarad, that's really not what I want to be doing with the deck. Nether Traitor is another needed Bloodghast-like effect that is the work horse of the deck.
Credit: Jivanmukta
Explanation
Many times the Signet would end up in the yard, and wasn't worth getting back. Even when it was in my hand, I felt I often had better plays. On the other hand, I found myself lacking removal. Krosan Grip and Putrefy do a great job, but having a third, more versatile, removal spell helps us deal with a lot of issues (Krenko tokens was a great example in the last test session).
Explanation
With Life // Death, Reanimate, and Necromancy already in the 99, it quickly became obvious that Beacon was unneeded. Many times I found Beacon sitting in my hand, not needing it. In most of those scenarios, I would have preferred Wordly Tutor. Why? Because here, Wordly Tutor's power is exponentially greater via the Dredge mechanic. It's not just a tutor to the top, it also ends up being a tutor to your graveyard (similar to Entomb) when you need it. Added to the 99, more testing results to come.
Explanation
Loaming Shaman's usefulness is far too situational in a deck that wants cards in the yard. There were times when you could pop something back into the deck and then tutor for it, but compared to just Regrowth or Eternal Witness, the Shaman ability was subpar. It was our only way to deal with other yard-based decks, but so far we're faster and leaner than them, so it hasn't been an issue. Woodfall Primus is a card I've wanted included since I started dreaming about Jarad, but I couldn't find the spot right off the bat. Now he brings added utility removal and a fat butt that works well with Jarad (and combos with Mikaeus, the Unhallowed and Altar of Dementia).
Explanation
Gravecrawler, even at it's best, wasn't "that" great here. It doesn't stand up to Blood Ghast or Nether Traitor, and it makes room for a card that, when paired with our general, can kill all of our opponents at once. Seems like a sizable upgrade.
Explanation
Although Rings did have a positive interaction with Jarad, it felt a bit too greedy, and often hung out in the yard. Crucible of Worlds actually makes great use of our dredging, and the fact that we currently run 6 fetchlands (some versions may run more or less).
Explanation
Perilous Forays does have some synergy with cards like Bloodghast, but it's not always the greatest way to spend our mana. Grave Pact gives us a way to get our opponents creature's into the yard and off the board. It can get rid of trouble creatures (yes you, Avacyn) and works great with Liliana of the Veil
Explanation
Mikaeus does what we want from Sheoldred (return creatures), but does it much faster. Sheoldred is a little too slow and draws a lot of hate.
Explanation
Avenger, in this deck, is a better Grave Titan, because it puts the tokens out immediately and has better synergy with cards like Skullclamp.
Explanation
Vulturous Zombie didn't turn out to be as good as I hoped. It does grow through the game, which is good with Jarad, but that's what Lord of Extinction is for. Glissa provides a much needed ability in returning artifacts that have been killed off. Also, being a creature, she fits the deck's theme.
Explanation
Although Bitterblossom is synergistic with Skullclamp and our sac outlets, it does take time to build up, and isn't very efficient late game. Phyrexian Arena (which has the exact same 1 life drawback) puts more cards into our hand each turn, which is something this deck can struggel with.
Explanation
Although Necropotence's power level is arguably higher than Sylvan Library, it interefered with much of our strategy, and produced unwanted results. Sylvan Library increases our card filtering and allows us to increase our draw if needed.
Explanation
While Oversold Cemetery recurs a creature per turn to our hand, Mimic Vat can recur our creatures (and make a new one each turn, great with Primeval Titan, etc) and steal our opponents.
Explanation
The more basics we removed for utility lands and with the amount of fetchlands we run, Yavimaya Granger got worse and worse. We also had a definite need for graveyard hate, and Nezumi filled that roll, as well as a recursion engine and a mana sink.
Explanation
Deed was originally added as a Rattelsnake card against aggro decks, which can prove problematic for us. Unfortunately, the opposite was true; aggro decks would see Deed and go at me, trying to get me to activate it, so they could move on with their gameplan. Against Combo, Deed is just too easy to work around and usually acts as an expensive Damnation.
Krosan Grip answers the combo decks in my meta, Sharuum & Oona for example, and is our only response to an on-board Relic of Progenitus or Tormod's Crypt. Also, unlike Deed, it can be proactive, reactive, and a surprise.
Explanation
Bonehoard gives us a similar effect to Hatred, a massive creature pump that can be used in combination with our general to win games. Although Hatred has a higher upside and the surprise factor, Bonehoard has a much lower downside and doesn't leave us open to getting blown out.
Explanation
Similar to Bonehoard, Yawgmoth's Will extends our reach in the game. However, Yawgmoth's Will can get us the win in a multitude of ways (and can also function as excellent utility), where Bonehoard is very narrow in its uses.
Explanation
High Market was generally our worst sac outlet, and something we rarely needed. Buried Ruin gives us a way to immediately retrieve an artifact (i.e. Altar of Dementia).
Explanation
Without Primeval Titan constantly throwing lands into play, Azusa's value grows, allowing us to play up to three land a turn, whereas Oracle only allows us two extra.
Gravecrawler
This is a one-drop version of Bloodghast/Nether Traitor, with the downside of having to control a Zombie to recur it. But, our commander is a Zombie, making it easier to use his ability.
Nezumi Graverobber
One of two great graveyard-hate creatures we can run here (the other being Scavenging Ooze). Although they perform similar yard-removal strateigies, the creatures are very different in every other function. Nezumi, while costing double the cmc to activate, only requires B, our primary color. It also has the ability to flip and recur creatures from the yard. It can also become a recursion engine alongside Urborg, Tomb of Yawgmoth and Cabal Coffers.
Scavenging Ooze
Similar to the above Nezumi in yard-hate, the Ooze is actually a very different animal. Unlike Nezumi's activated ability, Scavenging Ooze requires G to activate, which can be harder to generate, especially in multiples. It also cannot recur creatures like Nezumi is able to. However, it can grow throughout the game, become a fatty, and a finisher alongside Jarad.
Nether Traitor
This is a great card in a deck that wants to sac and recur creatures. For the small price of B, Nether Traitor returns from our Yard directly to play. The Haste and Shadow ability should not be overlooked or undervalued, as in combination with other core cards like Bonehoard, Traitor can do a lot of damage.
Bloodghast
Similar to Nether Traitor, Bloodghast is easier to recur once, but harder to recur after the first time. It can have haste, but this isn't as relevant with 'Ghast as it doesn't have the Shadow ability that Nether Traitor sports.
Sakura-Tribe Elder
A format staple, Sakura gets even better here, where our goal is to fill our yard with creatures, and he does it for us. Plus, we get the Rampant Growth ability along with it.
Hermit Druid
Although we do have a fairly high basic land count to be running this guy, Hermit Druid is still powerful here, and usually nets us a handful of cards in our yard.
Fauna Shaman
Our 2nd Survival of the Fittest, Fauna Shaman is a definite downgrade, waiting a turn to activate and only being useable once per turn. However, being a creature puts her "on theme" and being so fragile is much less of a downside here.
Yavimaya Elder
The O.G. of Commander, Elder is an even bigger star alongside Jarad. Putting himself in the graveyard for us while getting two lands and drawing a card is as good as it gets for creatures here.
Fleshbag Marauder
Absurd with Grave Pact and Savra, Queen of the Golgari, Fleshbag was one of the first creatures added to the alpha-test of Jarad. This guy generally forces three opponents to sac a creature and either puts himself in the yard, or becomes a one-time sac outlet if you need it.
Wood Elves
This is a Nature's Lore with legs that easily plops into your graveyard. Wood Elves is a ramp spell that contributes to the game plan and fits the theme all at the same time. An excellent Skullclamp target.
Yavimaya Granger
Even better than Wood Elves above, Granger actually puts itself into the graveyard for us. An excellent Skullclamp target.
Bone Shredder
While we're on the topic of awesome utility creatures that kill themselves for us... This guy is Terror on legs that feeds our yard without any effort. Yep, you guessed it, an excellent Skullclamp target.
Eternal Witness
While this card's awesome power and utility is well known across the format, in a deck that plans on dredging to feed the graveyard and find the right spells, Eternal Witness is that much better. In some games, this creature is more of a Demonic Tutor on legs than a Regrowth. And yes, she is THE perfect Skullclamp target.
Glissa the Traitor
We rely on artifacts for a lot of things here; ramp, card draw, card filtering, and maybe most important, sac outlet. Unfortunately, people like to destroy those things. Not only that, because we make use of the Dredge mechanic, many times our best artifacts find their way into our graveyard. Glissa does a great job at getting those artifacts back. She has amazing synergy with Fleshbag Marauder and Grave Pact, many times allowing us to return all of our artifacts to our hand.
Solemn Simulacrum
There isn't much else to say about the most beloved creature in all of Commander. He's really great in a deck that likes to sacrifice and recur things, and obviously very good even without those mechanics.
Oracle of Mul Daya
While we don't run "a lot" of lands, we still have a faily heavily land count. Oracle of Mul Daya is able to help pull those lands out of our library and onto the board. Resulting in an increased resource pool and a higher density of non-land cards in our library.
Mindslicer
One of the best rattlesnake cards we can run, Mindslicer does a great job at holding off a Wrath of God effect when we need to, or allows us to dump our hand when the time is right.
Filth
Although it is surprising to some, we do win through the red zone a lot (who knew having a horde of unblockable creatures could do that?). Nine times out of ten, this is how we win in combat (Swampwalk + Urborg, Tomb of Yawgmoth).
Note: the timing of putting this into your graveyard matters a lot. If you can control it, make sure it only sits there when absolutely necessary.
Corpse Connoisseur
This card works great with the theme of our deck, is castable from the yard when needed (or for a second activation), and acts as a tutor for a yard-based cards (Genesis and Filth).
Disciple of Bolas
If any card was made for this deck, it's Disciple of Bolas. A one-time sac outlet, needed life gain, and card draw, all on one awesome creature.
Sewer Nemesis
Chosen over Mortivore as our back-up plan to Lord of Extinction, Sewer Nemesis not only gets bigger for each card in our graveyard, but it actually feeds it as well.
Savra, Queen of the Golgari
While Savra's first ability works great as an additional forced sacrifice effect (perfect with Fleshbag Marauder), her secondary ability is actually very important. We regularily use our life total as a resource, and this ability allows us to regain some of that. It also has synergy with Sakura-Tribe Elder and Yavimaya Elder.
Golgari Grave-Troll
Not just another graveyard based p/t creature, Grave-Troll can protect himself (Regenerate), feeds our graveyard, and keeps coming back (Dredge 6).
Acidic Slime
Having the ability to destroy an Enchantment, Artifact, or Land can be key to winning any game, being able to tutor it into play with Natural Order or Green Sun's Zenith makes it that much better. While Slime is a litte green-heavy in a black-heavy deck, his ability makes him more than worth it.
Genesis
The 'King of Recursion', Genesis allows us to bring a needed creature back from our yard to hand each turn for a very small investment. With all the utility we run and sacrificing we do, Genesis fills an empty hole. Also worth noting is the interaction between Genesis, Eternal Witness, and Skullclamp.
