That's a good look. I know that my personal playgroup isn't interested in the silver-bordered cards, but Cogmentor seems like one of the more innocuous Unstable cards.
I enjoy old-bordered foils very much. However, unless it's a faerie that can combo with Spellstutter Sprite, almost all of the old 1cc evasion (Flying Men) and pseudo-evasion (Spire Tracer) creatures aren't good enough anymore.
Better trade out of your foils to aspiring Edric players while you can.
Not a huge foils guy myself, but generally do favor trying to use old and original printings of cards.
That said, I will be running this card in my list when it gets out. While Faeries are 'key' to Spellstutter Sprite I find that most of the time I'm countering 1 CMC or 2 CMC stuff, usually to stop a counter for one of my take a turn spells, Spellstutter counts itself so most of the times I don't really need other Faeries around to make it work. Unblockable is quite good with Edric as it is simply guaranteed card draw, as Faeries are usually plain flyers and if an opponent has a flyer out there getting in is generally a pain.
Also, Spire Tracer might only have pseudo-evasion, however, more importantly it's green and Edric decks can cast green stuff far more easily due to the mana dorks in the deck.
It's nice to see some traffic for this deck again. I've been playing Edric for a little over a year now (100+ games) and I'm noticing a fair bit of misunderstanding on the function of certain cards in the deck and just deck strategy in general. Now, I know that some people are intentionally trying to avoid the most cutthroat version of the deck (because they enjoy keeping their friends =]) and that's fine; however, I will only discuss the deck in terms of the most efficient builds and theories. For those looking to make it more "fair", simply up the curve and remove the extra turn effects and you should be fine.
In general, this deck is very fast. I'm usually looking at closing the game out by turn 3 if I have an extra turn I can cast in hand. With that being said, the deck is definitely not tier 1 as it occasionally fails to fire in finding an extra turn or tutor to go get one. It's pretty frustrating when you draw 11+ off Edric and hit nothing; the unfortunate side effect of not being in black. Additionally, by simply having to attack with a bunch of creatures to do stuff makes it inherently slower than instant-based combo decks. Even so, the novelty of winning games of 3v1 with a bunch of 1/1's hasn't worn off after 100 games. But if you've played the deck you know all this already. The general game-plan is to get a couple beaters out turn 1 and Edric out on turn 2; I will pitch any hand that can't accomplish this. Whether you actually play him on turn 2 depends on if you can protect him and if you have any respect for the other players at the table. You want to avoid having Edric killed a bunch because you can't afford to be paying the commander tax and losing a turn replaying him. If no one at the table has played against the deck before you can 100% plop him down on turn 2 and no one will kill him before its your turn again at which point you don't care anymore because their opportunity to stop you went bye-bye.
I'll start with mana dorks. Players have a tendency to put way too many mana producers in this deck. This is not a ramp deck, you're playing a bunch of 1 drops after all. The function of mana dorks is to have just enough to see one in your opening hand to help you get Edric out on turn 2. If they also mana fix or have some sort of evasion, that's icing on the cake but they will likely not have much use past turn 3. Priest of Titania is the only dork I find myself using for their mana producing ability beyond the initial turns, especially with Wirewood Symbiote. Earlier in the thread I saw a comment saying someone cut Lotus Cobra because there weren't enough fetches. There should be 7, if my math is correct, which is enough. Lotus Cobra has powered some of my fastest games, especially if you have a Lotus Petal or a mox so you can get him out before making any land drops. This deck is also mostly blue, so you can definitely go overboard on green to the detriment of blue. I only have enough forests to match the green-only fetches (including duals). If I end up with a fetch that I know will fail-to-find I'll usually just crack it to delve for Temporal Trespass.
On the topic of mana curve, I think the CMC for the entire deck is just over 90, meaning the average casting cost of any given card is under 1! That is the goal of this deck: cheap and fast. Avoid 3 & 4+ CMC cards like the plague; unless they end the game on the spot they don't help you. Redundancy in Coastal Piracy and Bident of Thassa slow this deck down so much. You need to play your Edric intelligently to avoid needing additional card draw. Be careful with prison cards as well, Winter Orb and Tangle Wire work well because your curve is at rock bottom for orb and for wire you can tap your dorks that you can't attack with anyways and of course the wire itself. This lets you use these cards asymmetrically; cards like Back to Basics won't affect the game asymetrically. I stay away from cards like Burgeoning and Druids' Repository because the last thing this deck needs to do is a take a turn off to cast a card that gives you more of what you don't need. When I ask myself, "when was the last time you lost a game because you didn't have enough mana?" the answer is never. When I think about what causes me to lose games its fail to find an extra turn or win-con.
