Demonic Tutor

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Demonic Tutor

Sorcery

Search your library for a card and put that card into your hand, then shuffle.

Czarnian90 on Hellegion, Shadows and Flames (Raphael)

3 days ago

Commander Update: Shadows Rise, Flames Burn

After several games against tough opponents, I’ve made a few changes to the deck and, more importantly, swapped the commander of the Hellegion. The Balrog, Durin's Bane is still very much part of the deck—playing him as a commander was fun and flavorful, but I wanted a leader who can impact my board more directly and help set the pace of the game. The Balrog remains a force of nature, and having him lurking in the deck, ready to be unleashed, still feels great. I believe he’ll continue to be a major threat even when he's not always leading the charge.

Raphael, Fiendish Savior steps in as the new commander, supporting the game plan more consistently. He helps stabilize the board, buffs my army, and sets the stage for the Balrog’s arrival. I run several cards that can fetch him straight from the deck—Blood Speaker, Demonlord Belzenlok, Rune-Scarred Demon, Icon of Ancestry, Ob Nixilis, the Hate-Twisted, and others—so even as a lurking horror, he’s never too far away.

I also added more damage-dealing spells for better control and direct pressure on opponents. Beyond classics like Devil's Play, Terminate, and Dreadbore, I’ve added Hell to Pay and Rakdos's Return to punish hands and boards alike. On top of that, I doubled down on devil token synergy and death-triggered burn effects. These little fiends now serve not just as blockers or sac fodder, but as a win condition on their own—especially when paired with Raphael’s lifelink boost. Every dying devil becomes pain for the enemy and healing for me.

I’ve now included four versions of Ob Nixilis — yes, it’s a bit much, but each fills a unique role. This one Ob Nixilis, the Hate-Twisted punishes card draw and bolsters removal. Tibalt, Rakish Instigator is still here too, classic devil support: fueling tokens and preventing opponents from healing the damage my demons and devils dish out. They don’t live long, but if timed right, their impact is massive.

I’ve also added some recursion (Oversold Cemetery) and a spicy alternate wincon in Liliana's Contract.

Some bigger demons were swapped out for stronger synergy or pure flavor—welcome Asmodeus the Archfiend, Balor, Kardur, Doomscourge, and others to the Hellegion.

Sadly, a few cards had to go — Imskir Iron-Eater, Archfiend of Sorrows, some regenerating skeletons, and a handful of artifacts are no longer marching with the legion.

I still have a few cards waiting on the bench—Burn Down the House, Rakdos Keyrune, Doom Whisperer, Overseer of the Damned, Skirsdag High Priest, Spawn of Mayhem, Breath of Malfegor — and I’ll be testing space for them soon.

In the long run, I’d love to add some heavier hitters and staples like Kindred Dominance, Altar of Shadows, Bontu's Monument, Krav, the Unredeemed, Rite of Belzenlok, Demonic Tutor, Sudden Spoiling, Grave Pact, Dark Prophecy, Attrition, Vilis, Broker of Blood, Razaketh, the Foulblooded, Pestilence Demon, Lord of the Void, Archfiend of Depravity, and especially Karlach, Fury of Avernus.

We’ll see where the Hellegion marches next—and who joins, or falls, along the way.

greyninja on Slimefoot, the Stowaway

2 weeks ago

Hello! Saw the thread and wanted to jump in

Can add a few more one drops to get Slimefoot out turn 2. Elves of Deep Shadow, Delighted Halfling, Deathrite Shaman, Elvish Mystic, Fyndhorn Elves, etc

If money isn't an issue, Doubling Season to get redundancy with the slimefoot + Parallel Lives + Ashnod's Altar combo. Demonic Tutor to help find it

What are some other wincons?
- Craterhoof Behemoth
- Peregrin Took + Experimental Confectioner
- Chatterfang, Squirrel General + Pitiless Plunderer
- Chatterfang, Squirrel General + Warren Soultrader + Blood Artist
- Hazel's Brewmaster + Devoted Druid

There are a lot of other 3-4 card combos in these colors, but these will help get your gears going when building.

Have fun! Please take a minute and upvote a few of my decks!

MTGBurgeoning on Magar the Horrible

2 weeks ago

Thanks for commenting! Soooo, no barriers??? Okay, if that's the case, we begin with Urborg, Tomb of Yawgmoth and Cabal Coffers. The burst black mana production can pay for multiple 1 and B activation costs of Magar. As long as we're upgrading the land base, other considerations include the less costly Fabled Passage, Raucous Theater and Blazemire Verge, the pricier Bloodstained Mire and Prismatic Vista, and the reach-for-the-sky Ancient Tomb and Badlands. As for spells, there aren't too many pricy Magar-friendly spells that I can recommend here, which is one of the great investment advantages of piloting a Magar build. A lot of the most impactful Magar-assisted spells are bulk rares and mythic rares. However, I'm sure it wouldn't hurt the overall synergy of the deck by including Jeska's Will and Demonic Tutor. Those two cards would make Magar very, very happy. One less costly spell that I want to add is Call Forth the Tempest, but a copy has not crossed my path yet. Another consideration, although I do not recommend it, is Wheel of Fortune. I do not recommend it because I prefer to NOT put so many additional cards in the hands of my opponents, regardless of how much it may wreck in-game and in-the-moment strategies by opponents. Aside from these Magar-friendly cards, the only other cards I would offer as considerations are support cards like Bone Miser, Deflecting Swat, and Deadly Rollick. Once you complete your build, I would LOVE to see what you have! Happy brewing!!

zelous666 on Target Practice

2 months ago

Thank you for your suggestions. I considered them and here is what I was able to come up with:

Riptide Laboratory - Believe it or not I'm trying to cut down on the number of non-basic lands for this deck, which is why some of the maybe board lands are sitting on the side. That's a good contender though so I'll add it to the maybe pile.