Phyrexian Delver
Essentially, the black Karmic Guide, but with the downside that it doesn't have Echo (meaning it doesn't put itself into our yard) and the life-loss. As I've previously stated, we often use our life total as a resource, and this a perfect example.
Lord of Extinction
The 'Big Mama Jama' of the deck that can win you the game in multiple ways. The easiest way to abuse this guy is to play him with Jarad on board. In almost all cases, this is a win. However, Lord of Extinction is vulnerable to spot removal, so that is something to watch for.
Grave Titan
The zombie maker originally found a spot in Jarad because of its ability to create a hoard of 2/2 zombies. However, I tested it against Avenger of Zendikar, and by the time Grave Titan was able to match the quantity of tokens Avenger could produce, the Zombies were mere 2/2s, while the plant tokens were often 7/8s or bigger.
Mikaeus, the Unhallowed
The "evil" Mikaeus does so much work for us, returning almost all of our creatures to the field once they die. As much as I love Mikaeus here, Woodfall Primus loves him more.
Avenger of Zendikar
Avenger's 0/1 tokens have synergy with Skullclamp and can also grow to be a force in the red zone (ala Primeval Titan). Natural Order does an excellent job of fetching it for us if it is still in the deck, and any of our Reanimate spells can easily pull it from the yard.
Rune-Scarred Demon
An item of contention between some Jarad players, RSD is a Demonic Tutor on legs (big flying legs) that can be tutored for and absued by recursion. A personal choice that not everyone utilizes.
Woodfall Primus
Imagine Acidic Slime on steroids. Woodfall Primus is perfect in a deck that likes to sacrifice creatures. Primus has synergy with Mikaeus, the Unhallowed (and any sac outlet) that, put simply, wins games. Unlike Terastodon, this creature keeps coming back for more.
Terastodon
Dumbo here is one of the best fatties green has to offer. Not only is he efficient (9/9 for 8CMC), but he also takes care of non-creature permanents (similar to Woodfall Primus). However, unlike Woodfall Primus, Terastodon isn't abusable and rarely wins games like Primus can, or at least enable.
Enchantments
Survival of the Fittest
This is most important enchantment, and maybe overall card, in the whole deck. Survival tutors for a creature for only G, while at the same time allowing us to discard creatures we want in the yard. It can activate several times a turn, and is great with cards you don't always want in the yard, but when you need it, you have to have it there (i.e. Filth).
Bitterblossom
A consistent token producer in a deck that likes to sacrifice creatures, and it has great synergy with Skullclamp. Not all lists will be able to fit Blossom, and who can and can't will mostly be a personal preference/choice.
Sylvan Library
Card filtering every turn and card draw when we need it, Sylvan Library provides this deck with a much needed filtering engine. Similar to Sensei's Divining Top, Library let's us rearrange our top three cards and choose which to draw. However, unlike Top, if we're willing to pay 4 life per card, we can draw an extra card or two.
Animate Dead
A cheap and effective way to reanimate a creature from your yard. The downside is that the enchanted creature gets -1/-0 and if someone destroys Animate Dead, the creature is sacrificed. Sometimes we can work around this, but often it just leads to a dead creature.
Oversold Cemetery
There are several cards out there that do similar things to Oversold Cemetery (Phyrexian Reclamation for example), but those all require a greater mana investment over time and/or a life investment per activation. While that normally isn't a problem, we consistently have life total issues. Because Oversold Cemetery is so easy to get active, costs no additional mana, and requires no life investment, it may be the right card for your Jarad build.
Phyrexian Arena
Arena is a simple yet necessary addition to our card draw suite. Losing one life per turn is a small investment for an extra draw each turn.
Necropotence
The most powerful draw spell this deck can include, Necropotence is known for winning games the turn it comes out. Unfortunately, that often means abandoning our game plan and finishing in a manor detrimental to game politics. It also is anti-synergistic with much of our deck. The decision whether the power is worth the cost is a personal one and may differ for each pilot.
Necromancy
Like Animate Dead, is an enchantment that returns a creature from your yard to play. The difference lies in the extra 1, and what you get out of it; the ability to play the enchantment at instant speed if you only need the creature for one turn and the creature does not get -1/-0. Personal preference dictates running one, the other, or both.
Pernicious Deed
The ultimate rattlesnake? Perhaps, but Deed still has an immediate game affect and can be set up to heavily benefit you over your opponents.
Greater Good
This card is excellent even in decks that aren't trying to feed their yard, here, it's so much better. A sac outlet, a dredge engine, and a draw machine, all in one little enchantment.
Grave Pact
We sacrifice creatures... a lot. Forcing our opponents to do the same is "oh-so satisfying." Because we're able to recur our creatures, and many times our opponent's are not, we benefit while they lose out.
Artifacts
Mana Crypt
Fast starts are good in any deck, and accel that costs 0 leads to really fast starts. We want to get our stuff out there and our dredge going before people have too much time to answer it, this does that. Like a cheaper Sol Ring with a drawback.
Sol Ring
The best artifact ever. Again, this leads to fast starts and various shenanigans.
Sensei's Divining Top
Top provides filtering for the top of our library (important with dredge, there are some things we don't want in our yard) and can draw us a card in a pinch.
Skullclamp
By now, you've seen this card name so much it makes you sick to read it again. Well, get used to it! Clamp is amazing here, in a deck that wants its creatures to die. It provides card draw that we can sometimes lack, and it's also has a very cheap mana cost and equip cost.
Altar of Dementia
Not only is this a sac outlet that can mill all of our opponents out of the game, but more regularily, it's a dredge machine for our own deck. As a result, we get creatures from the field into our yard and more card from our deck into the yard. It's a win-win here.
Crucible of Worlds
Many versions of Jarad run several fetchlands, Strip Mine, Wasteland, and other powerful utility lands. Crucible of Worlds is great at getting those back (it's faily often that Urborg, Tomb of Yawgmoth or Cabal Coffers gets blown up), and is great just at that. However, consider that you're also dredging most of your deck, and a lot of your lands end up in your graveyard. Crucible gets infinitely better here than in other non-yard related decks.
Birthing Pod
Pod assists us in getting creatures into the graveyard and getting bigger ones out of the library and onto the field. When running Birthing Pod, it's important to consider how many of each CMC creature you run, to make it effective.
Bonehoard
As you now know, we put a lot of creatures in the graveyard, one way or another, and one way to take advantage of that is Bonehoard. Not only does it count our mass of dead creatures, but all of our opponent's too. This has great synergy with Jarad's second ability and can win games when attached to the right creature.
Sorceries
Reanimate
The namesake of many graveyard strategy decks, this little one-mana spell allows for ridiculous plays and only gets better with our Dredge strategy. But, beware your life total when reanimating a fatty, you only want to hover so close to death.
Demonic Tutor
Demonic Tutor gives this deck so many options, and depending on our hand or yard, can be the thing we need to "seal the deal." It is worth noting that later in the game, when much of our deck is in our graveyard, that library tutors give us less options.
Regrowth
We're constantly putting things into our graveyard, this strategy makes Regrowth act more like the Demonic Tutor above. In a deck like this, it can be argued that Regrowth is/can be more powerful than Demonic Tutor.
Life from the Loam
While Loam feeds our graveyard (Dredge 3), it also gets back our used utility lands, or lands that were dredged into the graveyard. Any card that can return itself from the yard and is useful to the deck in other ways is a welcome addition here.
Buried Alive
A three creature tutor for your graveyard, which is used here as an extention of your hand. Depending on the phase of the game, a common selection might be Genesis, Filth, and Golgari Grave-Troll.
Maelstrom Pulse
Utility in removal. Because we don't run blue and we can't answer things on the stack, we have to be able to answer major threats once they land. Pulse gives us the ability to do that, while also allowing us to take out multiple targets at once (opponent's tokens and artifacts are common targets).
Damnation
Normally a very good card in any black deck, Damnation is REALLY good here. We can use this aggressively and benefit by it filling up our yard, while most of our opponents can't.
Scapeshift
Because of the banning of Primeval Titan, we were left without a reliable way to get Urborg/Cabal Coffers into play and ways to trigger Avenger of Zendikar. Scapeshift fills that void and at a lower mana cost. It will never actually replace Prime Time (R.I.P.) but it's the best option available.
Natural Order
NO does two things we really want: tutors for a green creature and puts into play and throws a green creature from the field into the yard. Quicker than Green Sun's Zenith and the sacrificing can be beneficial depending on how/when its played.
Living Death
In many scenarios, we have, or are tied for, the fewest creatures on the field and the most in the graveyard. This means that we're able to capitalize on Living Death, turn the game in our favor, and sometimes use it as a wincon.
Green Sun's Zenith
A slower version of Natural Order that doesn't require us to sacrifice a creature. Both only get green creatures, so the choice between the two may come down to personal preference and/or cost.
Instants
Vampiric Tutor
Instant speed tutoring for any card to the top of your deck. Although in most cases, this isn't as good as getting a card in your hand, it should be noted that if you need something in your graveyard, it can actually be better.
Worldly Tutor
Similar to Vampiric Tutor above, but only for creatures, Worldly Tutor is often used to find that utility creature in a pinch, or for right before you Dredge (i.e. Genesis).
Entomb
Instant speed tutoring for your graveyard. Although many look at the early game implications with Reanimate and the resulting shennigans, its actually great for late game too, when you might need something like Filth to pull out the victory.
Putrefy
Utility spot removal that fits our colors and theme.
Beast Within
See above, with more utility and greater drawback.
Krosan Grip
One of the best EDH artifact/enchantment removal spells of all time. Unfortunately, because it's not able to hit creatures like Putrefy, and not as versatile as Beast Within, some lists may not be able to fit Grip in their 99.
Hatred
Never in my four years of EDH play has a choice been so contested. This card's interaction with Jarad wins games. It's as simple as that. However, if you're caught (i.e. properly timed counterspell or spot removal), it can also lose you the game. An all-in card if there ever was one, this is simply a choice of preference.
Planeswalkers
Liliana of the Veil
A 'walker that lets us discard something we need in the yard, plus hits our opponent's hand, can force someone to sac a relevant creature, or can be a sac outlet for us (amazing with Grave Pact), and if allowed to live, her ultimate can be devestating.
Garruk Relentless
Both sides (Relentless and Garruk, the Veil-Cursed) have synergy with the deck, and luckily this Garruk is light on green (important in our black-heavy deck). Unfortunately, there's a down side to this get, getting him to live even once around the board was near impossible. I was never able to use Garruk the Veil-Curse, because Garruk Relentless was always getting killed. That being said, if you can get him to last in your meta, he is great with the rest of the deck.
Lands
Instead of explaining every single land, I will categorize them, and write an explanation only if necessary.
Utiliy Volrath's Stronghold
Recurs creatures to the top of our library, can work like Genesis in its absence or along with it to double the effect.
Phyrexian Tower
A neeeded sac outlet need to get creatures into the yard and protect Jarad from being tucked. It also accelerates you a turn when needed.
High Market
Another sac outlet, similar to Phyrexian Tower.
Bojuka Bog
Other players have graveyards too, sometimes they need to be exiled.
