BritishMan21
37 views7 days ago
Commander
Size: 100Salt sum: 29.35
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{"ops":[{"insert":"This is a budget deck, some of the card choices come down to them being cheap but still useable.\n\nThis deck is all about the card it's named after, Mortal Combat.\n\nEarly Game: Ramp into Anje as fast as possible. Starting hand you want at least 2 lands, a ramp spell, and a few madness cards. Once you have Anje out you can effectively draw out most your library whenever you want, never discard protection and Mortal Combat.\n\nMid Game: This is the part where you want to start discarding as many creatures via Anje as possible, at this point mana is only important for Mortal Combat, protection spells, and using Umbral Mantle to untap Anje (You almost never pay for Madness). If you can't find Mortal Combat, tutor for it. You almost never want to play your madness cards, except for Necrogoyf and Hell Mongrel sometimes. Hell Mongrel is more consistent discard than Anje, but doesn't draw cards, and Necrogoyf is good if you don't think you could resolve Mortal Combat to win via beatdown. Speaking of beatdown, if your opponents are running lots of counters/enchantment removal, you can also go for a beatdown strategy with the little additions of some Vampire tribal. You can use Glass-Cast Heart for beatdown as well as for searching for Mortal Combat. You can use the theft spells with the mostly unused mana base if going for Mortal Combat, you can also use them to untap Anje if you are really desperate. These cards are partially your removal.\n\nEnd Game: If you gave up on Mortal Combat to win, just beatdown. If you didn't, you want to have a hand curated to try and resolve Mortal Combat and get to your next upkeep (aka your protection), as well as your recursion creatures, you can use Rain of Filth and the ramp you have been doing throughout the game to play it again if it gets countered.\n\nWhy certain cards?\nSome of the weird cards in this deck are because I wanted to make this deck relatively cheap, so no demonic/vampiric tutor for example. If you have them/want to run them, you easily could though. Literally the entire land base is basic for the same reason, and ramp is there to help mitigate this a bit as well. The vampire tribal is here to be a backup plan, you could easily drop it for more cards with Madness, but I've found it loses some consistency. Pyroblast, Red Elemental Blast, and Deflecting Swat would be amazing in this deck, but with them I couldn't keep the deck under $50, again, if you have them, sub-out some of the other protection for them. Why Anje? Anje is cheap, and allows you to discard AND draw for free multiple times. If you are subbing things out, I would start with removing the tutors because Anje draws so much that you don't really ever have to tutor that much unless Mortal Combat is literally at the bottom of your library. I only ever tutor if I have free mana to do so, or are already at 20 creatures in yard. As long as the cards have madness, it doesn't really matter which ones you run as you discard most of them anyways.\n\nWhy Mortal Combat?\nNot much of a reason outside of the fact it's fun, a lot of people don't know what it is, and it's unexpected. As it is also an enchantment, you can play it before you have 20 creatures in yard, and use Anje on the end-step before your turn if you think you can get 20 creatures in yard before your turn (this also gives a bit of protection to Mortal Combat, as opponents might not read it as a threat yet.)\n\nWhy Vampire Tribal?\nLots of the madness cards (especially in black/red) are vampires or work well with madness.\n"}]}
Blood
Glass-Cast Heart
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Artifact

Blood
(CTRL to add secondary)
Counter
Emissary of Grudges
Flying, haste
As this creature enters, secretly choose an opponent.
Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
As this creature enters, secretly choose an opponent.
Reveal the player you chose: Choose new targets for target spell or ability if it's controlled by the chosen player and if it targets you or a permanent you control. Activate only once.
Creature - Efreet

Counter
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Madness
Abandon Reason
Up to two target creatures each get +1/+0 and gain first strike until end of turn. (They deal combat damage before creatures without first strike.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant

Anje's Ravager
This creature attacks each combat if able.
Whenever this creature attacks, discard your hand, then draw three cards.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Whenever this creature attacks, discard your hand, then draw three cards.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker

Archfiend of Spite
Flying
Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Whenever a source an opponent controls deals damage to this creature, that source's controller loses that much life unless they sacrifice that many permanents of their choice.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon

Asylum Visitor
At the beginning of each player's upkeep, if that player has no cards in hand, you draw a card and you lose 1 life.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Wizard Vampire

Bloodhall Priest
Whenever this creature enters or attacks, if you have no cards in hand, this creature deals 2 damage to any target.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Cleric

