Mazirek, Kraul Death Priest Shenanigans

Commander / EDH IpCrash3r

SCORE: 175 | 117 COMMENTS | 38579 VIEWS | IN 69 FOLDERS


@clayperce

I cant speak for Ipcrash3r, but when I play this deck (I just built it), I actually never have that many creatures. Maybe it is just my playgroup/style, but (although I generate a significant amount) I always sac them before I reach a half-dozen.

November 17, 2015 6:44 p.m.

evncrbch says... #2

I would run Greater Good for card draw since it duplicates as a sacrifice outlet.

November 17, 2015 10:56 p.m.

IpCrash3r says... #3

@clayperce

I looked at that card, and cards similar to it. As TheSquirrelLord mentioned earlier, tokens are easy come and easy go. The only time my board will have more then 3-4 is when I am planning on killing someone with lethal damage the next turn. Tokens are to be used as tools to help us survive, ramp, or kill as needed - not to sit on the board doing nothing.

@evncrbch

Greater Good runs into the same issue that Shamanic Revelation does. If my tokens are big enough to actually draw me cards, I don't need the draw. I do have 18 creatures in the deck that would suffice as sac fodder to it, however most of these creatures are game ending type cards that I typically want to keep.

I may play around with Momentous Fall, which has been recommended in the past. It might work half OK.

November 18, 2015 1:30 a.m.

clayperce says... #4

Yeah, TheSquirrelLord and IpCrash3r, if you've got 3-4 dudes on the table max, Shamanic Revelation is no good ... strictly worse than Harmonize at 3 and on par at 4.

I see Necropotence on your maybeboard; it's pretty awesome but I hate having to exile the discards. Maybe Yawgmoth's Bargain instead?

For one-time effects, maybe a Read the Bones? Other potentials (sorry if you already looked at these): Night's Whisper; Sign in Blood; Ambition's Cost; and Promise of Power.

I like Memory Jar too, and sometimes Mind's Eye (though it always surprises me how much hate it draws in my group).

I hear Ancestral Recall is pretty good too ;-)

November 18, 2015 7:49 a.m.

IpCrash3r says... #5

@clayperce

Unfortunately Yawgmoth's Bargain is on the commander banlist, or I would be using that in every black deck I have.

I have been playtesting with Promise of Power and Mind's Eye. Promise of Power is great, but I am still having issues with lifegain/loss in the deck. I find that the deck kills itself super freaking fast. I still need to try playtesting with the Whip of Erebos, but haven't had a chance yet. Mind's Eye has worked decently as well, and is one of my favorite cards for draw, but seems to be too slow in the deck, as I was trying to aim for a possible kill by turn 6-8 on average in the deck. (However it's amazing for long-term card draw)

November 18, 2015 12:24 p.m.

clayperce says... #6

Oh yeah, on the Bargain! Derp = me.

I'm out of ideas then. Except for bribing a blue mage to target you with a draw spell ... maybe offer to kill him or her last?

November 18, 2015 12:39 p.m. Edited.

The problem with one-shot spells is that they are (as expected), one-shot.

The cards that shine most when I play this deck are sac outlets that can be activated at any time, free of charge.

Ashnod's Altar and Phyrexian Altar and (I play)Viscera Seer, all of which allow me to sac dudes in response to anything, and can not be easily shut down or responded to effectively (Looking at YOU, Stifle).

Also, in a game where card advantage is everything, effects that stick around until dealt with are gold.

November 18, 2015 3:43 p.m.

IpCrash3r says... #8

Yea, I'm wanting to throw Viscera Seer back in as it is a sac engine that I can cheaply target with Chord of Calling. I played a game the other day and was 2 mana short from pulling off a same-turn win because my sac engine creature cost too much.

I'm also debating taking out Ulamog for Karn or Ugin. With no lands on the field, both of these planeswalkers can win the game by themselves. Though, Ulamog's shuffle has saved my ass plenty.... Ugh, decisions.

November 18, 2015 3:56 p.m. Edited.

Yep, I thinks that so much also.I carry around 20+ cards, constantly swapping out to see what feels best. Call me a fanatic, but I also keep a notebook on hand, to jot down good plays, combos, and other stuff relevant to a certain card.

Later I can review it, categorize by card, and decide the weakest-next onto the chopping block.

November 18, 2015 7:30 p.m.

ArchFline says... #11

I would recommend replacing your Ranger's Path with Hunting Wilds its linearly better in that it does the same thing for the same cost at the same speed but offers a possible late game use incase you draw it down the line.

Also the addition of Fallen Ideal as a realativly safe sac engine.

November 18, 2015 8:33 p.m. Edited.

AKBZ says... #12

Have you considered Zuran Orb as a sac/life gain outlet?

November 19, 2015 2:26 a.m.

ArchFline says... #13

Perhaps the addition of Crypt of Agadeem to your lands given the high volume of black creature that you run.

November 19, 2015 8:28 a.m.

@AKBZ the gain of two life is not really enough for the downside of a loss of a land.

I would much prefer Sylvan Safekeeper as a way to protect any big tanks we happen to make (generally, the commander).