Cultivate/Kodama's Reach/Skyshroud Claim/etc.
Although our plan is to get ahead, we like to do this through creature ramp. By using utility creatures, we strengthen our game plan (a creature in the yard is much better than an instant or sorcery if you're going to use Jarad's first ability to kill someome) and focus on deck synergy (i.e. what's better, Skullclamp with Wood Elves or Cultivate?).
Phyrexian Reclamation
As you may know by now, we often use our life total as resource, and therefore can have troubles surviving (especially against aggro/swarm). So, when we have two similar affects where one involves paying life and the other does not, it is important for us to consider how *more* life-loss will affect us and how it affects the value of the card here (Oversold Cemetery is a great example of a similar card that may be run instead).
Sorin Markov
As much as I like killing someone in one shot with this guy, it brings unneeded hate from the rest of the table, and can distract from your game plan (kiilling everyone, not just one person).
"Your Favorite Card Here"
Ask! We may not have discussed it or even have known about it. By bringing it up, you may stir up new ideas that bring about positive change. Phyrexian Delver was such a card, and is now one of our best recursion spells.
I've never liked Filth and Brawn. Just never seen the latter be good and the former requires setup. However with prime titan to grab an Urborg you can make your field unblockable so that one may deserve a spot.
I've never liked Filth and Brawn. Just never seen the latter be good and the former requires setup. However with prime titan to grab an Urborg you can make your field unblockable so that one may deserve a spot.
Filth and Brawn took a little time to think through. Both are creatures you want in your yard, something this deck wants anyways. Both creatures allow you to push damage through, a secondary wincon that this deck needs. Filth specifically, in combination with Primeval/Urborg, can win games on damage. For those reasons, I felt I had to include both, at least in the alpha-test.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Filth and Brawn took a little time to think through. Both are creatures you want in your yard, something this deck wants anyways. Both creatures allow you to push damage through, a secondary wincon that this deck needs. Filth specifically, in combination with Primeval/Urborg, can win games on damage. For those reasons, I felt I had to include both, at least in the alpha-test.
Completely understood, especially since a lot of your creatures lack evasion (not that it matters because of Jarad's ability) but I'd suggest trying cutting Brawn for Connoisseur. I've had experience with it in decks and he is wonderful.
You also need Nether Traitor to go along with Bloodghast for your recurrable creatures.
I'd also say Sorin is off flavor for the deck. I'd even say Garruk 1 or 2 would be better if you really want the spot as a walker.
Completely understood, especially since a lot of your creatures lack evasion (not that it matters because of Jarad's ability) but I'd suggest trying cutting Brawn for Connoisseur. I've had experience with it in decks and he is wonderful.
You also need Nether Traitor to go along with Bloodghast for your recurrable creatures.
I'd also say Sorin is off flavor for the deck. I'd even say Garruk 1 or 2 would be better if you really want the spot as a walker.
Agreed, Brawn can come out. I don't really need trample with Swampwalk.
Nether Traitor should be in as well, noted.
About Sorin, the entire idea behind Sorin was to set someone to 10, and kill them using Jarad's second ability. I'd say that's probably too much though... Sorin removed for Nether Traitor.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Agreed, Brawn can come out. I don't really need trample with Swampwalk.
Nether Traitor should be in as well, noted.
About Sorin, the entire idea behind Sorin was to set someone to 10, and kill them using Jarad's second ability. I'd say that's probably too much though... Sorin removed for Nether Traitor.
Indeed you have a lot of sac outlets so having more cheap creatures to repeatedly toss in the bin would be nice.
Sorin (mono-b) is really a trap in EDH. He looks amazing but after you use him once he just generated needless threat without actually winning the game for you.
Indeed you have a lot of sac outlets so having more cheap creatures to repeatedly toss in the bin would be nice.
Sorin (mono-b) is really a trap in EDH. He looks amazing but after you use him once he just generated needless threat without actually winning the game for you.
This is true, Sorin does automatically bring hate, and in multiplayer, that is especially dangerous. It also isn't the style of deck I want to be playing. I'd rather try to do Jarad's thing and leave the douche at home.
I wonder, is Terastodon mandatory here? If so, what is he good enough to cut for?
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Definitely planning on working on a multiplayer Jarad deck as well. Why Liliana of the Veil as opposed to Vess? It seems like Vess would have better synergy overall - can tutor to set up an engine, or can ramp up to reanimate everything, giving Jarad tons of cannon fodder.
I've also been thinking that Jarad would make a good general for "big mana" -- Gauntlet/Sun/Lens, otherwise his 1BG: drain would get a little pricy to use very much. B/G is also a color combination that likes big mana, since you can use stuff like Decree of Pain, Praetor's Counsel, and suchlike.
Definitely planning on working on a multiplayer Jarad deck as well. Why Liliana of the Veil as opposed to Vess? It seems like Vess would have better synergy overall - can tutor to set up an engine, or can ramp up to reanimate everything, giving Jarad tons of cannon fodder.
I've also been thinking that Jarad would make a good general for "big mana" -- Gauntlet/Sun/Lens, otherwise his 1BG: drain would get a little pricy to use very much. B/G is also a color combination that likes big mana, since you can use stuff like Decree of Pain, Praetor's Counsel, and suchlike.
Vess ulti will NEVER go off lol. Lili of the Veil lets you slowly work away your opponent's hands while dumping fat into your grave. She also comes down earlier and has removal. Also her ulti is much more shattering (as it has the potential to happen).
Life/Death is another Reanimate that people tend to forget.
Definitely planning on working on a multiplayer Jarad deck as well. Why Liliana of the Veil as opposed to Vess? It seems like Vess would have better synergy overall - can tutor to set up an engine, or can ramp up to reanimate everything, giving Jarad tons of cannon fodder.
I've also been thinking that Jarad would make a good general for "big mana" -- Gauntlet/Sun/Lens, otherwise his 1BG: drain would get a little pricy to use very much. B/G is also a color combination that likes big mana, since you can use stuff like Decree of Pain, Praetor's Counsel, and suchlike.
You play Liliana of the Veil because she allows you to pitch cards you want in your yard and forces your opponent to discard at the same time. She's also a sacrifice outlet if you need it.
Liliana Vess does Demonic Tutor, but players are smart enough to never let her ability go off, and there for Liliana of the Veil does more work and usually survives longer.
I'm not a huge fan of big artifacts, since the deck alread has so many good cards for Jarad, taring those out to make big mana just doesn't seem to fit. Decree of Pain is great, don't get me wrong, but I don't want to run a full artifact suite just to cast it either.
Personally, I've always felt that Tortured Existence never got its due in this format. Need a dredge guy to mill you next turn? Let me just set that right up at instant speed while returning a dude to your hand! Drew a mana chump and need a threat? Why, just trade them out at instant speed for a negligible mana!
I'm not saying it's great, but it's an inverted Survival of the Fittest that wins games very efficiently.
It doesn't play well with paying life to reanimate or life // death so if you're prepared for the hate I'd drop one of those for it.
And replace the other with Necromancy, lets you flash in a creature from anyone's graveyard to block and then fling it right after. Green/Black shouldn't hurt so bad for mana that it just needs reanimations spells to cost 1.
Ghoultree would be a nice addition here.Can be cast cheaply if you have Stuff in your grave and hurts badly when shot in opponents face.
Also it has the flavor to fit your commanders theme.
To profit more from your dredgeing, try Worm Harvest.
Personally, I've always felt that Tortured Existence never got its due in this format. Need a dredge guy to mill you next turn? Let me just set that right up at instant speed while returning a dude to your hand! Drew a mana chump and need a threat? Why, just trade them out at instant speed for a negligible mana!
I'm not saying it's great, but it's an inverted Survival of the Fittest that wins games very efficiently.
Sorry for the long response time, before I commented I wanted to actually test this card. So, after three games with Tortured Existence, here's what I noticed:
1) When your deck is rolling, Tortured Existence provides a great engine to fix your graveyard.
2) Early game, Tortured Existance is usually a dead card
3) After a yard wipe, Tortured Existence is a dead card
Now unfortunately, #2 & #3 are a big issue, and even considering #1, I don't think it makes the cut. I like it, and it's a great find, but it just wasn't good enough to justify a slot.
It doesn't play well with paying life to reanimate or life // death so if you're prepared for the hate I'd drop one of those for it.
And replace the other with Necromancy, lets you flash in a creature from anyone's graveyard to block and then fling it right after. Green/Black shouldn't hurt so bad for mana that it just needs reanimations spells to cost 1.
Hatred is an old favorite of mine, but doesn't really fit here. It could be included, but other than that really specific situation when you have it, have the life, and no opponent can stop it, Hatred isn't all that great for us.
Necromancy is a card that I really liked when I started testing it... but it has a big downside of needing to stay to keep the creature on board. I will not be replacing either Reanimate or Life // Death with it, but I am interested in using it in place of Animate Dead.
Ghoultree would be a nice addition here.Can be cast cheaply if you have Stuff in your grave and hurts badly when shot in opponents face.
Also it has the flavor to fit your commanders theme.
To profit more from your dredgeing, try Worm Harvest.
Ghoultree is an interesting choice. It will most likely cost you very little, has a big body, and works well with Jarad's second ability. I actually considered this a "shoe-in" when Sorin Markov was on board, but without him, it feels a little lackluster. Having a creature that actually does something is really important to this deck. You'll notice there are no vanilla fatties, because what we want are powerful abilities that can also be used with Jarad.
Worm Harvest is a great suggestion. Again, it only gives us generic creatures, which is a concern, but it does have synergy with the deck. I'm not sure if/where I want it in the 99, but it definitely found a spot on "The Fit List."
Thank you to everyone for your comments/suggestions/feedback. I really appreciate the love here. Please keep them coming, and I will do everything I can to keep the thread updated daily.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
While I there is some risk reward involved to be able to instant speed channel fireball EVERYONE is kinda bigger than "doesn't really fit". I would most definitely say it goes with the commander. It might not be the star of the deck, but the ever present danger of any creature with your general out randomly killing everyone at once isn't something that just gets brushed off as not going with the deck. It turns your game plan into a game ender on resolution.
Also for Necromancy needing to stay to keep the creature shouldn't be a big deal since you should just as often be flinging the creature at everyone right after. Again at instant speed, which is awesome for combat tricks.
While I there is some risk reward involved to be able to instant speed channel fireball EVERYONE is kinda bigger than "doesn't really fit". I would most definitely say it goes with the commander. It might not be the star of the deck, but the ever present danger of any creature with your general out randomly killing everyone at once isn't something that just gets brushed off as not going with the deck. It turns your game plan into a game ender on resolution.
Argh, I know you're right. I'm hesitant because I'm not sure that a two card instakill is where I want to be here. I already took out the Sorin Markov for that reason, and he can only kill one per turn with Jarad. But it's SO good at the same time. I'll have to think about this one. Good call though, it really is amazing.
Also for Necromancy needing to stay to keep the creature shouldn't be a big deal since you should just as often be flinging the creature at everyone right after. Again at instant speed, which is awesome for combat tricks.
Yep, it's in, and so far I'm loving it!
