Welcome to my FOURTH decklist on MTGS! I'm known for playing annoying control decks and this deck is no exception. This deck is focused around Obzedat, Ghost Council with all of the greatest elements of BW which include; gaining life, draining life, drawing cards, stripping hands, exiling creatures, destroying creatures, wiping permanents, destruction and more destruction. The basis of the deck is to use BW's ability to pay life to my advantage, and incrementally take down my opponents by both beating them in card advantage, health advantage, all the while destroying and exiling all of their permanents.
The faithless leader(s?) of the deck, Obzedat. While he is not the most important part of the deck by far, he is a great beater that avoids ALL sorcery speed removal/interruption, and gains+drains you some life every single turn. He is well-costed at only 5 cmc, and you really won't be recasting him that often because he rarely ever dies.
Life-gain. You will be gaining so much life that it will be incredibly hard to take you down even with many creatures on the battlefield attacking you and focusing you down. Life gain is a very underrated aspect of EDH, and this deck takes advantage of that. This deck can withstand a lot of pressure from all angles just based off of all the lifegain.
Removal. Being in BW means one thing above all else; you've got the removal. You can remove creatures, you can remove enchantments, artifacts, hands, basically anything. Picking and choosing what to kill and taking down utility artifacts/enchants/creatures is a great way to establish board dominance, and we have sweeper backup in case board states are getting overwhelming.
Paying life for resources. This deck allows us to use life as a secondary resource for drawing cards, dealing damage, basically anything. Many cards in the colors have been printed with the 'drawback' of having to pay life, but with all the life gaining that goes on, this so called drawback starts to not matter, and provides incremental advantage in all sorts of ways.
Weaknesses:
Reactive removal only. Though our removal is top notch, we do not have access to counterspells in these colors, so we can't really stop combo, storm, or any other decks that use their entire turn to turn the game around. Normally this isn't a huge issue because we can remove their key cards, but at times its troublesome.
No ramp. Okay, we get artifact ramp, but artifact ramp is very susceptible to being blown up.. hell sometimes we even have to blow our own artifact ramp up as collateral damage. The closest thing we have to keeping up with green decks is Coffers, so protect that with your life!
Gaining life draws attention. When you have 60, 80, 100 life, and everyone else is sitting at less than 40 while you continue to drain them... it tends to create an archenemy situation. Normally this deck can handle that situation, but sometimes 3v1 gets too overwhelming and we will fold under the pressure. Keep this in mind when you are doubling your life and winning the wars of attrition.
The Card Breakdown
Creatures Serra Ascendant: A very unfair creature in EDH since it was not designed with starting at 40 health in mind, but nevertheless it is an auto include in any deck interested in gaining mass amounts of life. This card can often create an archenemy scenario if you play it turn 1, so be prepared for that, but otherwise it is a very solid card that will gain you a lot of life for only one W to spend.
Weathered Wayfarer: A cute little land searcher that is often online because we don't have green, and one or more of our opponents likely do have it. Finding any land in the deck for one W is very nice, and it also provides card advantage.
Stoneforge Mystic: Notorious in Legacy, this girl is basically just an equipment tutor with a body for us, and that's fine with me. Clamp or either of the Swords can be fetched and subsequently equipped to her for some real value.
Vizkopa Guildmage: Honestly probably the best guildmage printed to date... since his effects are actually relevant at a decent cost. Giving any creature lifelink is a nice perk, but the real value comes from his second ability that will end up obliterating opponents life totals whenever you gain life(which should be just about every turn). This guy is a win con and a half on a very cost efficient body.
Crypt Ghast: A mana doubler for black, that's always nice to see, plus this little bugger gets Extort which is an extremely good mechanic in multiplayer. This guy+Urborg doubles your mana, and we can never have enough of that stuff.
Dimir House Guard: This guy should really be listed in the tutor sections because effectively he's a tutor in almost every single game, but he can be a nice sword-toter at times, and he's even a resilient sac-outlet. All sorts of function from this guy make him a good include. Erebos, God of the Dead: Awesome new tech out of Theros. This guy is half enchantment, half creature, we don't really care which he is, the fact that he's indestructible and gives us a Greed effect make him an awesome play any time. His other ability is pretty nice too, allowing us to be the only life gainers on the field, PLUS he has a huge 5/7 body that's indestructible! Nice print, Wizards.
Solemn Simulacrum: The ol' sad robot. He's ramp in any color plus a little chump block and extra card draw. Gotta love this guy.
