Blasphemous Act

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Rare
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Innistrad (ISD) Rare

Combos Browse all

Blasphemous Act

Sorcery

Blasphemous Act costs less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.

Blasphemous Act Discussion

VexenX on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

dingusdingo: You are not the hero we deserve but the hero we need! Thank you for taking the time out of your day to leave such detailed advice for all of use. I hope I am not the only one benifiting from this information.

I do not consider myself a Competitive commander players. Sure, my Omnath, Locus of Rage deck is pretty nuts, but most agree that it is about an 8 or 8.5 out of 10 on the power scale. I don't play cEDH, and intentionally choose not to pick the most aggressive strategy when building a commander deck. The great thing about commander to me is that you can build whatever you want! I can literally count on my hands how many games I have plays that have ended on turn 3 or before. Sure, I have cast my commander and made an army of Elements on turn 3 many times, but the normally, makes me enemy #1 and I get brought down a peg.

All of this being said, each piece of your advice is very relevant when building a deck. The trick is for each to take what apply to your meta and running with it. My meta runs decks ranging from 5 to 8 in power. Most of my decks are 7s or 8s. I expect Omnath, Locus of the Roil to be a 7 at best, but most likely around a 6ish. I am confident it will be a blast to run, but first I do agree that I need to fix my mana curve, like you said.

Your insight on card selection from a competitive point of view is very interesting! I think I will still elect to play Blasphemous Act and Greenwarden of Murasa though, mainly for flavor and knowing how my meta is.

One interesting thing about our commander is that you don't really want to cast him on T3-4. He only starts to matter when your board is starting to develop, and I expect to cast him around T5-6. I know this is nuts for competitive play, but my games go much longer then that most of the time. I will definitely start looking at my curve though!

I am about to start a long D&D section with some friends, but I will get back to replying to your comments in more detail soon, and with that I will let you know what I plan on swapping out of the deck!

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

VexenX on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

dingusdingo, my voice of reason! Just about every piece of advice/ suggestions you made was completely logical. I was actually looking at my avg CMC today, trying to think how I wanted to tackle that problem. Dont get me wrong, avg 4cmc is playable in commander all the way, but it is often clunky and inconsistent. It is important to note that commander is not always about the most optimal plays, but the fun and powerful ones. That being said, I am going to heed much of your advice because I have not been super happy with the curve of the deck.

As I mentioned in the Primer, the point of the deck is to abuse ETBs of my Elementals. Yes, I know Eternal Witness is a better card, but I chose to run Greenwarden of Murasa because of the flavor. Avatar of Growth is another flavor card in my deck that I want to try out before i cut it. I know it helps my opponents, but I'm the landfall deck and can draw two cards off it as well. Also, it will cost 3cmc most of the time.

I've never hurd someone say Pyroclasm out classes Blasphemous Act . It doesn't in my meta at least. Big creatures are all over the place where I play.

The rest of you logic infind extremely sound. I think I am going to call my Signants for all 2cmc ramp spells, as well as Maelstrom Wanderer and Sunbird's Invocation for lower cmc spells.

Decimate, Zendikar's Roil and Tyrant of Discord were also weak spots for me.

What do you think about adding Heroic Intervention and Release to the Wind here?

Thank you again for the feedback and Upvote! I look forward to hearing from you some more!

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

1 day ago

Thoughts

Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

JohnMichaelBushman on Group Hug - Chandra, Awakened Inferno (OBK)

3 days ago

I suggest adding in two creatures in particular: Spiteful Sliver and Stuffy Doll . They can reflect damage off of Blasphemous Act , bringing the table's health to dangerously low levels. Combines with your damage doublers, you can one-shot the table. Along those lines, add in Pyroblast and Red Elemental Blast as protection from counterspells.

Also, I suggest adding mana rocks such as Thran Dynamo and Gilded Lotus since Chandra costs 6 initially.

multimedia on Davy Jones Pt.2

4 days ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

austintayshus on Agro for Everyone

6 days ago

Nevermore is a good way to stop a commander from coming out.

Also board wipes are a good way to control creatures. Maybe add Rout and Blasphemous Act ?

McToters on Firesong and Sunspeaker's Burn Ward

6 days ago

Awesome deck! I see you are already running Stuffy Doll so how about Coalhauler Swine + Pariah . And you will need to make the swine indestructible to cause more than just 4 damage to your opponents (due to its toughness), in that case there’s Indestructibility . It’s janky AF but right up this deck’s alley. There is also this card called Repercussion which you may already know about, but it works wonders with Blasphemous Act and/or Star of Extinction . All you need is for your opponents to have 2+ creatures out, and with Repercussion out cast Act or Star to sling massive massive damage. It’s really neat!

Good luck! +1

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Blasphemous Act occurrence in decks from the last year

Commander / EDH:

All decks: 0.15%

Red: 0.91%

UR (Izzet): 1.5%

Rakdos: 0.83%

RG (Gruul): 1.2%

BRG (Jund): 0.98%

UBR (Grixis): 0.87%

RBW (Mardu): 0.46%