EDIT: Actually, so far I've been unimpressed with both Gravecrawler and Savra, Queen of the Golgari. However, Savra does still give me a Grave Pact-style ability on a useful creature.
May be removing Gravecrawler for Hatred...
Also, without a great mana sink, I may be removing Cabal Coffers and Deserted Temple. Urborg is still great with Filth and it makes all my colorless producers relevant.
I don't blame you for being hesitant. Hatred is kinda in a whole other category of cards.
As far as something more tame but still potentially very cool, Puppeteer Clique can steal a creature to fling and then do it again later. You can even fling it once for 3 to get the second creature which you can fling for hopefully more than 3.
Depending on your local meta it might not be that good though, but it as at least graveyard hate and a flying persisting blocker.
BTW I feel you on the gravecrawler. I had a Savra deck not too long ago and it had All of the recurring 2 drop black creatures.
I kept cutting them for other cards and until it was just bloodghast.
I don't blame you for being hesitant. Hatred is kinda in a whole other category of cards.
As far as something more tame but still potentially very cool, Puppeteer Clique can steal a creature to fling and then do it again later. You can even fling it once for 3 to get the second creature which you can fling for hopefully more than 3.
Depending on your local meta it might not be that good though, but it as at least graveyard hate and a flying persisting blocker.
BTW I feel you on the gravecrawler. I had a Savra deck not too long ago and it had All of the recurring 2 drop black creatures.
I kept cutting them for other cards and until it was just bloodghast.
If only Puppeteer Clique could recur from our yard, he'd be so good here.
Hatred added for a removed Gravecralwer. I have to at least do it once, lol.
Great suggestions, love the contribution!
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
Puppeteer Clique is even better if you are running or can find room for Mikeaus the Unhallowed. That said mike has some very nifty synergy with your commander anyways allowing him to chuck dudes twice.
I'm not sure your English is translating, when you say "what's your point?" I have no idea what you're actually asking. Also, what you're saying definitely comes across as condescending. Have you actually played with the decklist as-is before making that comment?
As for the creatures you listed, all generic gy bonuses, unfortunately have no other relevant abilities. You want a few of these creatures to use with Jarad as a finisher (Lord of Extinction outclasses all), but you want the rest of your creatures to actually do something. Creatures that have a positive affect for us (see Yavimaya Granger) and then can be put in the yard benefit us doubly. If we fill the list with a horde of Yard bonusers, then our creatures aren't actually doing anything.
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Amazing Avy & Sig by mchief111 @ Rising Studios [4/22/11]
I'm also working a Jared deck and a card I have been liking is Dawn of the Dead, it allows you to get creatures back every turn and throw them before the exile trigger to reuse them. I think that his second ability might be the way to go as it is a lot harder to disrupt, i.e. graveyard hate makes his first ability not always relevant. Because of that I run Mikaeus, the Unhallowed, Woodfall Primus, Ghoultree, Sutured Ghoul, Tooth and Nail, and Chord of Calling. Although, i do run a good bit of ramp so some of the latter might not be as good in your list, I just had trouble with trying to get a big Jared. Also, you are running a lot of expendable utility dudes so Diabolic Intent and Attrition might be ok.
I've created my own deck before reading this primer. It's an all creature deck. I went through gatherer and looked at every single green and black creature to build it. It took me about 6 hours to come up with a finalised decklist, it's an interesting comparison to the non-creature heavy decks in this thread.
I'm also working a Jared deck and a card I have been liking is Dawn of the Dead, it allows you to get creatures back every turn and throw them before the exile trigger to reuse them. I think that his second ability might be the way to go as it is a lot harder to disrupt, i.e. graveyard hate makes his first ability not always relevant. Because of that I run Mikaeus, the Unhallowed, Woodfall Primus, Ghoultree, Sutured Ghoul, Tooth and Nail, and Chord of Calling. Although, i do run a good bit of ramp so some of the latter might not be as good in your list, I just had trouble with trying to get a big Jared. Also, you are running a lot of expendable utility dudes so Diabolic Intent and Attrition might be ok.
Attrition was a card I definitely considered. I decided on going with Altar of Dementia to start with. I'll try to test Attrition in the next week and let you know how it goes.
As for as the other package, I'm not as big of fan of DotD because of the exiling, and because I really don't want to insert the ramp package and all the other creatures/spells that I don't see as important to this deck.
I've created my own deck before reading this primer. It's an all creature deck. I went through gatherer and looked at every single green and black creature to build it. It took me about 6 hours to come up with a finalised decklist, it's an interesting comparison to the non-creature heavy decks in this thread.
Huh, what made you run an all creature deck? I'm not sure why you wouldn't run some of the best graveyard-related spells in the game (Survival of the Fittest seems like a good example) . Most of the non-creature spells we run are vital to making a deck like this tick. I could imagine a creature-only deck being slow and unable to consistently get the right creatures in the yard.
I'm intrigued though. How has it been so far to play?
EDIT: I'm surprised no one has mentioned Harvester of Souls yet. I'm not sure what to make of this guy. In the right situation he's a draw engine in a deck that really needs one. Thoughts about HoS?
Banner by the amazing DarkNightCavalier at Heroes of the Plane Studios
"When something dies, all things benefit. Well, okay, just our things."
- Ezroc, Golgari Rot Farmer
When the spoiler for Duel Deck: Izzet vs. Golgari was released by WotC, revealing Jarad, a new Golgari legend, my eyes opened wide and the brainstorming began. Jarad begged to be built around, and although I had limited experience with the Dredge mechanic in Commander, my past experiences in Extended gave me a good start.
I began with a lot of the Dredge staples, like Golgari Grave-Troll and Life from the Loam, adding in the black & green staples as I went a long (Demonic Tutor, Phyrexian Arena, Primeval Titan, Sakura-Tribe Elder, etc[/c]), after all, I only needed a starting point to start testing. I then topped it off with a starting mana base, including all the essential GB lands and needed utility lands. After durdling around with the numbers, I came up with a good 99 to start playing and brought the list to the MTGS members for evaluation and theory crafting.
Since then, the deck has constantly evolved, shaping itself into what it is today. Many thanks are owed to the MTGS members who assisted and are still assisting in the tuning and refining of this deck. Without them, we'd still be at point A, looking across the Golgari swamps at point B.
My name is Ryan, and I first picked up Magic: The Gathering in the Spring of 2003 when Scourge was released. The first card I ever owned was Goblin Warchief and the first deck I ever played was, of course, Goblins. Over the next six years I played mostly Standard and enjoyed it for the most part. However, in early 2009, I found a new game shop that played formats other than Standard. Something called "E.D.H." I had no idea what it stood for, but over the next month I quickly learned all I could about the "format" and did whatever cards I found to be multiplayer worthy. Unfortunately, most of my collection was Standard only (at the time this was Shards of Alara and the soon to be released Conflux).
Coming off of my favorite standard season ever, the Faeries of Lorwyn were very good to me, I thought it would be interesting to try a faster, yet under powered (or so I thought), first general in Vendillion Clique. My first choices were Doran, the Siege Tower and Rafiq of the Many, but at the time, and over the next year, those were unavailable in that play group (they limited each Commander to one person so that they didn't have to deal with the legendary rule). At first, Vendillion Clique was underwhelming and became a bit stale countering everyone's spells while having no endgame. That all changed, though, when I met an experienced player who introduced me to Hinder, Spin Into Myth, and Tunnel Vision. In less than an hour, my Clique list when from an underpowered, stale, tribal deck to an overpowered 'complaint machine.' Within a week, I had to abandon Clique and search for something new that wouldn't make the rest of my group whiney little girls.
Over the next two years I piloted a plethora of Legendary creatures, including Korlash, Heir to Blackblade, Omnath, Locus of Mana, Azusa, Lost but Seeking, Momir Vig, Simic Visionary, Azami, Lady of Scrolls, Erayo, Soratami Ascendant, Kami of the Crescent Moon, Braids, Conjurer Adept, Rafiq of the Many, and oh so many more. I enjoyed playing new decks with new interactions all the time. It got to a point where I just started swapping weekly, which wasn't good for the budget.
Recently, Jarad, Golgari Lich Lord was spoiled as part of the Izzet vs. Golgari Duel Deck. As soon as WotC officially spoiled him, I knew I wanted to build it. Two of his three of his abilities are amazing, and the third, while not backbreaking by any means, shouldn't be forgotten should the need arise. The following is a labor of love and enjoyment. I hope you enjoy and partake in my version of Jarad, Golgari Lich Lord.
The idea of "Jarad" just kind of happened when I was watching the Izzet vs. Golgari Duel Decks spoiler. People were talking about different ideas and strategies to use, and something really peaked my interest. I don't know if it was his colors (Golgari, one of my favorite combinations) or the graveyard absue, but when it came to the deckbuilding, something inside me started ticking and before I knew it, I had a skeleton to the deck built, and everything sort of filled itself in.
Speaking of both of the Golgari and graveyard interactions, I did consider Savra, Queen of the Golgari as well, but I felt Savra would be better suited to play in a deck lead by Jarad, rather than vice versa.
Pros
• Jarad is able to use/abuse the graveyard as an additional resource
• Black/Green color combination gives us access to many of the best Dredge spells of all time, which the deck heavily depends on.
• Because of our colors, we're able to play creatures that have positive interactions without graveyard state (i.e. Lord of Extinction) and that are abusable with Jarad
• Jarad is unbothered by constant board wipes, which seem to be a staple of many multiplayer games.
• Black/Green gives us amazing spot removal and mass removal
Cons
• Playing a graveyard based deck leaves you vulnerable to yard hate, which many/most decks play.
• At times Jarad can be uninteractive with the rest of the table, resulting in longer turns and irritated opponents.
• Although our removal suite is top notch, stopping combos and heavy control can be an issue
• Jarad, and Dredge in general, can be complicated, and easily leads to misplays.
Current Deck Stats
Avg CMC: 3.31
Mana Distribution: B = 54% l G = 46%
Mana Source Distribution: B = 54% l G = 46%
The following decklist is my preferred version to run. It's not necessarily the best 99 (does this really exist?), but it's the combination of cards that I find the most entertaining and fun to play as well as the 99 that gives me the best chance to win. It is not meant to stifle creativity, the opposite in fact, this decklist is constantly evolving from new suggestions by people like you.