Blood Baron of Vizkopa: Not your average ordinary creature here, and not even that great of a creature, to be honest, I just am in love with his protections and lifelink. His final ability is nice and fringe if you get there, but the pro black+white are what make this guy playable.
Disciple of Bolas: A sac outlet, that draws us cards and gains us life all in one. The cost isn't bad, and the effect is super good. I don't even mind having to pitch Obzedat to this just because its so useful. Can never complain about drawing extra cards, and its especially strong with Yosei or Kokopuffs.
Reveillark: Speaking of.. another reanimation elemental thingy that brings back any of our small (read: utility) creatures from the fray. It's nice to pack your deck with a lot of recursion in EDH, and this girl gets the job done.
Kokusho, the Evening Star: Kokopuffs! This dude's ability fits right in with the theme of this deck, and it sure does pack a big punch. No one really wants to attack into this guy whatsoever. And when we end up saccing him we gain 15 life and cause the opponents to lose 5 life each.. at least!
Yosei, the Morning Star: Kokopuffs brother in arms, possibly even better than Koko himself.. Yosei, with the help of some recursion, can create hardlocks against the opponents by saccing him and bringing him back as much as we can. Super awesome mechanics.
Sun Titan: Saved the best for last. The recursion machine. The vigilant animal. Probably the best titan of the cycle, well, at least the best titan legal in EDH now. He brings back so much stuff from the grave, and he packs a huge Vigilance body with it. Definitely makes this deck operate and I'm always pleased to draw into him.
Enchantments
Land Tax: A very potent way for white decks to keep up with land drops, and to thin the deck out a lot. This card is particularly good with Scroll Rack, allowing you to shuffle and trade land cards out for fuel. Even without the Rack, though, this card is a good way to make sure you don't miss a land drop vs. those green decks. Phyrexian Reclamation: Top tier recursion enchantment right here. The life pay doesn't matter, but the fact that we can reuse it over and over multiple times per turn does. This card keeps all of our sacced creatures coming back, or any creatures that happen to get removed, and it is so well costed.
Animate Dead: Extremely cheap creature recursion that can hit both our own creatures and opposing creatures. This is an old card that was printed way too cheap for its effect, and it shows. This card also has great inherent synergy with Sun Titan, which makes it even better.
Bitterblossom: Once the bane of a standard past, now just the best token producer in the game, essentially. One free flying creature every round for a single damage? I'm in. This card synergizes particularly well with Skullclamp, or just serves as great chump blockers and/or sword carriers.
Blind Obedience: One of the best enchantments in the deck. And very underestimated at that, even when it's on the battlefield. It slows aggro decks down, slows opposing mana rocks down, provides Extort, and gives us an extra turn to get through for damage without blockers. This card really does it all, and great synergy with Meekstone.
Aura of Silence: One of my favorite enchantments because it slows down the opponents all the while serving as an on-demand Disenchant. It has great synergy with Sun Titan of course, and is just a very well rounded card.
Necromancy: Read; Animate Dead. This is essentially the same spell just 1 mana cost more, which still is completely efficient.
Necropotence: The best draw enchantment in the game, and almost always our number 1 tutor target. This seriously refills your hand every single turn, making it invaluable to have out. We have all sorts of ways to recur it to in case it does get shot, but we'll always get at least 5+ cards from it.
Phyrexian Arena: Slow rollin one extra card per turn. That is nothing to scoff at though, since 1 more equals DOUBLE folks! This card provides incremental advantage over the game, hopefully it isn't removed, and is our second best enchantment for draw power.
Instants & Sorceries Single Target Destruction:
Path to Exile/Swords to Plowshares: Single target exiling creature spells. These cards are invaluable and can take out just about any problematic creature on the field. These are an absolute staple and playing a white deck without them would be a huge mistake. Mortify: Simple instant that destroys either a creature or an enchantment. Again, we like the options that this brings to the table.
Snuff Out: A freebie kill spell. We don't mind paying the 4 life, and we will always have a swamp out so this card is pretty amazing. Being able to tap out and still destroy a creature is clutch.
Ashes to Ashes: Some more targeted removal for creatures, double exile that costs a bit of health, but exiling a creature is always worth it, let alone two. Sorcery speed is a bit lacking, but hitting two creatures again, makes it worth it.
Consuming Vapors: This card is another double-value spell because of its Rebound effect, also helps us get some life and can sometimes catch some very big and powerful creatures.
Disenchant/Revoke Existence: Destroying or exiling artifacts and enchantments is a big part of the game when you're playing BW control, and these cards are pretty core in that. One exiles, one destroys, they both get the job done.