Mask of Memory - That's a good point. While i normally see extra card draw as never a bad thing, this deck does have a lot. Replaced with Sword of Feast and Famine. Personal favorite sword and it should help to play some of those extra cards that are being drawn.

Drown in the Loch - Swapped it in for Urza's Incubator

Otawara, Soaring City - Swapped in for an Island

Faerie Harbinger - Wife specifically nixed this card. She doesn't like tutors all that much and nearly nixed Demonic Tutor too. I wanted to cry.

jsnrice on Atraxa, Grand Unifier

2 months ago

Deck Title: Ascension Through Unity – Atraxa cEDH Food Chain

Commander

Atraxa, Grand Unifier
Color Identity:


Introduction

Welcome to Ascension Through Unity, a competitive EDH build centered around Atraxa, Grand Unifier, the ultimate value engine and a uniquely powerful commander that bridges midrange resilience with combo potential. This list leverages the raw card advantage of Atraxa’s ETB trigger to dig for win conditions, interaction, and fast mana — all while supporting a Food Chain combo core.

This deck is tuned for high-level pods and aims to win fast, interact precisely, and grind smart when necessary.


Win Conditions

Primary Wincon:
- Food Chain + Eternal Scourge / Misthollow Griffin / Flesh Duplicate
Infinite creature mana via Food Chain and one of the exile-recurring creatures.
→ Cast Atraxa, Grand Unifier, dig for Thassa's Oracle or Tainted Pact / Demonic Consultation combo.

Backup Wincons:
- Thassa's Oracle + Tainted Pact / Demonic Consultation
- Finale of Devastation for lethal with infinite mana
- Displacer Kitten combos with The One Ring, Teferi, Time Raveler, or mana rocks for infinite value/actions


Notable Synergies


Staples and Interaction

This deck plays nearly every blue interaction spell you’d expect: - Free Countermagic: Force of Will, Force of Negation, Pact of Negation, Mindbreak Trap, Flusterstormfoil
- Removal: Swords to Plowshares, Abrupt Decay, Chain of Vapor, Toxic Deluge, Culling Ritual
- Tutors: Vampiric Tutor, Demonic Tutor, Worldly Tutor, Enlightened Tutor, Imperial Seal

And it runs every relevant fast mana: - Mana Crypt, Lotus Petal, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Ancient Tomb


Why Atraxa?

While many commanders offer value, Atraxa’s Grand Unifier trigger is uniquely broken in a deck like this. With a proper build, she can hit: - A creature (e.g. Eternal Scourge, Deathrite Shaman)
- A non-creature spell (e.g. Demonic Consultation)
- An instant (e.g. Swan Song, An Offer You Can't Refuse)
- A sorcery (e.g. Finale of Devastation)
- An artifact (e.g. Sol Ring)
- An enchantment (e.g. Rhystic Study)
- A planeswalker (e.g. Teferi, Time Raveler)

This makes Atraxa a one-card value engine that refills your hand and pivots you into a win turn with proper sequencing.


Power Level & Goals

This deck is firmly cEDH (power level 9.5–10). It’s built for pods where interaction is heavy, turns are fast, and wins are clean.

You’ll thrive if: - You can protect Atraxa, Grand Unifier for at least one trigger
- You pilot your combo lines efficiently
- You mulligan aggressively for interaction or ramp


Mulligan Strategy

Look for: - Turn 1–2 dorks/rocks + tutor
- Food Chain + exile creature opener
- Strong card draw pieces + interaction
- Always mull away clunky high-CMC hands


Weaknesses

  • Susceptible to Drannith Magistrate (unless we remove it)
  • Hate for graveyard/exile recursion (Rest in Peace, etc.)
  • Heavy counterspell matchups if we stumble on mana

Closing Thoughts

Atraxa, Grand Unifier doesn’t just unify card types — she unifies power, control, and combo under one elegantly devastating package. Whether you’re tutoring with efficiency or slamming a turn 4 Food Chain win, this deck rewards mastery and punishes hesitation. Perfect for cEDH players who love versatility and inevitability.


Thanks for reading! Let me know if you want a sideboard package or metagame tweaks.

DemonDragonJ on Why are Worldly Tutor and …

2 months ago

WotC regards Mystical Tutor, Enlightened Tutor, Demonic Tutor, and Vampiric Tutor as "game changers" in EDH/commander, but does not consider Worldly Tutor or Gamble, the red and green cards in that cycle (not including Demonic Tutor) to be game changers, as well, so I am wondering why they have that opinion. My best presumption is that Gamble is too unreliable to be a game changer and that searching one's library specifically for a creature card is far more commonplace, and, thus, less impactful, than is searching one's library specifically for an artifact, enchantment, instant, or sorcery card.

What does everyone else say, about this subject? Why are Gamble and Worldly Tutor not considered to be game changers in EDH?

Mortlocke on Commander Sliver Deck

3 months ago

Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.

As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:

  • Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
  • Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.

  • Worldly Tutor: You need tutors.

  • Sylvan Tutor: You need tutors.
  • Demonic Tutor: You need tutors.
  • Grim Tutor: You need tutors.
  • Guardian Project: You need card draw.
  • Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
  • Counterspell: You need interaction.
  • Mana Drain: You need interaction.
  • Strix Serenade: You need interaction.
  • Swan Song: You need interaction.
  • Kindred Dominance: You need mass removal to slow down faster players.
  • Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
  • Cyclonic Rift: You need mass removal to slow down faster players and have answers.
  • Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
  • Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Groundfoil or Breeding Poolfoil which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.

Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.

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