1 Sensei's Divining Top
1 Skullclamp
2 Sylvan Library
3 Phyrexian Arena
4 Disciple of Bolas
Discard Outlets [4]
2 Survival of the Fittest
3 Liliana of the Veil
4 Mindslicer
4 Greater Good
Ramp/Accel [7]
0 Mana Crypt
1 Sol Ring
2 Sakura-Tribe Elder
3 Wood Elves
3 Yavimaya Elder
4 Scapeshift
4 Oracle of Mul Daya
Recursion [14]
1 Reanimate
2 Regrowth
2 Nether Traitor
2 Bloodghast
2 Life from the Loam
3 Crucible of Worlds
3 Mimic Vat
3 Glissa, the Traitor
3 Eternal Witness
3 Necromancy
4 Living Death
5 Phyrexian Delver
5 Genesis
6 Mikaeus, the Unhallowed
Removal [12]
3 Fleshbag Marauder
3 Bone Shredder
3 Beast Within
3 Krosan Grip
3 Maelstrom Pulse
3 Putrefy
4 Savra, Queen of Golgari
4 Grave Pact
4 Damnation
5 Living Death
5 Acidic Slime
8 Woodfall Primus
4 Sewer Nemesis
5 Lord of Extinction
5 Golgari Grave Troll
6 Avenger of Zendikar
Sac Outlets [4]
2 Altar of Dementia
3 Liliana of the Veil
4 Birthing Pod
4 Greater Good
Tutors [12]
1 Entomb
1 Vampiric Tutor
1 Worldly Tutor
2 Fauna Shaman
2 Survival of the Fittest
2 Demonic Tutor
2 Hermit Druid (pseudo)
3 Buried Alive
4 Natural Order
4 Dimir House Guard
5 Corpse Connoisseur
7 Rune-Scarred Demon
Wincons[3]
3 Yawgmoth's Will
4 Filth
4 Jarad, Golgari Lich Lord
Lands [37]
0 Bayou
0 Overgrown Tomb
0 Twilight Mire
0 Woodland Cemetery
0 Llanowar Wastes
0 Verdant Catacombs
0 Marsh Flats
0 Misty Rainforest
0 Polluted Delta
0 Wooded Foothills
0 Gilt-Leaf Palace
0 Tainted Wood
0 Command Tower
0 Volrath's Stronghold
0 Phyrexian Tower
0 Cabal Coffers
0 Deserted Temple
0 High Market
0 Golgari Rot Farm
0 Urborg, Tomb of Yawgmoth
0 Bojuka Bog
0 Shizo, Death's Storehouse
0 Strip Mine
0 Vesuva
0 Tranquil Thicket
0 Barren Moor
0 Forest
0 Swamp
1 Jarad, Golgari Lich Lord
Creatures [30]
1 Nether Traitor
1 Sakura-Tribe Elder
1 Hermit Druid
1 Fauna Shaman
1 Bloodghast
1 Nezumi Graverobber
1 Yavimaya Elder
1 Fleshbag Marauder
1 Wood Elves
1 Bone Shredder
1 Eternal Witness
1 Glissa, the Traitor
1 Solemn Simulacrum
1 Oracle of Mul Daya
1 Mindslicer
1 Filth
1 Dimir House Guard
1 Disciple of Bolas
1 Sewer Nemesis
1 Savra, Queen of the Golgari
1 Golgari Grave-Troll
1 Acidic Slime
1 Corpse Connoisseur
1 Genesis
1 Phyrexian Delver
1 Lord of Extinction
1 Mikaeus, the Unhallowed
1 Avenger of Zendikar
1 Rune-Scarred Demon
1 Woodfall Primus
1 Survival of the Fittest
1 Sylvan Library
1 Phyrexian Arena
1 Necromancy
1 Greater Good
1 Grave Pact
Artifacts [8]
1 Mana Crypt
1 Skullclamp
1 Sensei's Divining Top
1 Sol Ring
1 Altar of Dementia
1 Crucible of Worlds
1 Mimic Vat
1 Birthing Pod
Sorceries [11]
1 Reanimate
1 Demonic Tutor
1 Regrowth
1 Life from the Loam
1 Buried Alive
1 Yawgmoth's Will
1 Maelstrom Pulse
1 Scapeshift
1 Damnation
1 Natural Order
1 Living Death
Instants [6]
1 Vampiric Tutor
1 Worldly Tutor
1 Entomb
1 Putrefy
1 Beast Within
1 Krosan Grip
1 Liliana of the Veil
Lands [37]
1 Bayou
1 Overgrown Tomb
1 Twilight Mire
1 Woodland Cemetery
1 Llanowar Wastes
1 Verdant Catacombs
1 Marsh Flats
1 Misty Rainforest
1 Polluted Delta
1 Wooded Foothills
1 Gilt-Leaf Palace
1 Tainted Wood
1 Command Tower
1 Volrath's Stronghold
1 Phyrexian Tower
1 Cabal Coffers
1 Deserted Temple
1 High Market
1 Golgari Rot Farm
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 Shizo, Death's Storehouse
1 Strip Mine
1 Vesuva
1 Tranquil Thicket
1 Barren Moor
6 Forest
5 Swamp
Check out these decklists for other great ideas...
You can find ASpacemanIam's list here.
You can find Ninjacan's list here.
You can find onlainari's list here.
You can find Wulvenheimer's list here
Playing Jarad
Unlike other Commanders, Jarad doesn't need to be on board for most of the game. While he is an excellent sac outlet, and often a wincon, Jarad isn't necessary to setting up our early or mid game, and therefore isn't needed until you're ready to finish off your opponents or don't have access to another sac outlet.
When you do need to play Jarad, the most important thing to remember is having mana available to use him immediately. If he's going to die right away, you'd better get at least one use out of him. Luckily, in a deck like this, one use is often all you'll need to finish a game.
In summary, play Jarad if:
1. You have mana available to play Jarad and use his second ability.
2. Using Jarad's second ability would make a large impact on the game.
3. You are in need of a sac outlet and are unable to find/use any other.
Deck Strategy
The idea behind this deck is to create a full graveyard for use as an extension of your hand and as a kill condition with Jarad. This is a Dredge deck, but because of all the creatures, the deck can also become an aggro deck that wins through the Red Zone.
Key Elements
Creatures and spells that fill our graveyard
These cards are the workhorse of the deck. This is what the rest of our deck feeds off of and eventually, how we end up winning.
Example: Survival of the Fittest, Greater Good, etc
Creatures and spells that benefit from our graveyard state
These creatures and spells are what often lead us to winning.
Example: Lord of Extinction
Creatures and spells that do both
Example: Golgari Grave-Troll, Sewer Nemesis, etc
Creature Utility
The card advantage of the deck that doubles as graveyard fodder later in the game.
Example: Acidic Slime, Wood Elves, etc.
Board Control
These spells and creatures allow us to keep the board clear of major threats while we set up for the win.
Example: Damnation, Putrefy, etc.
Synergies (Combo)
Although we only run one combo, Jarad's synergy with high powered creatures wins games.
Woodfall Primus Combo
Woodfall Primus + Mikaeus, the Unhallowed + Altar of Dementia
Mill all of your opponents (depending on cards like Kozilek, Butcher of Truth), destroy all of their lands, and destroy all other noncreature permanents they control.
Jarad, Golgari Lich Lord + Lord of Extinction -or- Sewer Nemesis
If LoE of Sewer Nemeis' power is greater than or equal to your opponent's life total, these are one-shot kills, and many times can kill the whole table.
Weaknesses
Control
This is usually our easiest match. Their two main ways to combat our plan; counterspells (aka putting stuff in our yard) and mass removal (aka putting stuff in our yard), are less-than futile at slowing us down.
The key to winning these matches is timing. When you play that Lord of Extinction or Living Death can be the difference of a win or a loss. Wait for them to make the first move, then make the better one.
Combo
Depending on the specific combo, this can either be a walk in the park (linear artifact combo) or a nightmare (graveyard strategies).
Against linear artifact strategies, find your Krosan Grip early and wait for them to make the move. Counter their attempt and move forward with our game plan from there.
Against graveyard combo strategies, being faster is key. Other than that, try to find a Nezumi Graverobber or Scavenging Ooze and go to town on their yard.
Aggro/Tokens
This is usually our hardest match up, but is also the least prevalent in my meta. Plus, we play with three opponents, and so we're only the target about 1/3 of the time.
Because we use our life total as a resource here, we can't take too much outside damage before folding. The best way to combat these strategies is to run out our creatures to block (who cares if they die?) and find a Damnation if needed.
Local Meta
Bruna, Light of Alabaster
Thromok the Insatiable
Skullbriar, the Walking Grave
Edric, Spymaster of Trest
Ith, High Arcanist
Karador, Ghost Chieftain
Baron Sengir
Olivia Voldaren
Oona, Queen of the Fae (tribal)
Oona, Queen of the Fae (dedicated combo)
Wort, Boggart Auntie
Krenko, Mob Boss
Thrun, the Last Troll
Rith, the Awakener
Niv-Mizzet, the Firemind
Sol'kanar the Swamp King
Crosis, the Purger
Sharuum the Hegemon
Ghave, Guru of Spores
Doran, the Siege Tower
These are the cards I just haven't fit in yet...
1 Stinkweed Imp
Added
1 Corpse Connoisseur
Removed
1 Brawn
Explanation
Because we run a Filth/Primeval Titan/Urborg package, Brawn became uncessary (if all lands are Swamps, and your creatures have Swampwalk, do they need Trample too?). Corpse Connoisseur gives us an added "Buried Alive" effect and is still a creature to count for Jarad in the yard.
Credit: Jivanmukta
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Added
1 Nether Traitor
Removed
1 Sorin Markov
Explanation
While Sorin Markov gives us an easy one-shot ablity when combined with Jarad, that's really not what I want to be doing with the deck. Nether Traitor is another needed Bloodghast-like effect that is the work horse of the deck.
Credit: Jivanmukta
------------------------
Added
1 Victimize
Removed
1 Exhume
Explanation
Simply put, I'd rather return two creatures then let everyone else return a creature from the yard.
Credit: Jivanmukta
------------------------
Added
1 Necromancy
Removed
1 Animate Dead
Explanation
Just a simple upgrade. Animate Dead made the list because of an oversight on my part. Fixed.
Credit: Osuna
------------------------
Added
1 Maestrom Pulse
Removed
1 Golgari Signet
Explanation
Many times the Signet would end up in the yard, and wasn't worth getting back. Even when it was in my hand, I felt I often had better plays. On the other hand, I found myself lacking removal. Krosan Grip and Putrefy do a great job, but having a third, more versatile, removal spell helps us deal with a lot of issues (Krenko tokens was a great example in the last test session).
------------------------
Added
1 Wordly Tutor
Removed
1 Beacon of Unrest
Explanation
With Life // Death, Reanimate, and Necromancy already in the 99, it quickly became obvious that Beacon was unneeded. Many times I found Beacon sitting in my hand, not needing it. In most of those scenarios, I would have preferred Wordly Tutor. Why? Because here, Wordly Tutor's power is exponentially greater via the Dredge mechanic. It's not just a tutor to the top, it also ends up being a tutor to your graveyard (similar to Entomb) when you need it. Added to the 99, more testing results to come.
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Added
1 Woodfall Primus
Removed
1 Loaming Shaman
Explanation
Loaming Shaman's usefulness is far too situational in a deck that wants cards in the yard. There were times when you could pop something back into the deck and then tutor for it, but compared to just Regrowth or Eternal Witness, the Shaman ability was subpar. It was our only way to deal with other yard-based decks, but so far we're faster and leaner than them, so it hasn't been an issue. Woodfall Primus is a card I've wanted included since I started dreaming about Jarad, but I couldn't find the spot right off the bat. Now he brings added utility removal and a fat butt that works well with Jarad (and combos with Mikaeus, the Unhallowed and Altar of Dementia).