So when it comes to extra turns, I run 6 plus Mystical Tutor and Noxious Revival. Make sure not to shortcut Edric draw triggers as you can use tutor and revival in the middle of all your triggers to make sure you draw what you want. For win-cons I run Beastmaster Ascension, Biomass Mutation and Craterhoof Behemoth. I would love to run Triumph of the Hordes but my LGS has their EDH rules at 20 poison to kill so that makes the card much worse.
If you've managed to get through all that I hope it helps you look at the deck from a slightly different perspective and get those deck-building gears churning. Any questions, comments, concerns that's why we're here; ask away.
Edit: Our worst nightmare is Glacial Chasm. My deck runs zero ways to deal with it; sure you could add a Strip Mine, but your mana base suffers significantly for it.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I don't like going the extra turn route. I personally find it a bit obnoxious. You're depriving people of their turn in order to win by combat damage.
Isn't the very premise of Edric obnoxious? I mean, your decklist is full of garbage and you're going to win an EDH game with 1cc 1/1's.
When the first commander decks came out, I made an Edric deck right away. The incredulous look on people's faces when I played a turn 1 Scryb Sprite was worth it. And I was the one who was being called a scrub when I followed it up with Flying Men.
Notorious Throng is on-theme and on-flavor. I say include.
No love for Seedtime? I've created so much salt with this card. Last game I played I threw down a turn 2 Edric because my turn 1 was Gemstone Cavern, Lotus Petal, Lotus Cobra, fetch, Exploration, Green Sun's Zenith for Dryad Arbor. Opponent counters Edric, which I let resolve, cast seedtime and noxious revival on Edric. Proceed to take extra turns until I win. Only 1 person at the table got more than 1 turn. The extra turn version of the deck makes a lot of people upset, but it is the best version of the deck.
I always look at it with a grain of salt. It could be worse, you could be playing a storm deck and win on turn 1 with a Doomsday or any number of other combos.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I am always down to see Edric lists. I think my next pick ups will be lotus cobra and a few fetches
Private Mod Note
():
Rollback Post to RevisionRollBack
SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
I like it. Its interesting to see just the one time spell but I like the amount of redundancy and resilience it has. Really like the constant mists and Aluren. Do you ever run into mana issues since you arent running the mana dorks? Also you have alot of the 2 drop evasive guys have you thought about Looter il-kor and Wharf Infiltrator?
Private Mod Note
():
Rollback Post to RevisionRollBack
SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
I like it. Its interesting to see just the one time spell but I like the amount of redundancy and resilience it has. Really like the constant mists and Aluren. Do you ever run into mana issues since you arent running the mana dorks? Also you have alot of the 2 drop evasive guys have you thought about Looter il-kor and Wharf Infiltrator?
Thanks!
Notorious Throng is more as a finisher because if I have 2 opponents then I can kill one, get a bunch of flying tokens plus the extra turn to finish off the other player. The extra turn is sort of a bonus. However, I do try to cast it when a rogue deals combat damage to a player.
I don't run Looter il-Kor because the looting effect isn't "may" and I don't play Wharf Infiltrator because it can be blocked. My 2-drops are either totally unblockable or nigh unblockable (horsemanship or shadow). I used to play a version of the deck with only 1-drops including the ones that have landwalk. But they weren't as good as spending one more mana to get total unblockability.
I like having control in order to just save my field. I don't want to lock out other players with extra turns. I just build my field and hand and then go for the kill. The deck is very consistent considering it's relatively budget and not as cutthroat.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Proud owner of the EDH 'Infinite Combos and Strong Synergies' thread
Please put the colors of your suggestion in mana symbols prior to your suggestion in color-wheel order. To do this, put any of W, U, B, R, G, and/or C, whatever is applicable, with the word 'mana' inside [square bracets] before and the word '/mana' inside [square bracets] after the mana.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
So I've built this my Edric deck and it's very similar to most lists except I don't have the money for things like Gaea's Cradle or Mox Diamond. What I'm really curious about is how many creatures are wanted in opening hand. I've done some test hands and found a lot of them to only have 1-2 creatures. Is that enough? Also, is Exploration really necessary? I'm running the Skyshroud Ranger, Elvish Pioneer, and Sakura-Tribe Scout, but I just can't see Exploration being worth the card slot when the list is tight as is.