Dust to Dust: An awesome 2-for-1 effect that can hit all sorts of relevant cards or even just mana rocks, and the best part is that it exiles it. This card is rather well costed, I dig it.
Return to Dust: One of the best arti/enchant removal spells in the game, being able to exile two for one spell is the definition of value.
Tutors & Card Advantage: Enlightened Tutor/Vampiric Tutor: Two top deck tutors. One can only search enchantment/artifacts, but that's fine because normally we will turn that into extra card draw. Vampiric speaks for itself, any card, when you need it. Terminus is nice with it, particularly.
Yawgmoth's Will: An interesting but abusably strong spell. With enough mana you can start bringing back a whole slew of cards and spells from your graveyard. This is essentially a super Regrowth.
Demonic Tutor/Grim Tutor: Basic into-hand tutors. These cards give us whatever we need, when we need it. Never unhappy to see one of these pop up as they can give us a real edge on the game by assessing the board state and what we need.
Increasing Ambition: A weaker tutor because of its high cost, but the flashback makes it worth it, giving us late game reach if we really need it.
Promise of Power: Some bursty card draw that will fill back up our hand when we need it. The second option isn't that great, but can be used if we have spare mana lying about.
Big Wipes:
Damnation/Wrath of God: Essentially the same exact spell in different colors, redundancy here is necessary, it is always beneficial to wipe the board, or at least have the option to. These are cheap outs to overextended board states, creature-wise. Terminus: The best creature-sweeper in EDH, for good reason. Tucks generals, indestructible creatures, hordes, anything. This is just so effective, and the miracle cost just makes it better.
Austere Command: The option sweeper. You choose what is good in this situation, allowing you to avoid hitting your own stuff if possible. Regarded as the best sweeper in the game because of that reason, I don't agree but it still is one of the best.
Merciless Eviction: Another great sweeper that gives you some choices. Exile is the keyword here, being able to take out a number of different cards from the game for good.
Support:
Orim's Chant: Interesting tech here, basically Time Walks an opponent, and can also serve as Fog for a turn if you need it. I love that it does so much for such a low mana cost, it can really shut players down. Thoughtseize/Castigate: I know what you're thinking, single targeted discard in EDH? Yep, that's right folks. I love these cards because they strip key spells from an opponents hand, particularly counterspells or even combo pieces, and they give you info on what's coming. They almost always trade up and are fantastic at any time.
Identity Crisis: This card is cruel. Cruel, but effective. You can take one person completely out of the game for a while if they don't have a strong board presence. Plus, it's great grave hate. This card is a shoo in.
Debt to the Deathless: The big time finisher. This card will syphon absurd amounts of life in the late game, pretty much always ending the game if it goes uncountered. Hold onto this guy for when you have 10+ mana, you won't regret it.
Utility Artifacts
I'm not going to list every artifact because a lot of them are just simple mana rocks, you know what they do.
Meekstone: Seriously great tech with both Obzedat and any form of Vigilance. This can stop a lot of creatures from attacking our way, and also can shut down some creatures with activated abilities like Krenko. It's just great that it only costs 1, too.
Mind's Eye: A very effective way to draw, particularly in multiplayer. Yes, you do have to leave some mana open for it, but that's normally not a problem because it will provide you with so much fuel that it's worth it every time.
Scroll Rack: A good way to filter your hand particularly if you have too much land or removal/creatures that you don't need right now. Basically lets you mulligan at any point in the game, and is great with any shuffle effects.
Skullclamp: One of the best draw cards in the game, so good that it's broken. Especially good with Bitterblossom, but can be put on just about any creature for profit.
Sword of Light and Shadow: Some more gain life and a way to recur our creatures plus added VERY relevant protections and p/t bonus. All sorts of goodies on this guy, and we love recuring creatures; particularly Yosei and Kokopuffs.
Sword of Feast and Famine: The best sword in the game, causing an awesome untap effect plus a minor discard effect, and great protections for getting through for damage. This sword is pretty much a staple in most controllish builds, and it just provides so much value.
Notable Omissions and Considerations
Gift of Immortality: New tech out of Theros that could be really great on Yosei or Kokopuffs! Chainer, Dementia Master: An awesome way to recur a lot of different creatures from various graveyards. The exile scares me a bit, but overall a great way to spend life/mana.
Wurmcoil Engine: A strong beater with deathtouch and lifelink, and very resilient too. I could see him coming into this build possibly for Blood Baron of Vizkopa, but for now he's excluded.