------------------------
Added
1 Hatred
Removed
1 Gravecrawler
Explanation
Gravecrawler, even at it's best, wasn't "that" great here. It doesn't stand up to Blood Ghast or Nether Traitor, and it makes room for a card that, when paired with our general, can kill all of our opponents at once. Seems like a sizable upgrade.
Credit: Osuna
------------------------
Added
1 Mana Crypt
Removed
1 Swamp
Explanation
We're adding a little speed to the deck by pairing Mana Crypt with Sol Ring. For now, 1 Swamp will be removed to make room.
Credit: KTROJAN
------------------------
Added
1 Phyrexian Delver
Removed
1 Dread Return
Explanation
Phyrexian Delver is going to perform the same basic duty, but is a creature, and is "on theme" with the rest of the deck.
Credit: Donald
------------------------
Added
1 Crucible of Worlds
Removed
1 Rings of Brighthearth
Explanation
Although Rings did have a positive interaction with Jarad, it felt a bit too greedy, and often hung out in the yard. Crucible of Worlds actually makes great use of our dredging, and the fact that we currently run 6 fetchlands (some versions may run more or less).
------------------------
Added
1 Grave Pact
Removed
1 Perilous Forays
Explanation
Perilous Forays does have some synergy with cards like Bloodghast, but it's not always the greatest way to spend our mana. Grave Pact gives us a way to get our opponents creature's into the yard and off the board. It can get rid of trouble creatures (yes you, Avacyn) and works great with Liliana of the Veil
------------------------
Added
1 Mikaeus, the Unhallowed
Removed
1 Sheoldred, Whispering One
Explanation
Mikaeus does what we want from Sheoldred (return creatures), but does it much faster. Sheoldred is a little too slow and draws a lot of hate.
------------------------
Added
1 Avenger of Zendikar
Removed
1 Grave Titan
Explanation
Avenger, in this deck, is a better Grave Titan, because it puts the tokens out immediately and has better synergy with cards like Skullclamp.
------------------------
Added
1 Glissa, the Traitor
Removed
1 Vulturous Zombie
Explanation
Vulturous Zombie didn't turn out to be as good as I hoped. It does grow through the game, which is good with Jarad, but that's what Lord of Extinction is for. Glissa provides a much needed ability in returning artifacts that have been killed off. Also, being a creature, she fits the deck's theme.
------------------------
Added
Removed
Explanation
Please see pages 17-19 for discussion on these changes.
------------------------
Added
Removed
Explanation
The cycling lands have synergy with Life from the Loam and Hermit Druid, and they also feed our graveyard for cards like Lord of Extinction.
Credit: KTROJAN
------------------------
Added
1 Phyrexian Arena
Removed
1 Bitterblossom
Explanation
Although Bitterblossom is synergistic with Skullclamp and our sac outlets, it does take time to build up, and isn't very efficient late game. Phyrexian Arena (which has the exact same 1 life drawback) puts more cards into our hand each turn, which is something this deck can struggel with.
------------------------
Added
1 Sylvan Library
Removed
1 Necropotence
Explanation
Although Necropotence's power level is arguably higher than Sylvan Library, it interefered with much of our strategy, and produced unwanted results. Sylvan Library increases our card filtering and allows us to increase our draw if needed.
------------------------
Added
1 Mimic Vat
Removed
1 Oversold Cemetery
Explanation
While Oversold Cemetery recurs a creature per turn to our hand, Mimic Vat can recur our creatures (and make a new one each turn, great with Primeval Titan, etc) and steal our opponents.
------------------------
Added
1 Nezumi Graverobber
Removed
1 Yavimaya Granger
Explanation
The more basics we removed for utility lands and with the amount of fetchlands we run, Yavimaya Granger got worse and worse. We also had a definite need for graveyard hate, and Nezumi filled that roll, as well as a recursion engine and a mana sink.
------------------------
Added
1 Krosan Grip
Removed
1 Pernicious Deed
Explanation
Deed was originally added as a Rattelsnake card against aggro decks, which can prove problematic for us. Unfortunately, the opposite was true; aggro decks would see Deed and go at me, trying to get me to activate it, so they could move on with their gameplan. Against Combo, Deed is just too easy to work around and usually acts as an expensive Damnation.
Krosan Grip answers the combo decks in my meta, Sharuum & Oona for example, and is our only response to an on-board Relic of Progenitus or Tormod's Crypt. Also, unlike Deed, it can be proactive, reactive, and a surprise.
------------------------
Added
1 Bonehoard
Removed
1 Hatred
Explanation
Bonehoard gives us a similar effect to Hatred, a massive creature pump that can be used in combination with our general to win games. Although Hatred has a higher upside and the surprise factor, Bonehoard has a much lower downside and doesn't leave us open to getting blown out.
------------------------
Added
1 Yawgmoth's Will
Removed
1 Bonehoard
Explanation
Similar to Bonehoard, Yawgmoth's Will extends our reach in the game. However, Yawgmoth's Will can get us the win in a multitude of ways (and can also function as excellent utility), where Bonehoard is very narrow in its uses.
------------------------
Added
1 Scapeshift
Removed
1 Primeval Titan
Explanation
The banning of Prime Time forced us to look elsewhere to ramp our deck, and Scapeshift fits that bill.
------------------------
Testing
1 Buried Ruin
Removed
1 High Market
Explanation
High Market was generally our worst sac outlet, and something we rarely needed. Buried Ruin gives us a way to immediately retrieve an artifact (i.e. Altar of Dementia).
------------------------
Testing
1 Kokusho, the Evening Star
Removed
1 Glissa, the Traitor
Explanation
The unbanning of Koko and the addition of Buried Ruin opened this spot up perfectly for the return of the black dragon.
------------------------
Testing
1 Azusa, Lost but Seeking
Removed
1 Oracle of Mul Daya
Explanation
Without Primeval Titan constantly throwing lands into play, Azusa's value grows, allowing us to play up to three land a turn, whereas Oracle only allows us two extra.
------------------------
Creatures
Gravecrawler
This is a one-drop version of Bloodghast/Nether Traitor, with the downside of having to control a Zombie to recur it. But, our commander is a Zombie, making it easier to use his ability.
Nezumi Graverobber
One of two great graveyard-hate creatures we can run here (the other being Scavenging Ooze). Although they perform similar yard-removal strateigies, the creatures are very different in every other function. Nezumi, while costing double the cmc to activate, only requires B, our primary color. It also has the ability to flip and recur creatures from the yard. It can also become a recursion engine alongside Urborg, Tomb of Yawgmoth and Cabal Coffers.
Scavenging Ooze
Similar to the above Nezumi in yard-hate, the Ooze is actually a very different animal. Unlike Nezumi's activated ability, Scavenging Ooze requires G to activate, which can be harder to generate, especially in multiples. It also cannot recur creatures like Nezumi is able to. However, it can grow throughout the game, become a fatty, and a finisher alongside Jarad.
Nether Traitor
This is a great card in a deck that wants to sac and recur creatures. For the small price of B, Nether Traitor returns from our Yard directly to play. The Haste and Shadow ability should not be overlooked or undervalued, as in combination with other core cards like Bonehoard, Traitor can do a lot of damage.
Bloodghast
Similar to Nether Traitor, Bloodghast is easier to recur once, but harder to recur after the first time. It can have haste, but this isn't as relevant with 'Ghast as it doesn't have the Shadow ability that Nether Traitor sports.
Sakura-Tribe Elder
A format staple, Sakura gets even better here, where our goal is to fill our yard with creatures, and he does it for us. Plus, we get the Rampant Growth ability along with it.
Hermit Druid
Although we do have a fairly high basic land count to be running this guy, Hermit Druid is still powerful here, and usually nets us a handful of cards in our yard.
Fauna Shaman
Our 2nd Survival of the Fittest, Fauna Shaman is a definite downgrade, waiting a turn to activate and only being useable once per turn. However, being a creature puts her "on theme" and being so fragile is much less of a downside here.
Yavimaya Elder
The O.G. of Commander, Elder is an even bigger star alongside Jarad. Putting himself in the graveyard for us while getting two lands and drawing a card is as good as it gets for creatures here.
Fleshbag Marauder
Absurd with Grave Pact and Savra, Queen of the Golgari, Fleshbag was one of the first creatures added to the alpha-test of Jarad. This guy generally forces three opponents to sac a creature and either puts himself in the yard, or becomes a one-time sac outlet if you need it.
Wood Elves
This is a Nature's Lore with legs that easily plops into your graveyard. Wood Elves is a ramp spell that contributes to the game plan and fits the theme all at the same time. An excellent Skullclamp target.
Yavimaya Granger
Even better than Wood Elves above, Granger actually puts itself into the graveyard for us. An excellent Skullclamp target.
Bone Shredder
While we're on the topic of awesome utility creatures that kill themselves for us... This guy is Terror on legs that feeds our yard without any effort. Yep, you guessed it, an excellent Skullclamp target.
Eternal Witness
While this card's awesome power and utility is well known across the format, in a deck that plans on dredging to feed the graveyard and find the right spells, Eternal Witness is that much better. In some games, this creature is more of a Demonic Tutor on legs than a Regrowth. And yes, she is THE perfect Skullclamp target.
Glissa the Traitor
We rely on artifacts for a lot of things here; ramp, card draw, card filtering, and maybe most important, sac outlet. Unfortunately, people like to destroy those things. Not only that, because we make use of the Dredge mechanic, many times our best artifacts find their way into our graveyard. Glissa does a great job at getting those artifacts back. She has amazing synergy with Fleshbag Marauder and Grave Pact, many times allowing us to return all of our artifacts to our hand.
Solemn Simulacrum
There isn't much else to say about the most beloved creature in all of Commander. He's really great in a deck that likes to sacrifice and recur things, and obviously very good even without those mechanics.
Oracle of Mul Daya
While we don't run "a lot" of lands, we still have a faily heavily land count. Oracle of Mul Daya is able to help pull those lands out of our library and onto the board. Resulting in an increased resource pool and a higher density of non-land cards in our library.
Mindslicer
One of the best rattlesnake cards we can run, Mindslicer does a great job at holding off a Wrath of God effect when we need to, or allows us to dump our hand when the time is right.
Filth
Although it is surprising to some, we do win through the red zone a lot (who knew having a horde of unblockable creatures could do that?). Nine times out of ten, this is how we win in combat (Swampwalk + Urborg, Tomb of Yawgmoth).
Note: the timing of putting this into your graveyard matters a lot. If you can control it, make sure it only sits there when absolutely necessary.
Dimir House Guard
Another creature that has no problem filling our yard for us, DHG is a great tutor for answers (Damnation and Grave Pact), acceleration creatures (Solemn Simulacrum and Oracle of Mul Daya), and even one of our wincons (Filth).
Corpse Connoisseur
This card works great with the theme of our deck, is castable from the yard when needed (or for a second activation), and acts as a tutor for a yard-based cards (Genesis and Filth).
Disciple of Bolas
If any card was made for this deck, it's Disciple of Bolas. A one-time sac outlet, needed life gain, and card draw, all on one awesome creature.
Sewer Nemesis
Chosen over Mortivore as our back-up plan to Lord of Extinction, Sewer Nemesis not only gets bigger for each card in our graveyard, but it actually feeds it as well.
