Chainer's Torment

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Chainer's Torment

Enchantment — Saga

(As this saga enters and after your draw step, add a lore counter. Sacrifice after III.)

, — Chainer's Torment deals 2 damage to each opponent and you gain 2 life.

— Create a X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.

Mazera on Horrifying Nightmares

1 year ago

Hey! Made_Compleat I actually just got a Ashiok, Dream Render from my local store since they had the chibi secret lair version but wasn't exactly sure where to slot them till you said Runo Stromkirk  Flip being kind of iffy, I just slapped him in because I already had him and he sort of fit the bill but he'll get the replaced by this. I really like Chainer, Dementia Master but I proxied him just to test it out and he gets sacked almost immediately every time because my group noticed the drawback. Chainer's Torment was really cool; in the first draft of this deck I had that with Profane Transfusion to get 2 FAT horrors on the field but the mana cost was too much to really pull this combo off and decided against it. Thanks for the suggestions!

Made_Compleat on Horrifying Nightmares

1 year ago

Hey! I love this deck. A few suggestions:

Runo Stromkirk  Flip is a bit of a nonbo with Umbris, Fear Manifest, as he isn't a horror when he ETBs and doesn't exile when he transforms. Thus, he's won't ETB as a horror to get that sweet sweet value. He also doesn't really synergize with the horror tribal theme. Likewise, the Shapeshifters in the deck like Evil Twin don't synergize, as they're not horrors and don't have changeling. Dauthi Voidwalker runs into the same issue, but it is pretty good so I wouldn't cut it.

A funny card in the deck would be Chainer, Dementia Master. He creates nightmares from your opponent's yard, which then exile more cards with your commander. However, he does come with the drawback of exiling all Nightmares when he dies. He's still totally worth it, though. Angel of Suffering do be silly. She might not be the best, but she's just kinda funny in the deck. The same goes for Bitter Ordeal, which, like all cards from Future Sight, is just kinda nifty. Ashiok, Nightmare Weaver ain't a bad card in this context, nor is Ashiok, Sculptor of Fears. Nightmare weaver is better, but both are pretty good in this context. Ashiok, Dream Render is pretty deece as both a Stranglehold and a exile-based mill engine, and she also completes AshiokTron (tm). To compleat the "Not good, just funny" cycle, Chainer's Torment. Is it an absolutely awful card? Yes. Is it hilarious? YES. Phyrexian Rager is pretty nice as well.

I hope that you find these suggestions helpful!

TheVectornaut on the akroan war

3 years ago

Generally, the abilities of sagas are intended to synergize with each other. For instance, Chainer's Torment raises your life total to give you a larger token, History of Benalia creates knights that it can buff, and The Binding of the Titans puts cards in the yard so it can interact with them later. Thus, it stands to reason that The Akroan War was designed to force your opponents' creatures to attack specifically so it can then damage them on your next turn.

At the beginning of your next first main phase after you play The Akroan War , you'll put a second lore counter on the enchantment, causing the second chapter ability to trigger. This forces opposing creatures to attack each combat if able. However, attacks can only be declared during the combat phase of the player controlling those creatures. For example, in a 3 player game where you have 2 opponents, the first opponent will be forced to attack with all of their creatures (that are able) during their combat phase. That opponent doesn't have to attack again on the second opponent's turn or your turn since that would violate the rules of combat. Then, the second opponent is forced to attack during their combat phase. If your opponents gain extra turns or extra combat phases, they will be forced to attack then as well. Finally, it will be the start of your turn again and the effect will no longer apply.

Once you move to the precombat main phase of that turn, you'll again put a lore counter on the saga and trigger the third chapter ability. This will cause all tapped creatures to damage themselves by the relevant amount. This will probably include many of your opponents' creatures that were forced to tap on their turns because of the prior ability. If they tried to dodge the forced attack by tapping their own creatures before combat, they will still get hit by the Solar Blaze effect. However, if the creatures had vigilance, summoning sickness, were untapped by something like a Savage Surge , or were otherwise unable to attack and/or remain tapped, they won't get hit. Note that your creatures are also subjected to the effect, although they'll likely be untapped at this point. If you can find a way to tap down the creature stolen by The Akroan War 's first ability before your first main, you might be able to kill it before you're forced to give it back. Once the final chapter ability has resolved, you will sacrifice the saga.

TLDR: Creatures tapped during attacks provoked by the second chapter ability will usually be victims of the third chapter ability. Sleep effects are not required, although they could still be useful if you're trying to build a deck around Sunblast Angel effects like this.

I'd normally include the relevant rulings here, but I find the saga rules text needlessly hard to parse. If you're still confused about any of the rules, let me know.

KeaNxx on Oloro - commander

4 years ago

I have these as maybe Cards i forgot to add Blood Baron of Vizkopa <- already adding this Epicure of Blood <- also adding i think Revival / Revenge - Chainer's Torment - Axis of Mortality these im unsure of....

imoutogetyou on

5 years ago

Suggested card replacements!

maybe cut 2 mana rocks in addition to the earlier notes I provided.

Thought Vessel --> Loxodon Warhammer

Worn Powerstone --> Gut Shot

The warhammer gives lifelink, super! Gut shot is nice cause you can fix your life total before switching 1, point for casting or 2, or 3 points if you target yourself for free.

Suture Priest --> Wall of Shards

Same drop slot and you stop opponents being able to manipulate their own life total by playing creatures.

Fireball --> Electrodominance

One more mana, and you get to cheat out Triskaidekaphobia or Axis of Mortality at instant speed.

Ill-Gotten Inheritance --> Necrologia

Too slow, and necrologia lets you draw a bunch of cards.

Marchesa's Decree --> Blood Celebrant

Again, you don't want them to fix their own life total themselves. Blood celebrant lets you fix your own and fixes mana, so good.

Syphon Mind --> Vexing Devil

I know you like the multiplayer discard, but I think vexing devil is better in this slot.

Swords to Plowshares --> Snuff Out

This is really up to you, I like the idea of trading life for creature removal but your mileage may vary.

Akroma's Vengeance --> Return to Dust

You run way too many tech enchantments that you want to be able to get back.

Chainer's Torment --> Restoration Specialist

not worth the life you put into it. Rootborn Defenses --> Unbreakable Formation

Just a strict upgrade IMO.

Lands:

Tainted Field Tainted Peak Spinerock Knoll Battlefield Forge Caves of Koilos Sulfurous Springs Mistveil Plains

cut basics? I like them because you can bring your life down, fix mana, cheat things out, and get instants back into your deck...

FirstTribute on [GRN] Mono Red Burn

5 years ago

Hhm I guess cutting the Runaway Steam-Kin plan for black cards is a possibility. I have the feeling though that Sword-Point Diplomacy is too much with 4 Risk Factors already in the deck and Chainer's Torment and Sovereign's Bite are not really good enough to be worth it.

Nevinyrral_Mayor_of_Urborg on [GRN] Mono Red Burn

5 years ago

Does it have to be mono red? Because a B/R life drain/burn deck would work pretty well. That way you can also put stuff like Sword-Point Diplomacy which works hilariously with Risk Factor or Chainer's Torment/Sovereign's Bite and so on.

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