November 19, 2015 3:25 p.m.

@ArchFline as IpCrash3r has said many times, graveyard hate is much too rampant in most Commander Metas to rely on your graveyard as a resource.

In most of my matches, graveyards never get in excess of a half-dozen cards. Heck, even I kill my own graveyard (and my opponents'), with Necrogenesis.

This is also the reason why I do not play Lord of Extinction, and other graveyard stuff.

Also remember that, though we sac a lot of creatures, most are tokens, and thus can never be counted as in a graveyard.

November 19, 2015 3:30 p.m.

IpCrash3r says... #16

@ArchFline

Ranger's Path puts lands into play untapped, which is primarily why it's in there. I never really knew how good ramp that brought lands into play untapped was. (EG. Turn 1, Mana Crypt, Play Forest, Play Cultivate. Turn 2, Tap Crypt and two forests, put a Overgrown Tomb and Bayout into play untapped. Play the forest for the turn, cast Kodama's Reach. Watch opponents ragequit since you have 6 lands into play on turn 2)

However, I do like the creature aspect of Hunting Wilds. It gives me a board full of unexpected creatures that I can pump with Mazirek to swing for a kill out of nowhere. The only issue is it costs 8 mana, which could potentially tap me out for the turn. Also, if someone fogs or I am unable to kill everyone the same turn, I can guarantee you my playgroup will tutor for a board wipe JUST to wipe my lands out of spite. It's sorta a thing we do... I'll playtest it and get back to you on it though, looks like it has potential!

In regards to Crypt of Agadeem, it used to be in the deck. 9 times out of 10 i had no use with it, as my graveyard had no black creatures in it. Since you need at least 4 to make it worthwhile, I took it out. (We only have 12ish black creatures in the deck, so having 4 in our graveyards is pretty darn difficult)

@AKBZ

The Orb looks hilariously awesome! I never even knew about this card. It's a sacrifice outlet that gains us life, and works well with Titania. The only issue I have with it is that it is an "Ace in the hole" type of card. If I sac all my lands to kill someone, and somehow I fail - I'm pretty much screwed for the rest of the game. I'll look into it and see how it does though.

@TheSquirrelLord

This guy gets it :P

In my group, we all have at least 2 reanimator decks each. Hell, even our artifact decks reanimate. The fact that I'm only running Necrogenesis and not Leyline of the Void and Relic of Progenitus shows that I'm confident that I won't be worried about creature based decks. (Unless they get me in a Yosei lock)

November 19, 2015 3:41 p.m.

evncrbch says... #17

IpCrash3r - Ranger's Path does not put them into play untapped. Just FYI. "Search your library for up to two Forest cards and put them onto the battlefield tapped."

November 19, 2015 4:50 p.m.

Yeah, as @ArchFlinesaid, it is strictly better.In 99/100 cases, they will do the same thing. But there is the slight chance that having a couple haste forests will be useful... maybe.

November 19, 2015 5:06 p.m.

IpCrash3r says... #20

Good call. I didn't even realize.

I'll definitely swap the two.

November 19, 2015 7:18 p.m.

Mastertoa says... #21

I am currently building and testing a mazirek combo deck, and i have found that Ashnod's Altar + Eyeless Watcher + Nim Deathmantle is insane. it gives you infnite 1/1 tokens, infinite death triggers, infinite sac potential, and infinite mana. i know you aid you were shying away from combos, but come on.... that's 4 infinite combos in the same 3 cards. anyway, good luck, and plus one from me.

November 19, 2015 7:59 p.m.

@MastertoaSimilar combos already exist in this list, such as Abhorrent Overlord or Avenger of Zendikar taking the place of Eyeless Watcher.

Really, any creature that comes with two or more tokens can fuel this.

Watcher's only upside compared to others is the lower CMC and that its tokens can gen mana.

November 19, 2015 11:41 p.m.

Mastertoa says... #23

fair enough

November 20, 2015 1:46 a.m.

AKBZ says... #24

@IpCrash3rThanks for getting back to me. I agree with you that it definitely is "a last resort" kind of deal. It is one of those things you use when someone has a Defense of the Heart on the field and you know they run Blightsteel Colossus and a Xenagos, God of Revels and they are going to swing at you when they get there chance.So, I am planning to build this deck and play it with my commander buddies. Some of the changes I was planning to make was going to revolve around Doubling Season. Stick in Hangarback Walker, Cabal Coffers, Ugin, the Spirit Dragon, Liliana of the Dark Realms etc. In any case, one of the problems was that Doubling Season makes the Puppeteer Clique combo not work. Was wondering in your experience with playing with the deck, is this combo worth more than the benefits that Doubling Season could provide? @TheSquirrelLord you can chime in too. Both inputs would be greatly appreciated.

November 20, 2015 2:07 a.m.

@AKBZWhy does Doubling Season shut down the Puppeteer Clique combo? It places two -1/-1 counters, yes. But when Mazirek resolves two +1/+1 counters are put on Clique/Primus, removing all four counters.

Did I get this right?

November 20, 2015 9:17 a.m.

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