Grave Scrabbler
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
When this creature enters, if its madness cost was paid, you may return target creature card from a graveyard to its owner's hand.
When this creature enters, if its madness cost was paid, you may return target creature card from a graveyard to its owner's hand.
Creature - Zombie

Markov Baron
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Lifelink
Other Vampires you control get +1/+1.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Lifelink
Other Vampires you control get +1/+1.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Noble

Necrogoyf
Necrogoyf's power is equal to the number of creature cards in all graveyards.
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lhurgoyf

Nightshade Assassin
First strike
When this creature enters, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
When this creature enters, you may reveal X black cards in your hand. If you do, target creature gets -X/-X until end of turn.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Assassin

Psychotic Episode
Target player reveals their hand and the top card of their library. You choose a card revealed this way. That player puts the chosen card on the bottom of their library.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery

Stromkirk Occultist
Trample
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Whenever this creature deals combat damage to a player, exile the top card of your library. Until end of turn, you may play that card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Horror

Madness
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Theft
Theft
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Tutor
Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
(CTRL to add secondary)
Vampires
Falkenrath Gorger
Each Vampire creature card you own that isn't on the battlefield has madness. The madness cost is equal to its mana cost. (If you discard a card with madness, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Vampire Berserker

Vampires
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a budget deck, some of the card choices come down to them being cheap but still useable.\n\nThis deck is all about the card it's named after, Mortal Combat.\n\nEarly Game: Ramp into Anje as fast as possible. Starting hand you want at least 2 lands, a ramp spell, and a few madness cards. Once you have Anje out you can effectively draw out most your library whenever you want, never discard protection and Mortal Combat.\n\nMid Game: This is the part where you want to start discarding as many creatures via Anje as possible, at this point mana is only important for Mortal Combat, protection spells, and using Umbral Mantle to untap Anje (You almost never pay for Madness). If you can't find Mortal Combat, tutor for it. You almost never want to play your madness cards, except for Necrogoyf and Hell Mongrel sometimes. Hell Mongrel is more consistent discard than Anje, but doesn't draw cards, and Necrogoyf is good if you don't think you could resolve Mortal Combat to win via beatdown. Speaking of beatdown, if your opponents are running lots of counters/enchantment removal, you can also go for a beatdown strategy with the little additions of some Vampire tribal. You can use Glass-Cast Heart for beatdown as well as for searching for Mortal Combat. You can use the theft spells with the mostly unused mana base if going for Mortal Combat, you can also use them to untap Anje if you are really desperate. These cards are partially your removal.\n\nEnd Game: If you gave up on Mortal Combat to win, just beatdown. If you didn't, you want to have a hand curated to try and resolve Mortal Combat and get to your next upkeep (aka your protection), as well as your recursion creatures, you can use Rain of Filth and the ramp you have been doing throughout the game to play it again if it gets countered.\n\nWhy certain cards?\nSome of the weird cards in this deck are because I wanted to make this deck relatively cheap, so no demonic/vampiric tutor for example. If you have them/want to run them, you easily could though. Literally the entire land base is basic for the same reason, and ramp is there to help mitigate this a bit as well. The vampire tribal is here to be a backup plan, you could easily drop it for more cards with Madness, but I've found it loses some consistency. Pyroblast, Red Elemental Blast, and Deflecting Swat would be amazing in this deck, but with them I couldn't keep the deck under $50, again, if you have them, sub-out some of the other protection for them. Why Anje? Anje is cheap, and allows you to discard AND draw for free multiple times. If you are subbing things out, I would start with removing the tutors because Anje draws so much that you don't really ever have to tutor that much unless Mortal Combat is literally at the bottom of your library. I only ever tutor if I have free mana to do so, or are already at 20 creatures in yard. As long as the cards have madness, it doesn't really matter which ones you run as you discard most of them anyways.\n\nWhy Mortal Combat?\nNot much of a reason outside of the fact it's fun, a lot of people don't know what it is, and it's unexpected. As it is also an enchantment, you can play it before you have 20 creatures in yard, and use Anje on the end-step before your turn if you think you can get 20 creatures in yard before your turn (this also gives a bit of protection to Mortal Combat, as opponents might not read it as a threat yet.)\n\nWhy Vampire Tribal?\nLots of the madness cards (especially in black/red) are vampires or work well with madness.\n"}]}




























































