Death Priest of Myrkul is coming to a Pauper EDH table near you and is coming with an army of skellingtons, zombies, and vampires. It is a full-on graveyard party! This deck is an absolute blast to pilot, and since we have so many creepy creatures and a ton of interaction with our graveyard, it certainly earns the title graveyard party. This deck is a ton of fun if you love the playstyle of mono-black and love all of the creature types featured here. I cant believe it took me this long to feature this sweet commander on the site. If you love vampires, zombies, and skeletons, then this is the one for you! Without further adieu, let’s get it!
The Deck:
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Death Priest of Myrkul is a great card for the deck, and in an ideal world, we would have them out the entire game, they buff up every single creature within our deck, and when our creatures die, which is a lot, especially because of creatures like Persistent Specimen and Sanitarium Skeleton we can pay 1 and make a creature that is a 2/2 because of our commander this creature production gives us a leg up in both attacking and blocking. The biggest downside of our commander is that they typically draw a lot of removal because they are a huge part of our deck; we have ways to protect them like Feign Death, Supernatural Stamina and Not Dead After All which are great ways to recover from removal.
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!
Creatures:
Persistent Specimen and Sanitarium Skeleton are arguably two of the most important cards in the deck since we can constantly sacrifice and reanimate them, triggering our commander and some of our payoffs within the deck. Some of my favorite payoffs in the deck are Undercity Scrounger and Falkenrath Noble, which can be great ways to produce some extra mana and drain down our opponents. We also have some big creatures that can be great attackers, like Gurmag Angler, Writhing Necromass, and Wight of Precinct Six, which are all pretty big and great damage dealers or blockers for the deck. Creeping Bloodsucker is a great card for the deck, and draining our opponent’s life is always good. And gaining some back is great as well; if you like Creeping Bloodsucker well, you are certainly going to like Gray Merchant of Asphodel, which is like Creeping Bloodsucker, but on a mass scale, and in this deck it gets out of hand extremely quickly and is an absolute bomb for the deck. We have quite a few evasive vampires that help us to hit hard and some of my favorites are Vampire Sovereign, Skymarch Bloodletter and Silumgar Scavenger we have quite a few more but all of these are very strong and notable for the deck.
Instants:
Bone Harvest has to be one of my favorite cards within the deck since we get some card draw on the follow-up turn and we get some mass recursion, which is a great way to recover after a tough combat or some kind of board wipe. In case of a really bad combat that might kill us, we also have Darkness, which is a great way to invalidate an opponent, especially if they are only buffed for a turn. We of course, have some removal of our own, like Snuff Out, Grasp of Darkness, and Eyeblight's Ending, which are all strong and cheap removal spells which can be a great way to slow down or stop an opponent. Feign Death, Supernatural Stamina, and Not Dead After All are all great ways for us to respond to our commander getting targeted with removal and at the end of the turn leave them on the field.
Sorceries:
We have quite a bit of recursion in our sorcery package with some staples like Unearth and Dread Return, which are great pieces of recursion and give us our key creatures back immediately. We have some slower recursion like Forever Young and Cemetery Recruitment, which is especially good because of the prevalence of zombies in our deck as well as Return from Extinction, which is a great two-for-one for the deck. Most of our supplemental card draw also resides at sorcery speed, and we have Night's Whisper, Read the Bones, and Sign in Blood, which are all great ways to refill our hand and they all have minimal downside.
Artifacts:
Ashnod's Altar is arguably one of the most important cards in our deck and is the best sac outlet in the deck and arguably the format. We, of course, have some mana rocks in Bonder's Ornament and Charcoal Diamond, which are great ways to establish extra mana in the early game. Tithing Blade // Consuming Sepulcher is slowly becoming one of my favorites in the format because the edict effect and the passive drain of our opponents is extremely strong and a great addition to the deck. While Tithing Blade is climbing my rankings, I still have so much love for Wedding Invitation, which in this deck actually has the full effect since we have quite a few vampires in the deck!
Enchantments:
If you’ve seen any of my deck techs before, you know how much I love Oubliette, which is an amazing removal spell and is perfect for creatures/commanders. Skeletal Grimace is a card we typically put onto our commander in case they get targeted with removal, which typically happens pretty often; the buff it gives typically never matters since we rarely attack with our commander. Endless Scream is a great mid-late-game mana dump and a card I love throwing on some of our flying creatures. Ill-Gotten Inheritance is a great passive way to bleed our opponents, and if it gets targeted with enchantment removal, we can use it to deal a big burst to our opponent.
Land Base:
As always, I love to include supplemental card draw within the landbase, and we have quite a few sources like The Dross Pits, Barren Moor and Desert of the Glorified. I think that Cradle of the Accursed is a very strong land as well, and three mana for a 3/3 feels pretty good in the deck. Even though we are deathly afraid of a Bojuka Bog from our opponents, we are packing one ourselves in case any of our opponents are on graveyard-based strategies. Being mono-black lends us a pretty simple landbase, and I found through testing that this landbase works well for the deck.
Strengths of the Deck:
We actually have quite a few sources of supplemental card draw within the deck, which allows us to keep on casting.
Because of our commander, we are able to produce a ton of 2/2 creatures; whether we use them to attack or block is up to us, but having the creature production is very nice.
We have quite a few sources of removal within the deck that allow us to clear the way for our creatures and shut down opponents.
Weaknesses of the Deck:
We can be a little slow in the early game, and we can take some early-game damage from more aggressive strategies.
We are extremely weak to graveyard hate; a Bojuka Bog is actually this deck’s worst nightmare.
Our commander is a huge part of our deck, and many of our creatures are much worse in combat without them. Thus, our commander is a big removal target for our opponents.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops within the deck. We win the game through combat; while our commander provides a nice buff and creature production, we rarely attack with them and typically choose to swing with some of our bigger creatures like Gurmag Angler and Writhing Necromass as well as some of our more evasive creatures like Savage Gorger and Vampire Sovereign since Death Priest provides a buff to nearly every creature in our deck we are pretty good at both attacking and blocking.
Conclusion:
Death Priest of Myrkul is a very cool card that highlights some creature types, like skeletons, that don’t get enough love. Providing an anthem effect for all of our creatures, as well as creature production for creatures that die, is extremely strong and a great effect to have within the deck. This deck is as mono-black as they come and, in my testing, produced an absolute ton of really fun combat games with some interaction-heavy moments. I hope you all enjoyed this one as much as I did! Thanks for reading to the end and for all of your support!
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