Infinite Might
Enchantment (R)
When infinite Might enters the battlefield, target creature you control gets +3/+3 and trample until end of turn.
Creatures you control gain "When this creature enters the battlefield, you may have it fight target creature you don't control."
Infinite Fury
Enchantment (R)
Creatures you control have +3/-1 , First Strike, and Haste.
During your end step, sacrifice each creature who attacked this turn.
Infinite Decay
Enchantment (R)
When Infinite Decay enters the battlefield, put a -1/-1 counter on target creature you don't control.
During your upkeep, put a -1/-1 counter on target creature you don't control.
Infinite Solidarity
Enchantment (R)
Whenever a creature deals combat damage to you, at end of turn exile it until Infinite Solidarity leaves the battlefield.
Votes: netn10, Blackwaltz3 (I think his ability should be a keyword ability though, it'd make for a great block mechanic)
Infinite Clarity(Part of a color cycle of cards, I'll post one per day for the next 5 days)
Enchantment (R)
Cards in your hand have cycling. Each card's cycling cost is equal to it's casting cost.
Flush them out!
Instant (R)
Target opponent puts all creature cards from his or her hand onto the battlefield. Then, choose 1 creature that player controls, and exile the rest.
Wizard's Last Teaching
Sorcery (MR)
As an additional cost to cast Wizard's Last Teaching, discard your hand.
Draw 40 cards, then exile all but the top 3 cards of your Library. "As the end of his life came near, it was time to teach his apprentice his final trick..."
- excerpt from the tattered pages left of the diary from Jace's teacher.
It That Never Ends
Creature - Eldrazi Zombie (MR)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
When you cast It That Never Ends, put a 4/2 colorless Eldrazi Zombie creature token onto the battlefield.
When It That Never Ends is put into a graveyard from the battlefield, you may return up to two Zombie creature cards from your graveyard to your hand.
4/2
Recruit the Cemetery
Sorcery (R)
Return all Zombie creature cards from your graveyard to the battlefield.
Cycling: Sacrifice a Zombie (Sacrifice a Zombie, discard this card: Draw a card.)
selfless spirit was an all star in this build. It totally threw off my opponents and changed their game plan against me. dusk // dawn was another great card too, won be multiple games using both modes. You can also sac a selfless spirit to protect your pumped zombies.
I was just thinking about splashing white for wayward servant and shambling vent to have some life gain as a leg up against aggressive red decks. Glad to hear you did good with it. Curious, how was it not playing with Dread Wanderer?
I didn't miss it at all. relentless dead is superior in my opinion. The ability to revive a dead diregraf colossus is very important, and bringing relentless dead back into my hand to re-cast as another cast trigger for Diregraf really helps the deck continue the grind in long games. Between selfless spirit and relentless dead (and dusk // dawn ) the deck is so resilient against sweepers.
selfless spirit was an all star in this build. It totally threw off my opponents and changed their game plan against me. dusk // dawn was another great card too, won be multiple games using both modes. You can also sac a selfless spirit to protect your pumped zombies.
This deck is really cool. It plays the aggro game at the beginning, and then out of nowhere, it can easily cast a turn 6 nicol bolas, god-pharaoh to totally blindside your opponent. There are also quite a few synergies with the scorpion god as well, and along with oath of nissa, duskwatch recruiter and tireless tracker there are plenty of card drawing opportunities.
Return to Dominaria
Enchantment (R)
When Return to Dominaria enters the battlefield, Exile all planeswalkers.
Planeswalker spells cannot be played. On the plane of Dominaria, Planeswalkers may come and go, but none may stay.
Infinite Might
Enchantment (R)
When infinite Might enters the battlefield, target creature you control gets +3/+3 and trample until end of turn.
Creatures you control gain "When this creature enters the battlefield, you may have it fight target creature you don't control."
Infinite Fury
Enchantment (R)
Creatures you control have +3/-1 , First Strike, and Haste.
During your end step, sacrifice each creature who attacked this turn.
Infinite Decay
Enchantment (R)
When Infinite Decay enters the battlefield, put a -1/-1 counter on target creature you don't control.
During your upkeep, put a -1/-1 counter on target creature you don't control.
Infinite Solidarity
Enchantment (R)
Whenever a creature deals combat damage to you, at end of turn exile it until Infinite Solidarity leaves the battlefield.
Infinite Clarity (Part of a color cycle of cards, I'll post one per day for the next 5 days)
Enchantment (R)
Cards in your hand have cycling. Each card's cycling cost is equal to it's casting cost.
Flush them out!
Instant (R)
Target opponent puts all creature cards from his or her hand onto the battlefield. Then, choose 1 creature that player controls, and exile the rest.
Wizard's Last Teaching
Sorcery (MR)
As an additional cost to cast Wizard's Last Teaching, discard your hand.
Draw 40 cards, then exile all but the top 3 cards of your Library.
"As the end of his life came near, it was time to teach his apprentice his final trick..."
- excerpt from the tattered pages left of the diary from Jace's teacher.
It That Never Ends
Creature - Eldrazi Zombie (MR)
Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.)
When you cast It That Never Ends, put a 4/2 colorless Eldrazi Zombie creature token onto the battlefield.
When It That Never Ends is put into a graveyard from the battlefield, you may return up to two Zombie creature cards from your graveyard to your hand.
4/2
Recruit the Cemetery
Sorcery (R)
Return all Zombie creature cards from your graveyard to the battlefield.
Cycling: Sacrifice a Zombie (Sacrifice a Zombie, discard this card: Draw a card.)
I didn't miss it at all. relentless dead is superior in my opinion. The ability to revive a dead diregraf colossus is very important, and bringing relentless dead back into my hand to re-cast as another cast trigger for Diregraf really helps the deck continue the grind in long games. Between selfless spirit and relentless dead (and dusk // dawn ) the deck is so resilient against sweepers.
I would probably only run dread wanderer in a deck with prized amalgam
4 cryptbreaker
4 diregraf colossus
4 wayward servant
4 selfless spirit
3 lord of the accursed
4 dark salvation
2 kalitas, traiter of ghet
1 Metallic Mimic
1 fatal push
1 midnight oil
1 liliana's mastery
1 Never // Return
1 dusk // dawn
4 shambling vents
2 westvale abbey
4 plains
11 swamp
selfless spirit was an all star in this build. It totally threw off my opponents and changed their game plan against me. dusk // dawn was another great card too, won be multiple games using both modes. You can also sac a selfless spirit to protect your pumped zombies.
2 scrapheap scrounger
3 duskwatch recruiter
3 servant of the conduit
3 channeler initiate
4 Tireless tracker
2 Ammit Eternal
1 Rhonas the indomitable
2 Unlicensed disintegration
4 Bristling Hydra
2 Glory Bringer
3 The Scorpion God
2 Nicol Bolas, God-pharaoh
4 blooming marsh
2 hissing quagmire
1 canyon slough
2 sheltered thicket
2 game trail
2 cinder glade
1 evolving wilds
1 spire of industry
4 aether hub
1 swamp
1 mountain
4 forest
Invigorating Touch
Instant (U)
If you have less than 20 life, draw a card.
Gain 3 life.
Votes: scrad_the_wanderer, Soramaro
Slip the mind
Instant (U)
Counter target spell unless its controller pays . If no spell was countered this way, scry 1, then draw a card.
Return to Dominaria
Enchantment (R)
When Return to Dominaria enters the battlefield, Exile all planeswalkers.
Planeswalker spells cannot be played.
On the plane of Dominaria, Planeswalkers may come and go, but none may stay.