Avacyn, Angel of Hope: A staple white creature that just costs too much for this build. Indestructible is pretty amazing, but I will end up tucking/exiling it myself most likely, and its just not on curve.
Elesh Norn, Grand Cenobite: Another 'staple' white creature, that is actually very very good, I have considered her but right now I want to curve out at 6 CMC.
Angel of Serenity: If this were more of a reanimator type build I would probably put this girl in here in a minute, but we already have tons of recursion and she, again, is a bit high on the curve.
Archon of Justice: I think this card is pretty overrated unless you have some serious sac+recur going on. You just can't get all that much value out of one single targeted exile, and I have spells for that.
Whip of Erebos: I like this new tech from Theros, but most of my creatures already have lifelink, and the second ability is a bit pricey plus I don't like the 'exile' clause of it.
Faith's Reward: Some nice anti-wrath tech that I've considered, but don't have a spot for yet. Requires a lot of mana to be kept open.
Dawn Charm was getting stuck in my hand too much, and its only real use in this deck was the fog effect from an alpha strike. Generally the build can take a lot of damage just because we're gaining so much, so it's out for Bloodchief Ascension which, once online, starts gaining+draining like crazy. Love that its a turn 1 play, too. If people remove it we don't lose that much.
Exquisite Blood is kinda overkill when we are already gaining so much life in various ways that it's not even necessary, especially at such a high CMC cost(for this deck). Needed more draw, and Promise of Power is probably the best I can get from a sorcery.
Guide was the most expensive form of recursion in the deck, and I just really hated drawing it early or when I had nothing to recur, which honestly is more often than not. Bolas is a sac outlet, gains life, and draws cards, all things that I could use more abundance of.
War and peace's effect is just a bit too cute, not actually having a big impact on the game. FaF on the other hand gives a nice untap effect, and causes a discard, plus the protections are really nice for getting around a lot of creatures in EDH.
Going back on adding BCA, just because too much of my stuff wipes and it makes me a huge target, even before its online. I just don't think it will do enough. Dust to Dust is a great removal spell for artifacts, essentially being a Return to Dust that only hits artifacts for 1 mana cheaper... should be really good in multi.
Like this writeup? Check out my other decklists in my sig.
Recommendations and cuts welcome!
****Please don't mention the Sanguine Bond combo, or any other infinite combo, I generally don't play them and am not interested in playing them.
Just as a thing, I'd like Orzhov Cluestone better than Orzhov Keyrune cause you can recur it with Sun Titan. Yes, the 1/4 MAY be relevant, but since you're saying you're missing a few card draw and you have a decent amount of creatures, why not switch it and see?
Just as a thing, I'd like Orzhov Cluestone better than Orzhov Keyrune cause you can recur it with Sun Titan. Yes, the 1/4 MAY be relevant, but since you're saying you're missing a few card draw and you have a decent amount of creatures, why not switch it and see?
That seems like a reasonable switch indeed. I don't think I've yet to use the Keyrune as a creature. With that said, I think I'll sub in Mind Stone instead.
Well, going off of your request for some card draw I will make a list of the draw I am running or plan on running going forward. I play a leach style of build just to let you know.
I am considering playtesting the new black god as well but I generally speaking like Greed more than I do it due to potential issues if it gets stolen.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Well, going off of your request for some card draw I will make a list of the draw I am running or plan on running going forward. I play a leach style of build just to let you know.
I am considering playtesting the new black god as well but I generally speaking like Greed more than I do it due to potential issues if it gets stolen.
I really like the new god personally, much better than Greed because Erebos is just so much harder to remove. Yeah, it could get stolen I guess, but with white in the build we could always just exile it... if worst comes to worst.
So out of what you've listed (that I'm not already running), Syphon Mind and Promise of Power are the most appealing, gonna find room for at least one of em.
Dawn Charm was getting stuck in my hand too much, and its only real use in this deck was the fog effect from an alpha strike. Generally the build can take a lot of damage just because we're gaining so much, so it's out for Bloodchief Ascension which, once online, starts gaining+draining like crazy. Love that its a turn 1 play, too. If people remove it we don't lose that much.
Exquisite Blood is kinda overkill when we are already gaining so much life in various ways that it's not even necessary, especially at such a high CMC cost(for this deck). Needed more draw, and Promise of Power is probably the best I can get from a sorcery.
Guide was the most expensive form of recursion in the deck, and I just really hated drawing it early or when I had nothing to recur, which honestly is more often than not. Bolas is a sac outlet, gains life, and draws cards, all things that I could use more abundance of.