Savra, Queen of the Golgari
While Savra's first ability works great as an additional forced sacrifice effect (perfect with Fleshbag Marauder), her secondary ability is actually very important. We regularily use our life total as a resource, and this ability allows us to regain some of that. It also has synergy with Sakura-Tribe Elder and Yavimaya Elder.
Golgari Grave-Troll
Not just another graveyard based p/t creature, Grave-Troll can protect himself (Regenerate), feeds our graveyard, and keeps coming back (Dredge 6).
Acidic Slime
Having the ability to destroy an Enchantment, Artifact, or Land can be key to winning any game, being able to tutor it into play with Natural Order or Green Sun's Zenith makes it that much better. While Slime is a litte green-heavy in a black-heavy deck, his ability makes him more than worth it.
Genesis
The 'King of Recursion', Genesis allows us to bring a needed creature back from our yard to hand each turn for a very small investment. With all the utility we run and sacrificing we do, Genesis fills an empty hole. Also worth noting is the interaction between Genesis, Eternal Witness, and Skullclamp.
Phyrexian Delver
Essentially, the black Karmic Guide, but with the downside that it doesn't have Echo (meaning it doesn't put itself into our yard) and the life-loss. As I've previously stated, we often use our life total as a resource, and this a perfect example.
Lord of Extinction
The 'Big Mama Jama' of the deck that can win you the game in multiple ways. The easiest way to abuse this guy is to play him with Jarad on board. In almost all cases, this is a win. However, Lord of Extinction is vulnerable to spot removal, so that is something to watch for.
Grave Titan
The zombie maker originally found a spot in Jarad because of its ability to create a hoard of 2/2 zombies. However, I tested it against Avenger of Zendikar, and by the time Grave Titan was able to match the quantity of tokens Avenger could produce, the Zombies were mere 2/2s, while the plant tokens were often 7/8s or bigger.
Mikaeus, the Unhallowed
The "evil" Mikaeus does so much work for us, returning almost all of our creatures to the field once they die. As much as I love Mikaeus here, Woodfall Primus loves him more.
Avenger of Zendikar
Avenger's 0/1 tokens have synergy with Skullclamp and can also grow to be a force in the red zone (ala Primeval Titan). Natural Order does an excellent job of fetching it for us if it is still in the deck, and any of our Reanimate spells can easily pull it from the yard.
Rune-Scarred Demon
An item of contention between some Jarad players, RSD is a Demonic Tutor on legs (big flying legs) that can be tutored for and absued by recursion. A personal choice that not everyone utilizes.
Woodfall Primus
Imagine Acidic Slime on steroids. Woodfall Primus is perfect in a deck that likes to sacrifice creatures. Primus has synergy with Mikaeus, the Unhallowed (and any sac outlet) that, put simply, wins games. Unlike Terastodon, this creature keeps coming back for more.
Terastodon
Dumbo here is one of the best fatties green has to offer. Not only is he efficient (9/9 for 8CMC), but he also takes care of non-creature permanents (similar to Woodfall Primus). However, unlike Woodfall Primus, Terastodon isn't abusable and rarely wins games like Primus can, or at least enable.
Enchantments
Survival of the Fittest
This is most important enchantment, and maybe overall card, in the whole deck. Survival tutors for a creature for only G, while at the same time allowing us to discard creatures we want in the yard. It can activate several times a turn, and is great with cards you don't always want in the yard, but when you need it, you have to have it there (i.e. Filth).
Bitterblossom
A consistent token producer in a deck that likes to sacrifice creatures, and it has great synergy with Skullclamp. Not all lists will be able to fit Blossom, and who can and can't will mostly be a personal preference/choice.
Sylvan Library
Card filtering every turn and card draw when we need it, Sylvan Library provides this deck with a much needed filtering engine. Similar to Sensei's Divining Top, Library let's us rearrange our top three cards and choose which to draw. However, unlike Top, if we're willing to pay 4 life per card, we can draw an extra card or two.
Animate Dead
A cheap and effective way to reanimate a creature from your yard. The downside is that the enchanted creature gets -1/-0 and if someone destroys Animate Dead, the creature is sacrificed. Sometimes we can work around this, but often it just leads to a dead creature.
Oversold Cemetery
There are several cards out there that do similar things to Oversold Cemetery (Phyrexian Reclamation for example), but those all require a greater mana investment over time and/or a life investment per activation. While that normally isn't a problem, we consistently have life total issues. Because Oversold Cemetery is so easy to get active, costs no additional mana, and requires no life investment, it may be the right card for your Jarad build.
Phyrexian Arena
Arena is a simple yet necessary addition to our card draw suite. Losing one life per turn is a small investment for an extra draw each turn.
Necropotence
The most powerful draw spell this deck can include, Necropotence is known for winning games the turn it comes out. Unfortunately, that often means abandoning our game plan and finishing in a manor detrimental to game politics. It also is anti-synergistic with much of our deck. The decision whether the power is worth the cost is a personal one and may differ for each pilot.
Necromancy
Like Animate Dead, is an enchantment that returns a creature from your yard to play. The difference lies in the extra 1, and what you get out of it; the ability to play the enchantment at instant speed if you only need the creature for one turn and the creature does not get -1/-0. Personal preference dictates running one, the other, or both.
Pernicious Deed
The ultimate rattlesnake? Perhaps, but Deed still has an immediate game affect and can be set up to heavily benefit you over your opponents.
Greater Good
This card is excellent even in decks that aren't trying to feed their yard, here, it's so much better. A sac outlet, a dredge engine, and a draw machine, all in one little enchantment.
Grave Pact
We sacrifice creatures... a lot. Forcing our opponents to do the same is "oh-so satisfying." Because we're able to recur our creatures, and many times our opponent's are not, we benefit while they lose out.
Artifacts
Mana Crypt
Fast starts are good in any deck, and accel that costs 0 leads to really fast starts. We want to get our stuff out there and our dredge going before people have too much time to answer it, this does that. Like a cheaper Sol Ring with a drawback.
Sol Ring
The best artifact ever. Again, this leads to fast starts and various shenanigans.
Sensei's Divining Top
Top provides filtering for the top of our library (important with dredge, there are some things we don't want in our yard) and can draw us a card in a pinch.
Skullclamp
By now, you've seen this card name so much it makes you sick to read it again. Well, get used to it! Clamp is amazing here, in a deck that wants its creatures to die. It provides card draw that we can sometimes lack, and it's also has a very cheap mana cost and equip cost.
Altar of Dementia
Not only is this a sac outlet that can mill all of our opponents out of the game, but more regularily, it's a dredge machine for our own deck. As a result, we get creatures from the field into our yard and more card from our deck into the yard. It's a win-win here.
Crucible of Worlds
Many versions of Jarad run several fetchlands, Strip Mine, Wasteland, and other powerful utility lands. Crucible of Worlds is great at getting those back (it's faily often that Urborg, Tomb of Yawgmoth or Cabal Coffers gets blown up), and is great just at that. However, consider that you're also dredging most of your deck, and a lot of your lands end up in your graveyard. Crucible gets infinitely better here than in other non-yard related decks.
Birthing Pod
Pod assists us in getting creatures into the graveyard and getting bigger ones out of the library and onto the field. When running Birthing Pod, it's important to consider how many of each CMC creature you run, to make it effective.
Bonehoard
As you now know, we put a lot of creatures in the graveyard, one way or another, and one way to take advantage of that is Bonehoard. Not only does it count our mass of dead creatures, but all of our opponent's too. This has great synergy with Jarad's second ability and can win games when attached to the right creature.
Sorceries
Reanimate
The namesake of many graveyard strategy decks, this little one-mana spell allows for ridiculous plays and only gets better with our Dredge strategy. But, beware your life total when reanimating a fatty, you only want to hover so close to death.
Demonic Tutor
Demonic Tutor gives this deck so many options, and depending on our hand or yard, can be the thing we need to "seal the deal." It is worth noting that later in the game, when much of our deck is in our graveyard, that library tutors give us less options.
Regrowth
We're constantly putting things into our graveyard, this strategy makes Regrowth act more like the Demonic Tutor above. In a deck like this, it can be argued that Regrowth is/can be more powerful than Demonic Tutor.
Life from the Loam
While Loam feeds our graveyard (Dredge 3), it also gets back our used utility lands, or lands that were dredged into the graveyard. Any card that can return itself from the yard and is useful to the deck in other ways is a welcome addition here.
Buried Alive
A three creature tutor for your graveyard, which is used here as an extention of your hand. Depending on the phase of the game, a common selection might be Genesis, Filth, and Golgari Grave-Troll.
Maelstrom Pulse
Utility in removal. Because we don't run blue and we can't answer things on the stack, we have to be able to answer major threats once they land. Pulse gives us the ability to do that, while also allowing us to take out multiple targets at once (opponent's tokens and artifacts are common targets).
Damnation
Normally a very good card in any black deck, Damnation is REALLY good here. We can use this aggressively and benefit by it filling up our yard, while most of our opponents can't.
Scapeshift
Because of the banning of Primeval Titan, we were left without a reliable way to get Urborg/Cabal Coffers into play and ways to trigger Avenger of Zendikar. Scapeshift fills that void and at a lower mana cost. It will never actually replace Prime Time (R.I.P.) but it's the best option available.
Natural Order
NO does two things we really want: tutors for a green creature and puts into play and throws a green creature from the field into the yard. Quicker than Green Sun's Zenith and the sacrificing can be beneficial depending on how/when its played.
Living Death
In many scenarios, we have, or are tied for, the fewest creatures on the field and the most in the graveyard. This means that we're able to capitalize on Living Death, turn the game in our favor, and sometimes use it as a wincon.
Green Sun's Zenith
A slower version of Natural Order that doesn't require us to sacrifice a creature. Both only get green creatures, so the choice between the two may come down to personal preference and/or cost.
Instants
Vampiric Tutor
Instant speed tutoring for any card to the top of your deck. Although in most cases, this isn't as good as getting a card in your hand, it should be noted that if you need something in your graveyard, it can actually be better.
Worldly Tutor
Similar to Vampiric Tutor above, but only for creatures, Worldly Tutor is often used to find that utility creature in a pinch, or for right before you Dredge (i.e. Genesis).
Entomb
Instant speed tutoring for your graveyard. Although many look at the early game implications with Reanimate and the resulting shennigans, its actually great for late game too, when you might need something like Filth to pull out the victory.
Putrefy
Utility spot removal that fits our colors and theme.
Beast Within
See above, with more utility and greater drawback.
Krosan Grip
One of the best EDH artifact/enchantment removal spells of all time. Unfortunately, because it's not able to hit creatures like Putrefy, and not as versatile as Beast Within, some lists may not be able to fit Grip in their 99.
Hatred
Never in my four years of EDH play has a choice been so contested. This card's interaction with Jarad wins games. It's as simple as that. However, if you're caught (i.e. properly timed counterspell or spot removal), it can also lose you the game. An all-in card if there ever was one, this is simply a choice of preference.
