Adverse Conditions

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Tokens

Adverse Conditions

Instant

Devoid (This card has no color.)

Tap up to two target creatures. Those creatures don't untap during their controller's next untap step. Put a 1/1 colorless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool."

Adverse Conditions Discussion

thesilentpyro on Colorful Footprints

6 months ago

I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.

Notable removals from this deck:

  • Mentor effects: Talrand, Sky Summoner , Docent of Perfection  Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
  • Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
  • Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
  • Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
  • Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
  • Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.

There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).

The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.

theindigoeffect on Need Disruption/Semi-Wrath That Also Provides ...

1 year ago

The colors that I specifically need help with are red/blue/green.

Some of what I have so far: Mana Drain, Baral's Expertise Incendiary Command, Spell Swindle, Adverse Conditions, Rewind, Snap, Muddle the Mixture, Molten Psyche, Collective Defiance, Monastery Siege, Izzet Charm, Fateful Showdown, Combustible Gearhulk, etc.

I am trying to maintain a board state with my The Locust God and Animar, Soul of Elements decks, so while something similar to a Decree of Pain in those colors would be great, something similar to Baral's Expertise would be even better, but I am open to all suggestions.

Thanks in advance!

Gattison on U/B Ingest

1 year ago

Unfortunately, Prophet of Distortion, Blighted Cataract, Adverse Conditions & Cryptic Cruiser are all uncommons only, and therefore not pauper legal.

Crumbling Vestige could replace the land, maybe. otherwise I would just go up to 4x Evolving Wilds because it combos so nicely with Brainstorm.

I would put those 3 Slip Through Spaces in place of the 3 Adverse Conditions.

Instead of the Prophet, maybe do +1 Sludge Crawler, +1 Salvage Drone and +1 Benthic Infiltrator?

Grasp of Darkness (was printed as a common previously) will be more effective than Tar Snare (and probably just as hard/easy to cast), but there's also Terror and Unsummon/Vapor Snag to consider.

byxorna on Jhoira Eldrazi Funhouse

2 years ago

Scour from Existence is way too expensive imho. Better removal like Pongify, Rapid Hybridization, and Chaos Warp exists. I see no answers to jhoira hate; you probably need some sort of a counterspell package to protect Jhoira, because you are so dependent on your commander. Detainment and anything that shuts down activated abilities will freeze Jhoira out, so you probably need to pack in some anti-enchantment/artifact/creature hate as well to counter Arrest, Lavinia of the Tenth, Cursed Totem, etc. Note that UR are entirely devoid of things to deal with enchantments, so you are gonna wanna counter shit before it hits the table.

Spawning Breath seems cuttable. Swerve is interesting, but curious how useful this is compared to straight countermagic. If you want to go this route, look at Fork, Reverberate, and Wild Ricochet.

Suggestions to add: Treasure Cruise Vandalblast Smelt Shattering Spree

Suggestions to cut: Abstruse Interference Adverse Conditions Demolish Detonate Bash to Bits

Fun things to think about: Conjurer's Closet, Archaeomancer and Pull from the Deep for spell recursion

Jagd_Tallgeese on

2 years ago

I would drop one Mist Intruder and one Eldrazi Skyspawner. I would replace them with two copies of Adverse Conditions. You only have one creatures whose CMC is 7, and that is Bane of Bala Ged, so having 2 Conduit of Ruin seems a little strange. Even though it would casting your other eldrazi cheaper, the issue is that you would have a majority of them on the field since their CMC is less than Conduit's. However, if you want to keep the Conduit of Ruin, you can replace the Blight Herder with 2 Desolation Twin or Breaker of Armies. Hope that helps!

Group_7 on Decimation of Zendikar

2 years ago

I am by no means a magic expert, so you will have to weigh my advice. But, I noticed that you wanted other ways to control as well as to produce tokens. Adverse Conditions might do that. Awakening Zone would also be a source of tokens.

Neorex72 on

3 years ago

As this time Sideboard seems to be broken. Reason unknown... So I will list it here in the comments

2 Dispel

4 Void Shatter

4 Eldrazi Obligator

2 Adverse Conditions needs replacing...

Suggestions needed. Anything else is welcomed I need 3 more cards. But cannot seem to decide.

akoltko on eUWwwwww Horrors!

3 years ago

I agree with deepthought in that you could do with more things to flip Thing in the Ice. Maybe adding in an Adverse Conditions or something similar to either the Sideboard of Mainboard to add a control aspect if you need it.

Dropping out the Westvale Abbey  Flip and adding a Bruna, the Fading Light would be a great idea to make a better flier with an easier flip cost. Plus she works to pull all but 2 of your creatures from the graveyard if needed.

Overall a really great deck, I love flipping Thing in the Ice  Flip and will try this out at my LGS.

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