War and peace's effect is just a bit too cute, not actually having a big impact on the game. FaF on the other hand gives a nice untap effect, and causes a discard, plus the protections are really nice for getting around a lot of creatures in EDH.
Going back on adding BCA, just because too much of my stuff wipes and it makes me a huge target, even before its online. I just don't think it will do enough. Dust to Dust is a great removal spell for artifacts, essentially being a Return to Dust that only hits artifacts for 1 mana cheaper... should be really good in multi.
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OBZEDAT: If It Bleeds, It Leads
Welcome to my FOURTH decklist on MTGS! I'm known for playing annoying control decks and this deck is no exception. This deck is focused around Obzedat, Ghost Council with all of the greatest elements of BW which include; gaining life, draining life, drawing cards, stripping hands, exiling creatures, destroying creatures, wiping permanents, destruction and more destruction. The basis of the deck is to use BW's ability to pay life to my advantage, and incrementally take down my opponents by both beating them in card advantage, health advantage, all the while destroying and exiling all of their permanents.
Obzedat, Ghost Council
The faithless leader(s?) of the deck, Obzedat. While he is not the most important part of the deck by far, he is a great beater that avoids ALL sorcery speed removal/interruption, and gains+drains you some life every single turn. He is well-costed at only 5 cmc, and you really won't be recasting him that often because he rarely ever dies.
The Decklist
5 Obzedat, Ghost Council
Artifact
0 Mana Crypt
1 Mana Vault
1 Meekstone
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
2 Orzhov Signet
2 Mind Stone
2 Scroll Rack
3 Chromatic Lantern
3 Coalition Relic
3 Sword of Light and Shadow
3 Sword of Feast and Famine
5 Mind's Eye
Creature
1 Serra Ascendent
1 Weathered Wayfarer
2 Stoneforge Mystic
2 Vizkopa Guildmage
4 Crypt Ghast
4 Disciple of Bolas
4 Dimir House Guard
4 Erebos, God of the Dead
4 Solemn Simulacrum
5 Blood Baron of Vizkopa
5 Reveillark
6 Kokusho, the Evening Star
6 Sun Titan
6 Yosei, the Morning Star
1 Land Tax
1 Phyrexian Reclamation
2 Animate Dead
2 Bitterblossom
2 Blind Obedience
3 Aura of Silence
3 Necromancy
3 Necropotence
3 Phyrexian Arena
Instant
1 Enlightened Tutor
1 Orim's Chant
1 Path to Exile
1 Swords to Plowshares
1 Vampiric Tutor
2 Disenchant
3 Mortify
4 Return to Dust
4 Snuff Out
Sorcery
1 Thoughtseize
2 Castigate
2 Demonic Tutor
2 Revoke Existence
3 Ashes to Ashes
3 Dust to Dust
3 Grim Tutor
3 Yawgmoth's Will
4 Consuming Vapors
4 Damnation
4x Debt to the Deathless
4 Wrath of God
5 Increasing Ambition
5 Promise of Power
6 Merciless Eviction
6 Terminus
6 Identity Crisis
Strengths & Weaknesses
Strengths:
The Card Breakdown
Creatures
Serra Ascendant: A very unfair creature in EDH since it was not designed with starting at 40 health in mind, but nevertheless it is an auto include in any deck interested in gaining mass amounts of life. This card can often create an archenemy scenario if you play it turn 1, so be prepared for that, but otherwise it is a very solid card that will gain you a lot of life for only one W to spend.
Weathered Wayfarer: A cute little land searcher that is often online because we don't have green, and one or more of our opponents likely do have it. Finding any land in the deck for one W is very nice, and it also provides card advantage.
Stoneforge Mystic: Notorious in Legacy, this girl is basically just an equipment tutor with a body for us, and that's fine with me. Clamp or either of the Swords can be fetched and subsequently equipped to her for some real value.
Vizkopa Guildmage: Honestly probably the best guildmage printed to date... since his effects are actually relevant at a decent cost. Giving any creature lifelink is a nice perk, but the real value comes from his second ability that will end up obliterating opponents life totals whenever you gain life(which should be just about every turn). This guy is a win con and a half on a very cost efficient body.
Crypt Ghast: A mana doubler for black, that's always nice to see, plus this little bugger gets Extort which is an extremely good mechanic in multiplayer. This guy+Urborg doubles your mana, and we can never have enough of that stuff.