So I've built this my Edric deck and it's very similar to most lists except I don't have the money for things like Gaea's Cradle or Mox Diamond. What I'm really curious about is how many creatures are wanted in opening hand. I've done some test hands and found a lot of them to only have 1-2 creatures. Is that enough? Also, is Exploration really necessary? I'm running the Skyshroud Ranger, Elvish Pioneer, and Sakura-Tribe Scout, but I just can't see Exploration being worth the card slot when the list is tight as is.
One of the things about building Edric is that you could play a sub-optimal list and still do plenty of the same things an optimal decklist would do. I don't think that you really feel the difference between Exploration and no Exploration compared to something like Time Warp(s) or no Time Warp(s). If you draw it you play it and it helps you snowball. If you never see it, fine. I like it more than Skyshroud Ranger and Sakura-Tribe Scout.
As for creatures in hand to start, you want at least two. Creatures turn 1 and 2. Turn 3 Edric draw cards. The most optimized Edric decks will probably have games like that consistently and be able to play Edric and protect Edric by turn 3.
Honestly one of the best thing about edric is you can play it pretty competitively on a budget. The ONLY money cards the deck needs to function are the extra turn spells and the 5 or so you need come out to about 50 bucks. Things like cradle, FOW are just icing, not needed but they help.
Private Mod Note
():
Rollback Post to RevisionRollBack
SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
Honestly one of the best thing about edric is you can play it pretty competitively on a budget. The ONLY money cards the deck needs to function are the extra turn spells and the 5 or so you need come out to about 50 bucks. Things like cradle, FOW are just icing, not needed but they help.
Definitely, for quite a while I went without the more expensive cards and even as an more optimized list I feel Edric is still fairly cheap to assemble. I'd say the only thing that does make a difference is having a Cradle though, as there is simply little replacement for it as while Ixalan's flip-Cradle tries its just too slow.
Welp I dont usually preorder cards but looks like im gonna have to preorder a Tetsuko Umezawa, Fugitive.
Private Mod Note
():
Rollback Post to RevisionRollBack
SonofaBith - Wizards was so excited about making the packaging for Modern Masters 2 recyclable, they decided to make most of the rares and all but 1 of the UC's recycle-bin ready too. Convenient!
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
I enjoy old-bordered foils very much. However, unless it's a faerie that can combo with Spellstutter Sprite, almost all of the old 1cc evasion (Flying Men) and pseudo-evasion (Spire Tracer) creatures aren't good enough anymore.
Better trade out of your foils to aspiring Edric players while you can.
That said, I will be running this card in my list when it gets out. While Faeries are 'key' to Spellstutter Sprite I find that most of the time I'm countering 1 CMC or 2 CMC stuff, usually to stop a counter for one of my take a turn spells, Spellstutter counts itself so most of the times I don't really need other Faeries around to make it work. Unblockable is quite good with Edric as it is simply guaranteed card draw, as Faeries are usually plain flyers and if an opponent has a flyer out there getting in is generally a pain.
Also, Spire Tracer might only have pseudo-evasion, however, more importantly it's green and Edric decks can cast green stuff far more easily due to the mana dorks in the deck.
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
In general, this deck is very fast. I'm usually looking at closing the game out by turn 3 if I have an extra turn I can cast in hand. With that being said, the deck is definitely not tier 1 as it occasionally fails to fire in finding an extra turn or tutor to go get one. It's pretty frustrating when you draw 11+ off Edric and hit nothing; the unfortunate side effect of not being in black. Additionally, by simply having to attack with a bunch of creatures to do stuff makes it inherently slower than instant-based combo decks. Even so, the novelty of winning games of 3v1 with a bunch of 1/1's hasn't worn off after 100 games. But if you've played the deck you know all this already. The general game-plan is to get a couple beaters out turn 1 and Edric out on turn 2; I will pitch any hand that can't accomplish this. Whether you actually play him on turn 2 depends on if you can protect him and if you have any respect for the other players at the table. You want to avoid having Edric killed a bunch because you can't afford to be paying the commander tax and losing a turn replaying him. If no one at the table has played against the deck before you can 100% plop him down on turn 2 and no one will kill him before its your turn again at which point you don't care anymore because their opportunity to stop you went bye-bye.
