Cabal Ritual

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
From the Vault: Lore Mythic Rare
Vintage Masters Common
Torment Common

Combos Browse all

Cabal Ritual

Instant

Add to your mana pool.

Threshold — Add to your mana pool instead if seven or more cards are in your graveyard.

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Cabal Ritual Discussion

Bolsheviktory on Zur Ad Nauseam Storm

1 week ago

sandman1887

Sure, the two wincons are Laboratory Maniac and Aetherflux Reservoir, so let's discuss the reservoir.

With a T1 god hand that gets you all the cards into your hand you just play free artifacts into Helm of Awakening and Etherium Sculptor. Now you can cast all 2 and lower CMC artifacts for free. Play Aetherflux Reservoir, all free artifacts, net positive spells such as Dark Ritual and Cabal Ritual, and if needed bounce 2 artifacts to replay them with Chain of Vapor saccing your land.

I cover this in the Tendrils vs Aetherflux accordion panel, but the T1 god hand kill requires a total of 23 storm with trigger stacking to win, since you will start at -118 life after the Ad Nauseam.

In a game where you attack with Zur to get Necropotence you have 4+ mana if you didn't cast anything, and you simply tutor for Shimmer Myr on end step and follow the above steps for shenanigans. This requires 15 or fewer spells cast (almost always), nets you rocks/life if you get stopped somehow, happens at instant speed and usually goes mana positive unlike Tendrils. Chain of Vapor is a huge enabler too, you sac all your lands to bounce cheaps rocks for added storm count.

SerraMeya on When demons come knocking

1 week ago

hi :)

as your mana curve is extreme high, i would recommend every type of ramp you can get your Hands on (as ramp in black is very limited).

Dark Ritual, Cabal Ritual, Lake of the Dead, Thawing Glaciers beside more mana rocks like Hedron Archive and Mind Stone will help a lot and will make your deck more smooth. demons have a high avg.CMC, thats the way it is

dlamars on Volrath the Fallen (Stepping back in)

2 weeks ago

Imo I'd cut any equipment that doesn't give great evasion or hexproof. The standard Lashwrithe just isn't necessary here and you haven't really solved your issues with speed yet. I would limit creatures to your very best 15 to 20(keep it at around 20%) and focus on draw/getting Volrath out turn 3 or 4. Rituals(Dark Ritual, Cabal Ritual), artifact ramp(2cmc and under) and even group hug draw cards under 3 CMC(Howling Mine) are all acceptable if your game plan is to use a large volrath to kill someone turn 4-6. The deck sets itself up for mid to late game Reanimate strategy but there are going to be combo/control decks that you need to take out before they can get going. Just my 2 cents.

thedrawnpain on Oh, I'm Sorry....Did I break your concentration?

2 weeks ago

Ok, i take my words back a bit: reflecting make me say that people talking is something usual, but not something that hapoens always anyway. But still I see a spell that baits a counter or make you have a huge advantage. What if I have a counter as well? Every case is different. You can assume that people have a counter for each spell you play. Still this Piracy will be more useful in some cases than let's say Cabal Ritual. This card is misunderstood while it's good AND making 2 things at the same time. As long as it will see low play due to it's not immediately understanding gameplay it will never be tried enough. And still this will be consided a bad suggestion because the counter reason. "This card is bad because somebody has a counter for it" Wow, impressive argument. There are only two case scenarios: You get countered or get a huge amount of mana # AND getting all your enemies tappedout.

Vasseer on The GitGud Monster (Competitive Combo Deck)

3 weeks ago

How are you killing people? It doesn't seem like you could ever realistically go off until like turn 6 since you aren't playing Dark Ritual or Cabal Ritual by which point the game is usually over for a graveyard deck as there's just too much counter magic or grave hate.

What is the point of the mike and trike combo? Seems like the slots would be better served with Stinkweed Imp or Golgari Grave-Troll and just focus the deck on 1 combo.

Absolutely no reason for a card like Avenger of Zendikar to be in a dedicated combo deck, it just doesn't do anything.

Having played Gitrog quite a bit I can say that Splendid Reclamation is a waste of space since you really shouldn't have 4 mana and not have the combo. Maelstrom Pulse likewise is too slow when you could be playing Nature's Claim and Natural State which remove graveyard hate just as well. Expedition Map is glaringly missing from the deck and Inventors' Fair seems quite useless with only 11 artifacts and none that really matter to tutor up. If your meta is counter heavy (which might explain why you'd try for more value than combo) then Autumn's Veil and Xantid Swarm are both viable options. Geth's Verdict is also usually a better kill than exsanguinate since it serves a purpose outside of the combo and gets around bs like Worship or something (though any enchantment hate also does this). Ghost Quarter is the actual nuts in gitrog, same with Lake of the Dead, they're basically Ancestral Recall. Oblivion Crown is also secretly great in this deck, same with Ad Nauseam but that one's great in basically every competitive black deck. Genesis also seems weak.

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