Dimir House Guard: This guy should really be listed in the tutor sections because effectively he's a tutor in almost every single game, but he can be a nice sword-toter at times, and he's even a resilient sac-outlet. All sorts of function from this guy make him a good include.
Erebos, God of the Dead: Awesome new tech out of Theros. This guy is half enchantment, half creature, we don't really care which he is, the fact that he's indestructible and gives us a Greed effect make him an awesome play any time. His other ability is pretty nice too, allowing us to be the only life gainers on the field, PLUS he has a huge 5/7 body that's indestructible! Nice print, Wizards.
Solemn Simulacrum: The ol' sad robot. He's ramp in any color plus a little chump block and extra card draw. Gotta love this guy.
Blood Baron of Vizkopa: Not your average ordinary creature here, and not even that great of a creature, to be honest, I just am in love with his protections and lifelink. His final ability is nice and fringe if you get there, but the pro black+white are what make this guy playable.
Disciple of Bolas: A sac outlet, that draws us cards and gains us life all in one. The cost isn't bad, and the effect is super good. I don't even mind having to pitch Obzedat to this just because its so useful. Can never complain about drawing extra cards, and its especially strong with Yosei or Kokopuffs.
Reveillark: Speaking of.. another reanimation elemental thingy that brings back any of our small (read: utility) creatures from the fray. It's nice to pack your deck with a lot of recursion in EDH, and this girl gets the job done.
Kokusho, the Evening Star: Kokopuffs! This dude's ability fits right in with the theme of this deck, and it sure does pack a big punch. No one really wants to attack into this guy whatsoever. And when we end up saccing him we gain 15 life and cause the opponents to lose 5 life each.. at least!
Yosei, the Morning Star: Kokopuffs brother in arms, possibly even better than Koko himself.. Yosei, with the help of some recursion, can create hardlocks against the opponents by saccing him and bringing him back as much as we can. Super awesome mechanics.
Sun Titan: Saved the best for last. The recursion machine. The vigilant animal. Probably the best titan of the cycle, well, at least the best titan legal in EDH now. He brings back so much stuff from the grave, and he packs a huge Vigilance body with it. Definitely makes this deck operate and I'm always pleased to draw into him.
Enchantments
Land Tax: A very potent way for white decks to keep up with land drops, and to thin the deck out a lot. This card is particularly good with Scroll Rack, allowing you to shuffle and trade land cards out for fuel. Even without the Rack, though, this card is a good way to make sure you don't miss a land drop vs. those green decks.
Phyrexian Reclamation: Top tier recursion enchantment right here. The life pay doesn't matter, but the fact that we can reuse it over and over multiple times per turn does. This card keeps all of our sacced creatures coming back, or any creatures that happen to get removed, and it is so well costed.
Animate Dead: Extremely cheap creature recursion that can hit both our own creatures and opposing creatures. This is an old card that was printed way too cheap for its effect, and it shows. This card also has great inherent synergy with Sun Titan, which makes it even better.
Bitterblossom: Once the bane of a standard past, now just the best token producer in the game, essentially. One free flying creature every round for a single damage? I'm in. This card synergizes particularly well with Skullclamp, or just serves as great chump blockers and/or sword carriers.
Blind Obedience: One of the best enchantments in the deck. And very underestimated at that, even when it's on the battlefield. It slows aggro decks down, slows opposing mana rocks down, provides Extort, and gives us an extra turn to get through for damage without blockers. This card really does it all, and great synergy with Meekstone.
Aura of Silence: One of my favorite enchantments because it slows down the opponents all the while serving as an on-demand Disenchant. It has great synergy with Sun Titan of course, and is just a very well rounded card.
Necromancy: Read; Animate Dead. This is essentially the same spell just 1 mana cost more, which still is completely efficient.
Necropotence: The best draw enchantment in the game, and almost always our number 1 tutor target. This seriously refills your hand every single turn, making it invaluable to have out. We have all sorts of ways to recur it to in case it does get shot, but we'll always get at least 5+ cards from it.
Phyrexian Arena: Slow rollin one extra card per turn. That is nothing to scoff at though, since 1 more equals DOUBLE folks! This card provides incremental advantage over the game, hopefully it isn't removed, and is our second best enchantment for draw power.
Instants & Sorceries
Single Target Destruction:
Path to Exile/Swords to Plowshares: Single target exiling creature spells. These cards are invaluable and can take out just about any problematic creature on the field. These are an absolute staple and playing a white deck without them would be a huge mistake.