I'll start with mana dorks. Players have a tendency to put way too many mana producers in this deck. This is not a ramp deck, you're playing a bunch of 1 drops after all. The function of mana dorks is to have just enough to see one in your opening hand to help you get Edric out on turn 2. If they also mana fix or have some sort of evasion, that's icing on the cake but they will likely not have much use past turn 3. Priest of Titania is the only dork I find myself using for their mana producing ability beyond the initial turns, especially with Wirewood Symbiote. Earlier in the thread I saw a comment saying someone cut Lotus Cobra because there weren't enough fetches. There should be 7, if my math is correct, which is enough. Lotus Cobra has powered some of my fastest games, especially if you have a Lotus Petal or a mox so you can get him out before making any land drops. This deck is also mostly blue, so you can definitely go overboard on green to the detriment of blue. I only have enough forests to match the green-only fetches (including duals). If I end up with a fetch that I know will fail-to-find I'll usually just crack it to delve for Temporal Trespass.
On the topic of mana curve, I think the CMC for the entire deck is just over 90, meaning the average casting cost of any given card is under 1! That is the goal of this deck: cheap and fast. Avoid 3 & 4+ CMC cards like the plague; unless they end the game on the spot they don't help you. Redundancy in Coastal Piracy and Bident of Thassa slow this deck down so much. You need to play your Edric intelligently to avoid needing additional card draw. Be careful with prison cards as well, Winter Orb and Tangle Wire work well because your curve is at rock bottom for orb and for wire you can tap your dorks that you can't attack with anyways and of course the wire itself. This lets you use these cards asymmetrically; cards like Back to Basics won't affect the game asymetrically. I stay away from cards like Burgeoning and Druids' Repository because the last thing this deck needs to do is a take a turn off to cast a card that gives you more of what you don't need. When I ask myself, "when was the last time you lost a game because you didn't have enough mana?" the answer is never. When I think about what causes me to lose games its fail to find an extra turn or win-con.
So when it comes to extra turns, I run 6 plus Mystical Tutor and Noxious Revival. Make sure not to shortcut Edric draw triggers as you can use tutor and revival in the middle of all your triggers to make sure you draw what you want. For win-cons I run Beastmaster Ascension, Biomass Mutation and Craterhoof Behemoth. I would love to run Triumph of the Hordes but my LGS has their EDH rules at 20 poison to kill so that makes the card much worse.
If you've managed to get through all that I hope it helps you look at the deck from a slightly different perspective and get those deck-building gears churning. Any questions, comments, concerns that's why we're here; ask away.
Edit: Our worst nightmare is Glacial Chasm. My deck runs zero ways to deal with it; sure you could add a Strip Mine, but your mana base suffers significantly for it.
With DR, I stored about 20 mana and cast a gigantic Biomass Mutation off it. It was EPIC!
Salt is part of the game. Deal with it.
I run Druids' Repository and Biomass Mutation. Things get pretty crazy pretty quickly. I don't like going the extra turn route. I personally find it a bit obnoxious. You're depriving people of their turn in order to win by combat damage. You might as well run cards like Beastmaster Ascension, Biomass Mutation, Vitalizing Wind, and Triumph of the Hordes and win via combat damage in the same turn.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Notorious Throng is a must in Edric deck.
Salt is part of the game. Deal with it.
Isn't the very premise of Edric obnoxious? I mean, your decklist is full of garbage and you're going to win an EDH game with 1cc 1/1's.
When the first commander decks came out, I made an Edric deck right away. The incredulous look on people's faces when I played a turn 1 Scryb Sprite was worth it. And I was the one who was being called a scrub when I followed it up with Flying Men.
Notorious Throng is on-theme and on-flavor. I say include.
I always look at it with a grain of salt. It could be worse, you could be playing a storm deck and win on turn 1 with a Doomsday or any number of other combos.
