|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|From the Vault: Relics (V10)||Mythic Rare|
|Masters Edition III (ME3)||Rare|
|Fourth Edition (4ED)||Uncommon|
|4th Edition Foreign Black Border (4EDFBB)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
Combos Browse all
As Black Vise enters the battlefield, choose an opponent.
At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.
Black Vise Discussion
1 month ago
Please remember to link your cards, like so:
At the beginning of the chosen player's upkeep, both copies of Black Vise will trigger. Assuming both abilities resolve, both will take effect.
However, I would be very reluctant to say the opponent receives double damage. While, in effect, this will often be the case, there are a number of hypothetical conditions where the damage would be different than double.
After an ability resolves, there is a round of priority. So, hypothetically, the first Black Vise ability could resolve (let's say it deals 3 damage), and, while the second is on the stack, the player might cast Opt . This would go on the stack after the still-unresolved Black Vise and thus resolve first, drawing the chosen player a card. In such a situation, the first Black Vise to resolve dealt the 3 damage mentioned before, and the second would deal 4 damage, resulting in more than double damage.
Likewise, the opponent might discard a card, changing the amount the second Black Vise would deal.
I know that's a bit nitpicky, and you are extremely unlikely to see such a situation occur, but I wanted to be clear, particularly since "double damage" has its own meaning in Magic as a term of art (see Gisela, Blade of Goldnight ).
1 month ago
Ah, the memories of old-school battles between mono-red burn vs mono-blue control!
Just one question: why you are using Black Vise in a burn deck? I'm not saying it's bad, but I used to see this artifact played essentially by control decks that did not allow the opponent to cast their cards.
(Unfortunately, after 25 years of price increase it is not possible any more to have Mox Ruby in those decks as it was back then!)
1 month ago
I feel like Black Vise is strickly better than Iron Maiden , Anvil of Bogardan will let you kill them faster, by increasing the cards in their hand to kill them faster how does everyone feel about this combo: Inspiring Statuary + Winter Orb letting you tap winter orb at after your opponent's untap step, so all your lands untap on your untap step, removing the mana restriction on yourself, so you can Blue Sun's Zenith
2 months ago
I have been pretty happy with the deck performance so far, but I'd like to try a couple of small changes and see how they work out.
abandonding for now the side strategy of inflicting damage to opponents for having cards in their hands: I had already took out Black Vise , so I'll be removing also the Sword of War and Peace , as in any case I'm not attacking a lot.
limiting further the possibilities left to opponents to trigger their combos by having Angel of Jubilation preventing them from sacrificing creatures.
decreasing the mana cost of my spells: Jace's Sanctum was already reducing of 1 CMC the cost of instants and sorceries, but thanks to Sapphire Medallion and Pearl Medallion now also enchantments, creatures and planeswalkers will be 1 CMC cheaper (further reducing the costs of instant and sorceries as well).
2 months ago
Hmmm... Smallpox looks like a pretty good card, and I might want to try that out. That card seems like it could be good without being strictly a bogles hate card, which would be nice. I recently played a match against a Howling Mine/Black Vise deck, and they used that card against me. It was very powerful, and I should probably try it here.
3 months ago
I went away, went on a Solstice vigil, and in the middle of the night had a revelation on how I would play it. I still stand by Isochron Scepter, but it doesn't address the problem you named of actually winning.
When I first saw the deck I was dubious about the enters tapped effects - it feels like they're taking the deck in a different direction than it wants to go, and splitting the deck's resources. My moment of revelation was realizing that the opponent's hand is almost always going to be full. If the deck runs right, a Temple Bell only benefits you because you're the only one playing things. So the first thing I'd add is a couple Howling Mine, Anvil of Bogardan, Mikokoro, Center of the Sea
But your hand is emptying out much faster than theirs. Khorvath's Fury draws you a card and deals seven damage to them Black Vise is almost guaranteed to do three every turn. and Ebony Owl Netsuke is doing a solid four each turn. Molten Psyche does seven or more!
This also means that bouncing things, given how hard it is for your opponents to play them, is as good removal as burn. AEther Membrane, Stingscourger or Witch Hunter might all be worth a try. Add a Trinisphere, Aura of Silence, or Sphere of Resistance to give them an extra hard time
3 months ago
HI all, I want to make nasty land denial mono black deck, where opponent will be locked to play spells.
- KEY CARDS - I like card combination Desolation+ Ankh of Mishra - every turn player taps mana - losts one, and new land costs him 2 life
- CASTING SPELLS - Desolation and Ankh hurts me too, so I wish to use alternative pay cards, Im thinking about:
- MANA - because of Desolation hurts me too, Im thinking about mana generation:
Blood Pet - mana which I can use later and it is not affected by Desolation
Chrome Mox - Desolation doesnt affect it, I know Mox Diamond but its more expensive
Dark Ritual - mana acceleration
any artifacts which generate mana?
Dunes of the Dead - create a creature when its destroyed with Desolation
Urborg, Tomb of Yawgmoth
- DAMAGE / LIFE LOSS - idea is limit the possibilities to cast spells of opponent and hurt him by Black Vise
Gurmag Angler - use delve to cast him as soon as possible, and to clean graveyard from creatures for Nether Spirit. I was thinking about Tombstalker because he is flyer, but Angler is mana-cheaper.
- DRAW - because I would like to play alternative cost cards I need to have many cards in hand. I was thinking about draw spells as Night's Whisper but I need every turn draw, no only once draw spell. So Im thinking about:
Anvil of Bogardan - maybe its bettter than Howling Mine because it makes opponents hand with no limit which support Black Vise damage.
- LAND DAMAGE - I need to destroy opponents lands as much as possible to lock him to cast aby spell
I know its messy right now and far from final deck but this is what I have right now. Problem is that I need mana to play key cards (Black Vise, Ankh, Desolation, Sinkhole) so I dont know how many lands to play.
Please do you have any advice and improvements? Thank you very much for you time.
5 months ago
I do have one more thing to point out about Ethereal Haze and that is that it doesnt specifically prevent combat damage but rather ALL damage a creature could do including ping effect from Grim Lavamancer; giving a little bit more reach with the fog spells...Im not really familiar with the Meta of Legacy... but if Storm is there Rule of Law can bolster Leyline of Sanctity as well as just negate the opponents additional draw to stop them from dumping there hands making Black Vise more effective if you go that route... Good luck I hope you find a way to make Turbofog work out for ya in Legacy... Im working with it in Modern myself with fringe success.
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