Mortify: Simple instant that destroys either a creature or an enchantment. Again, we like the options that this brings to the table.
Snuff Out: A freebie kill spell. We don't mind paying the 4 life, and we will always have a swamp out so this card is pretty amazing. Being able to tap out and still destroy a creature is clutch.
Ashes to Ashes: Some more targeted removal for creatures, double exile that costs a bit of health, but exiling a creature is always worth it, let alone two. Sorcery speed is a bit lacking, but hitting two creatures again, makes it worth it.
Consuming Vapors: This card is another double-value spell because of its Rebound effect, also helps us get some life and can sometimes catch some very big and powerful creatures.
Disenchant/Revoke Existence: Destroying or exiling artifacts and enchantments is a big part of the game when you're playing BW control, and these cards are pretty core in that. One exiles, one destroys, they both get the job done.
Dust to Dust: An awesome 2-for-1 effect that can hit all sorts of relevant cards or even just mana rocks, and the best part is that it exiles it. This card is rather well costed, I dig it.
Return to Dust: One of the best arti/enchant removal spells in the game, being able to exile two for one spell is the definition of value.
Tutors & Card Advantage:
Enlightened Tutor/Vampiric Tutor: Two top deck tutors. One can only search enchantment/artifacts, but that's fine because normally we will turn that into extra card draw. Vampiric speaks for itself, any card, when you need it. Terminus is nice with it, particularly.
Yawgmoth's Will: An interesting but abusably strong spell. With enough mana you can start bringing back a whole slew of cards and spells from your graveyard. This is essentially a super Regrowth.
Demonic Tutor/Grim Tutor: Basic into-hand tutors. These cards give us whatever we need, when we need it. Never unhappy to see one of these pop up as they can give us a real edge on the game by assessing the board state and what we need.
Increasing Ambition: A weaker tutor because of its high cost, but the flashback makes it worth it, giving us late game reach if we really need it.
Promise of Power: Some bursty card draw that will fill back up our hand when we need it. The second option isn't that great, but can be used if we have spare mana lying about.
Big Wipes:
Damnation/Wrath of God: Essentially the same exact spell in different colors, redundancy here is necessary, it is always beneficial to wipe the board, or at least have the option to. These are cheap outs to overextended board states, creature-wise.
Terminus: The best creature-sweeper in EDH, for good reason. Tucks generals, indestructible creatures, hordes, anything. This is just so effective, and the miracle cost just makes it better.
Austere Command: The option sweeper. You choose what is good in this situation, allowing you to avoid hitting your own stuff if possible. Regarded as the best sweeper in the game because of that reason, I don't agree but it still is one of the best.
Merciless Eviction: Another great sweeper that gives you some choices. Exile is the keyword here, being able to take out a number of different cards from the game for good.
Support:
Orim's Chant: Interesting tech here, basically Time Walks an opponent, and can also serve as Fog for a turn if you need it. I love that it does so much for such a low mana cost, it can really shut players down.
Thoughtseize/Castigate: I know what you're thinking, single targeted discard in EDH? Yep, that's right folks. I love these cards because they strip key spells from an opponents hand, particularly counterspells or even combo pieces, and they give you info on what's coming. They almost always trade up and are fantastic at any time.
Identity Crisis: This card is cruel. Cruel, but effective. You can take one person completely out of the game for a while if they don't have a strong board presence. Plus, it's great grave hate. This card is a shoo in.
Debt to the Deathless: The big time finisher. This card will syphon absurd amounts of life in the late game, pretty much always ending the game if it goes uncountered. Hold onto this guy for when you have 10+ mana, you won't regret it.
Utility Artifacts
I'm not going to list every artifact because a lot of them are just simple mana rocks, you know what they do.
Meekstone: Seriously great tech with both Obzedat and any form of Vigilance. This can stop a lot of creatures from attacking our way, and also can shut down some creatures with activated abilities like Krenko. It's just great that it only costs 1, too.
Mind's Eye: A very effective way to draw, particularly in multiplayer. Yes, you do have to leave some mana open for it, but that's normally not a problem because it will provide you with so much fuel that it's worth it every time.
Scroll Rack: A good way to filter your hand particularly if you have too much land or removal/creatures that you don't need right now. Basically lets you mulligan at any point in the game, and is great with any shuffle effects.
Skullclamp: One of the best draw cards in the game, so good that it's broken. Especially good with Bitterblossom, but can be put on just about any creature for profit.