Planeswalkers
Liliana of the Veil
A 'walker that lets us discard something we need in the yard, plus hits our opponent's hand, can force someone to sac a relevant creature, or can be a sac outlet for us (amazing with Grave Pact), and if allowed to live, her ultimate can be devestating.
Garruk Relentless
Both sides (Relentless and Garruk, the Veil-Cursed) have synergy with the deck, and luckily this Garruk is light on green (important in our black-heavy deck). Unfortunately, there's a down side to this get, getting him to live even once around the board was near impossible. I was never able to use Garruk the Veil-Curse, because Garruk Relentless was always getting killed. That being said, if you can get him to last in your meta, he is great with the rest of the deck.
Instead of explaining every single land, I will categorize them, and write an explanation only if necessary.
The Essentials: no list should be without.
Bayou
Overgrown Tomb
Twilight Mire
Woodland Cemetery
Llanowar Wastes
Verdant Catacombs
Command Tower
Swamp
Forest
Added Stability: if you can fit these, they deserve a home here.
Misty Rainforest
Marsh Flats
Polluted Delta
Wooded Foothills
Windswept Heath
Gilt-Leaf Palace
Golgari Rot Farm
Tainted Wood
Reflecting Pool
Utiliy
Volrath's Stronghold
Recurs creatures to the top of our library, can work like Genesis in its absence or along with it to double the effect.
Phyrexian Tower
A neeeded sac outlet need to get creatures into the yard and protect Jarad from being tucked. It also accelerates you a turn when needed.
High Market
Another sac outlet, similar to Phyrexian Tower.
Bojuka Bog
Other players have graveyards too, sometimes they need to be exiled.
Cabal Coffers
Many version of Jarad are a Swamp heavy deck and we can/do run Urborg, Tomb of Yawgmoth and Deserted Temple.
Urborg, Tomb of Yawgmoth
This has synergy with Filth, Cabal Coffers, and Deserted Temple, and turns our colorless mana lands into black mana lands.
Deserted Temple
If you're running Urborg and Cabal Coffers, the Temple is a card to consider.
Strip Mine
Your opponent's run cool lands too, and they need to die.
Tranquil Thicket
Cycling lands have synergy with Life from the Loam and give us utility in playing a land or drawing a card.
Barren Moor
See above.
Cultivate/Kodama's Reach/Skyshroud Claim/etc.
Although our plan is to get ahead, we like to do this through creature ramp. By using utility creatures, we strengthen our game plan (a creature in the yard is much better than an instant or sorcery if you're going to use Jarad's first ability to kill someome) and focus on deck synergy (i.e. what's better, Skullclamp with Wood Elves or Cultivate?).
Phyrexian Reclamation
As you may know by now, we often use our life total as resource, and therefore can have troubles surviving (especially against aggro/swarm). So, when we have two similar affects where one involves paying life and the other does not, it is important for us to consider how *more* life-loss will affect us and how it affects the value of the card here (Oversold Cemetery is a great example of a similar card that may be run instead).
Sorin Markov
As much as I like killing someone in one shot with this guy, it brings unneeded hate from the rest of the table, and can distract from your game plan (kiilling everyone, not just one person).
"Your Favorite Card Here"
Ask! We may not have discussed it or even have known about it. By bringing it up, you may stir up new ideas that bring about positive change. Phyrexian Delver was such a card, and is now one of our best recursion spells.
I like that. Anything you saw that you didn't like in the list?
Filth and Brawn took a little time to think through. Both are creatures you want in your yard, something this deck wants anyways. Both creatures allow you to push damage through, a secondary wincon that this deck needs. Filth specifically, in combination with Primeval/Urborg, can win games on damage. For those reasons, I felt I had to include both, at least in the alpha-test.
Completely understood, especially since a lot of your creatures lack evasion (not that it matters because of Jarad's ability) but I'd suggest trying cutting Brawn for Connoisseur. I've had experience with it in decks and he is wonderful.
You also need Nether Traitor to go along with Bloodghast for your recurrable creatures.
I'd also say Sorin is off flavor for the deck. I'd even say Garruk 1 or 2 would be better if you really want the spot as a walker.
Agreed, Brawn can come out. I don't really need trample with Swampwalk.
Nether Traitor should be in as well, noted.
About Sorin, the entire idea behind Sorin was to set someone to 10, and kill them using Jarad's second ability. I'd say that's probably too much though... Sorin removed for Nether Traitor.
Indeed you have a lot of sac outlets so having more cheap creatures to repeatedly toss in the bin would be nice.
Sorin (mono-b) is really a trap in EDH. He looks amazing but after you use him once he just generated needless threat without actually winning the game for you.
This is true, Sorin does automatically bring hate, and in multiplayer, that is especially dangerous. It also isn't the style of deck I want to be playing. I'd rather try to do Jarad's thing and leave the douche at home.
I wonder, is Terastodon mandatory here? If so, what is he good enough to cut for?
I've also been thinking that Jarad would make a good general for "big mana" -- Gauntlet/Sun/Lens, otherwise his 1BG: drain would get a little pricy to use very much. B/G is also a color combination that likes big mana, since you can use stuff like Decree of Pain, Praetor's Counsel, and suchlike.
Vess ulti will NEVER go off lol. Lili of the Veil lets you slowly work away your opponent's hands while dumping fat into your grave. She also comes down earlier and has removal. Also her ulti is much more shattering (as it has the potential to happen).
Life/Death is another Reanimate that people tend to forget.
You play Liliana of the Veil because she allows you to pitch cards you want in your yard and forces your opponent to discard at the same time. She's also a sacrifice outlet if you need it.
Liliana Vess does Demonic Tutor, but players are smart enough to never let her ability go off, and there for Liliana of the Veil does more work and usually survives longer.
I'm not a huge fan of big artifacts, since the deck alread has so many good cards for Jarad, taring those out to make big mana just doesn't seem to fit. Decree of Pain is great, don't get me wrong, but I don't want to run a full artifact suite just to cast it either.
I did indeed forget that! I'll add that to "The Fit List" and see if we can work it in!
EDIT:
Also added to that list, Worldly Tutor.
I'm not saying it's great, but it's an inverted Survival of the Fittest that wins games very efficiently.
Hatred
It doesn't play well with paying life to reanimate or life // death so if you're prepared for the hate I'd drop one of those for it.
And replace the other with Necromancy, lets you flash in a creature from anyone's graveyard to block and then fling it right after. Green/Black shouldn't hurt so bad for mana that it just needs reanimations spells to cost 1.
Also it has the flavor to fit your commanders theme.
To profit more from your dredgeing, try Worm Harvest.
Sorry for the long response time, before I commented I wanted to actually test this card. So, after three games with Tortured Existence, here's what I noticed:
1) When your deck is rolling, Tortured Existence provides a great engine to fix your graveyard.
2) Early game, Tortured Existance is usually a dead card
3) After a yard wipe, Tortured Existence is a dead card
Now unfortunately, #2 & #3 are a big issue, and even considering #1, I don't think it makes the cut. I like it, and it's a great find, but it just wasn't good enough to justify a slot.
Hatred is an old favorite of mine, but doesn't really fit here. It could be included, but other than that really specific situation when you have it, have the life, and no opponent can stop it, Hatred isn't all that great for us.
Necromancy is a card that I really liked when I started testing it... but it has a big downside of needing to stay to keep the creature on board. I will not be replacing either Reanimate or Life // Death with it, but I am interested in using it in place of Animate Dead.
Ghoultree is an interesting choice. It will most likely cost you very little, has a big body, and works well with Jarad's second ability. I actually considered this a "shoe-in" when Sorin Markov was on board, but without him, it feels a little lackluster. Having a creature that actually does something is really important to this deck. You'll notice there are no vanilla fatties, because what we want are powerful abilities that can also be used with Jarad.
Worm Harvest is a great suggestion. Again, it only gives us generic creatures, which is a concern, but it does have synergy with the deck. I'm not sure if/where I want it in the 99, but it definitely found a spot on "The Fit List."
Thank you to everyone for your comments/suggestions/feedback. I really appreciate the love here. Please keep them coming, and I will do everything I can to keep the thread updated daily.
Also for Necromancy needing to stay to keep the creature shouldn't be a big deal since you should just as often be flinging the creature at everyone right after. Again at instant speed, which is awesome for combat tricks.
Argh, I know you're right. I'm hesitant because I'm not sure that a two card instakill is where I want to be here. I already took out the Sorin Markov for that reason, and he can only kill one per turn with Jarad. But it's SO good at the same time. I'll have to think about this one. Good call though, it really is amazing.
Yep, it's in, and so far I'm loving it!
EDIT: Actually, so far I've been unimpressed with both Gravecrawler and Savra, Queen of the Golgari. However, Savra does still give me a Grave Pact-style ability on a useful creature.
May be removing Gravecrawler for Hatred...
Also, without a great mana sink, I may be removing Cabal Coffers and Deserted Temple. Urborg is still great with Filth and it makes all my colorless producers relevant.
As far as something more tame but still potentially very cool, Puppeteer Clique can steal a creature to fling and then do it again later. You can even fling it once for 3 to get the second creature which you can fling for hopefully more than 3.
Depending on your local meta it might not be that good though, but it as at least graveyard hate and a flying persisting blocker.
BTW I feel you on the gravecrawler. I had a Savra deck not too long ago and it had All of the recurring 2 drop black creatures.
I kept cutting them for other cards and until it was just bloodghast.
If only Puppeteer Clique could recur from our yard, he'd be so good here.
Hatred added for a removed Gravecralwer. I have to at least do it once, lol.
Great suggestions, love the contribution!
EDH
WBG Karador's Sepulcher GBW
I'm not sure your English is translating, when you say "what's your point?" I have no idea what you're actually asking. Also, what you're saying definitely comes across as condescending. Have you actually played with the decklist as-is before making that comment?
As for the creatures you listed, all generic gy bonuses, unfortunately have no other relevant abilities. You want a few of these creatures to use with Jarad as a finisher (Lord of Extinction outclasses all), but you want the rest of your creatures to actually do something. Creatures that have a positive affect for us (see Yavimaya Granger) and then can be put in the yard benefit us doubly. If we fill the list with a horde of Yard bonusers, then our creatures aren't actually doing anything.
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
http://forums.mtgsalvation.com/showthread.php?t=439035
Attrition was a card I definitely considered. I decided on going with Altar of Dementia to start with. I'll try to test Attrition in the next week and let you know how it goes.
As for as the other package, I'm not as big of fan of DotD because of the exiling, and because I really don't want to insert the ramp package and all the other creatures/spells that I don't see as important to this deck.
Thanks for the suggestions and feedback!
Huh, what made you run an all creature deck? I'm not sure why you wouldn't run some of the best graveyard-related spells in the game (Survival of the Fittest seems like a good example) . Most of the non-creature spells we run are vital to making a deck like this tick. I could imagine a creature-only deck being slow and unable to consistently get the right creatures in the yard.
I'm intrigued though. How has it been so far to play?
EDIT: I'm surprised no one has mentioned Harvester of Souls yet. I'm not sure what to make of this guy. In the right situation he's a draw engine in a deck that really needs one. Thoughts about HoS?