I run it, too. I’ll post my list tomorrow, if you’re interested in my build.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
Here ya go:
3 Edric, Spymaster of Trest
Artifacts: 4
0 Chrome Mox
0 Mox Diamond
1 Elixir of Immortality
4 Bident of Thassa
Creatures: 31
1 Cloud Pirates
1 Cloud Sprite
1 Cloudfin Raptor
1 Faerie Miscreant
1 Flying Men
1 Galerider Sliver
1 Gudul Lurker
1 Hope of Ghirapur
1 Hypnotic Siren
1 Jace's Phantasm
1 Mausoleum Wanderer
1 Mist-Cloaked Herald
1 Scryb Sprites
1 Signal Pest
1 Siren Stormtamer
1 Slither Blade
1 Triton Shorestalker
1 Zephyr Sprite
2 Aether Figment
2 Blighted Agent
2 Cloud of Faeries
2 Escape Artist
2 Flitterstep Eidolon
2 Invisible Stalker
2 Jhessian Infiltrator
2 Metathran Soldier
2 River Sneak
2 Thalakos Seer
2 Thalakos Sentry
2 Wu Light Cavalry
2 Wu Scout
2 Teferi's Veil
3 Beastmaster Ascension
3 Druids' Repository
3 Growing Rites of Itlimoc
4 Aluren
4 Coastal Piracy
Instants: 20
0 Pact of Negation
1 Pongify
1 Rapid Hybridization
2 Biomass Mutation
2 Constant Mists
2 Counterspell
2 Cyclonic Rift
2 Heroic Intervention
2 Simic Charm
2 Wrap in Vigor
3 Disallow
3 Dissipate
3 Faerie Trickery
3 Forbid
3 Void Shatter
3 Voidslime
4 Mindbreak Trap
4 Rewind
4 Summary Dismissal
5 Force of Will
Sorceries:
2 Curse of the Swine
4 Notorious Throng
4 Splendid Reclamation
4 Triumph of the Hordes
0 Alchemist's Refuge
0 Botanical Sanctum
0 Breeding Pool
0 City of Brass
0 Command Tower
0 Flooded Grove
0 Flooded Strand
0 Forest (x6)
0 Gaea's Cradle
0 Hinterland Harbor
0 Island (x6)
0 Mana Confluence
0 Misty Rainforest
0 Nykthos, Shrine to Nyx
0 Polluted Delta
0 Reflecting Pool
0 Reliquary Tower
0 Scalding Tarn
0 Tropical Island
0 Verdant Catacombs
0 Winding Canyons
0 Windswept Heath
0 Wooded Foothills
0 Yavimaya Coast
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
Thanks!
Notorious Throng is more as a finisher because if I have 2 opponents then I can kill one, get a bunch of flying tokens plus the extra turn to finish off the other player. The extra turn is sort of a bonus. However, I do try to cast it when a rogue deals combat damage to a player.
I don't run Looter il-Kor because the looting effect isn't "may" and I don't play Wharf Infiltrator because it can be blocked. My 2-drops are either totally unblockable or nigh unblockable (horsemanship or shadow). I used to play a version of the deck with only 1-drops including the ones that have landwalk. But they weren't as good as spending one more mana to get total unblockability.
I like having control in order to just save my field. I don't want to lock out other players with extra turns. I just build my field and hand and then go for the kill. The deck is very consistent considering it's relatively budget and not as cutthroat.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Please put the colors of your suggestion in mana symbols prior to your suggestion in color-wheel order. To do this, put any of W, U, B, R, G, and/or C, whatever is applicable, with the word 'mana' inside [square bracets] before and the word '/mana' inside [square bracets] after the mana.
Freezing Point EDH series #1 (click through the other articles too!)
My goodness! That level of devotion to the bling!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
One of the things about building Edric is that you could play a sub-optimal list and still do plenty of the same things an optimal decklist would do. I don't think that you really feel the difference between Exploration and no Exploration compared to something like Time Warp(s) or no Time Warp(s). If you draw it you play it and it helps you snowball. If you never see it, fine. I like it more than Skyshroud Ranger and Sakura-Tribe Scout.
As for creatures in hand to start, you want at least two. Creatures turn 1 and 2. Turn 3 Edric draw cards. The most optimized Edric decks will probably have games like that consistently and be able to play Edric and protect Edric by turn 3.
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH
Definitely, for quite a while I went without the more expensive cards and even as an more optimized list I feel Edric is still fairly cheap to assemble. I'd say the only thing that does make a difference is having a Cradle though, as there is simply little replacement for it as while Ixalan's flip-Cradle tries its just too slow.
GW Rhys the Redeemed EDH
RUGAnimar, Soul of Elements EDH
WBRAlesha, Who Smiles at Death EDH