Sword of Light and Shadow: Some more gain life and a way to recur our creatures plus added VERY relevant protections and p/t bonus. All sorts of goodies on this guy, and we love recuring creatures; particularly Yosei and Kokopuffs.
Sword of Feast and Famine: The best sword in the game, causing an awesome untap effect plus a minor discard effect, and great protections for getting through for damage. This sword is pretty much a staple in most controllish builds, and it just provides so much value.
Notable Omissions and Considerations
Gift of Immortality: New tech out of Theros that could be really great on Yosei or Kokopuffs!
Chainer, Dementia Master: An awesome way to recur a lot of different creatures from various graveyards. The exile scares me a bit, but overall a great way to spend life/mana.
Wurmcoil Engine: A strong beater with deathtouch and lifelink, and very resilient too. I could see him coming into this build possibly for Blood Baron of Vizkopa, but for now he's excluded.
Avacyn, Angel of Hope: A staple white creature that just costs too much for this build. Indestructible is pretty amazing, but I will end up tucking/exiling it myself most likely, and its just not on curve.
Elesh Norn, Grand Cenobite: Another 'staple' white creature, that is actually very very good, I have considered her but right now I want to curve out at 6 CMC.
Angel of Serenity: If this were more of a reanimator type build I would probably put this girl in here in a minute, but we already have tons of recursion and she, again, is a bit high on the curve.
Archon of Justice: I think this card is pretty overrated unless you have some serious sac+recur going on. You just can't get all that much value out of one single targeted exile, and I have spells for that.
Whip of Erebos: I like this new tech from Theros, but most of my creatures already have lifelink, and the second ability is a bit pricey plus I don't like the 'exile' clause of it.
Faith's Reward: Some nice anti-wrath tech that I've considered, but don't have a spot for yet. Requires a lot of mana to be kept open.
9.16.2013
Like this writeup? Check out my other decklists in my sig.
Recommendations and cuts welcome!
****Please don't mention the Sanguine Bond combo, or any other infinite combo, I generally don't play them and am not interested in playing them.
Username: Cabz
-Have you had previous success with Orim's Chant?
-You have a few lifegain cards, any considerations to Well of Lost Dreams?
-The new Read the Bones and Gray Merchant of Asphodel seem like nice fits as well.
More later when I think of it :).
:symr::symb: I hate your deck(Kaervek the Merciless)
Wait, how do I even hide it as a name title?
Kemba, Kostume
Ka...Oh god that's not a good alliteration.Wait, how do I even hide it as a name title?
Orim's Chant is amazing. It's Silence + Holy Day merged into one card, and those are two cards I would run individually if I had room.
Well of the Lost Dreams could be good, but I have Mind's Eye which is similar and doesn't rely on me gaining life to work, which makes it better imo.
I like the way Read the Bones looks, that could be a possible add. Gray Merchant is overcosted I think.
Thanks for your response.
That seems like a reasonable switch indeed. I don't think I've yet to use the Keyrune as a creature. With that said, I think I'll sub in Mind Stone instead.
Hi Beus.
Promise of Power!!! I completely forgot about that. I'm gonna try to free up some sorcery space for that, I love that card.
Also forgot about Bloodchief Ascension. That pretty much fits exactly with the theme, I'll prolly add it.
Luminarch brings wayyy too much aggro and is mana intensive, so prolly not that.
Username: Cabz
1 Well of Lost Dreams
ENCHANTMENT
1 Necropotence
1 Phyrexian Arena
1 Greed
1 Necrologia
SORCERY
1 Ambition's Cost
1 Ancient Craving
1 Syphon Mind
1 Promise of Power
I am considering playtesting the new black god as well but I generally speaking like Greed more than I do it due to potential issues if it gets stolen.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I really like the new god personally, much better than Greed because Erebos is just so much harder to remove. Yeah, it could get stolen I guess, but with white in the build we could always just exile it... if worst comes to worst.
So out of what you've listed (that I'm not already running), Syphon Mind and Promise of Power are the most appealing, gonna find room for at least one of em.
Changelog stuffs;
9.16.2013
As a side note, I'm looking at Gift of Immortality(from Theros) for the deck possibly. Seems useful to toss onto Yosei or Kokopuffs.
Username: Cabz
UBRBLACK ROSE COMMANDERUBR
WURGBTrades - Looking for ABU Duals, Fetches, Ect. Have Liliana otV, Snapcaster Mages, Chrod of Calling, Alters!WURGB
Commander
Omnath, Locus of Mana
GWBUR Genju of The Realms RUBWG
9.20.2013
Username: Cabz