Citadel of Pain

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Prophecy (PCY) Uncommon

Combos Browse all

Citadel of Pain

Enchantment

At the end of each player's turn, Citadel of Pain deals X damage to that player, where X is the number of untapped lands he or she controls.

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Citadel of Pain Discussion

ClockworkSwordfish on What if (insert old rule) ...

19 hours ago

I agree that losing mana burn is a loss for the most part. The logic was that it didn't come up often and fairly enough, but... well, neither do a lot of things. The problem is mostly that removing mana burn didn't add any strategic depth. But there is a void now where it once was - for all of the reasons you listed, and then some.

What really peeves me are the cards that have been rendered useless since they were designed with mana burn in mind. Citadel of Pain and Pygmy Hippo are chief examples, but I also liked the added utility on Spectral Searchlight and Valleymaker. Master of Arms was also neutered by a rules change (tapped blockers not dealing combat damage) and yet they swept in and errata'd him to compensate. Where's the love for the Hippo, huh?

Other rules losses I dislike are combat damage no longer using the stack (that's more arbitrary; there are arguments for both versions having advantages) as well as the new legend rules (it makes more sense balance-wise but I dislike it flavour-wise.) The one that probably leaves the worst taste in my mouth is the new 'waterfall' style for handling combat damage in gang blocks! Jesus, I thought they were trying to make the game more streamlined - what the heck is this about guys lining up to take hits until the attacker decides he's handed out enough? It's less intuitive and lowers the power of trample, which could kind of use the help considering it's the worst form of evasion there is. Plus the whole "deathtouch has a secret second ability where it lets you use the old style of damage" both suggests it wasn't a necessary change and also results in weird rules baggage that isn't obvious from looking at a card, kind of like the original Walls being unable to attack without any reminder text saying so.

MRDOOM3 on Neheb burn

1 week ago

Sulfuric Vortex can be used as constant burn, and stops lifegain commanders in their tracks. Ankh of Mishra can also be used for this purpose. So are Manabarbs and Citadel of Pain.

Snickles@EDH_only on Mogis Trigger

1 month ago

alright, so I did some more digging - I've been kicking around a similar deck idea for a while. here's some of the stuff you might be interested in:

Pain for everyone:

Citadel of Pain, Copper Tablet, Power Surge (read the errata for this one, it makes more sense, Shadows of the Past, Pyrohemia, Pestilence, Dark Suspicions (or Bulwark, depending. kinda mutually exclusive), Rivalry, Skullcage, Wheel of Torture, Iron Maiden and Circle of Affliction

No creatures for You!

Death Pits of Rath (which couples well with Pyrohemia and Pestilence from earlier), along with Circle of Flame, Heat Stroke, Magmatic Core, Mudslide, Wave of Terror, War's Toll, Storage Matrix, and Noetic Scales.

Punishment and protection

Pia's Revolution, War's Toll, Bitter Feud (kinda a furnace of wrath - but only for those two against each other), Defense Grid.

probably some stuff in here you considered already, just figured I'd sift through this stuff and see if anything was to your liking

007ooi on Neheb

2 months ago

Pyroblast

Flame Rift

Reverberate

Titan's Revenge (can be used multiple times and sort of scrys).

Acidic Soil

Burning Earth

Citadel of Pain (funny pair with Repercussion).

Chandra, Flamecaller

Combustible Gearhulk

Uba Mask (If I can't draw cards then you can't either - also makes your wheels kind of fucked up brutal).

freakingShane on Purphoros, Forger of Goblins [[Primer]]

2 months ago

Thanks a ton, Greenedn!

And Price of Progress can be really powerful, but does better in 1v1 Commander than in multiplayer in my opinion.

As for Citadel of Pain, I am not really familiar with that one! It looks like it could be very fun though! I could see some fun synergy with that and Manabarbs. ~Mwah ha ha~ (evil, malicious laugh)

Greenedn on Purphoros, Forger of Goblins [[Primer]]

2 months ago

This deck looks really fun to play! I've been looking into building an aggressive deck and I really appreciate how much detail went into the Primer for this one.

I was wondering if you had any thoughts on Citadel of Pain and Price of Progress?

TheRedGoat on

3 months ago

Okay, so I think you're having an identity crisis here?

I personally see a significant difference between enforcing the seven deadly sins, and punishing them. The latter of which is not strictly possible solely within Grixis colors without some seriously specific card effects (though I will thusly try to point them out in my suggestions).

In my mind for instance I see the punishing of each sin like this:

Lust: dealing with longing means they want for a specific card, so, simultaneously disallowing them that card and/or the ability to go get it would be how you punish this. ex=Praetor's Grasp or Mindlock Orb.

Gluttony: excessiveness being this sin's focus would mean any myriad effects that scale up in power when opponents have something in abundance. ex=Decree of Pain or Price of Progress, but this doesn't truly include cards that are just more effective when the opponent has a lot of it, like with Vandalblast

Avarice: aka greed aka want of everything. Punishing this sin is easy enough to do because you just punish people for essentially wanting at all. ex=Trespasser's Curse, Underworld Dreams, Erebos, God of the Dead (he stops the want for more life).

Sloth: simply put this is inaction or accepted laziness. Thus, simply hurting someone for not playing spells, or not attacking is the point here. Although that's not that easy to do unless you allow for effects that force the person to take action. ex=Citadel of Pain, War's Toll, Curse of the Nightly Hunt.

Wrath: While not strictly the opposite of sloth, anger/hate does often invoke aggressiveness and rash action. To punish such actions you simply need to have negative effects for doing so. ex=Blood Artist, Exquisite Blood, Kazuul, Tyrant of the Cliffs, Library of Leng (this makes forced discard pointless).

Envy: Similar as gluttony, lust, avarice, and this all seem, they have their differences. Envy for instance specifically wants what it doesn't have that someone else does, which is easily punished in the same way as the related sins. But Envy can also be said to want the same thing as everyone else, so they may want an abundance of the same thing, so you punish them for having same named cards I guess? ex for latter type=Illness in the Ranks, Evil Twin, Swiftfoot Boots (for stopping stealing spells?)

You could also say envy will want you to have nothing, so maybe just have cards that work when you have your cards countered/blown up or stop them from doing so? ex here=Price of Glory, Defense Grid, Gibbering Descent.

Pride: maybe better interpreted as arrogance you could say this is punishing people with hubris? As in taking something they have and punishing them with that thing? You could also punish them for thinking they're "above everyone else". Some overlap could be had with the other sins at this point. ex=Backlash, Repay in Kind, Soul Conduit, Mind Slaver .

Sorry that I can't say how to balance out your card choices to also be competitive, but this is a super thematic deck building idea you have here. Past this all I can say is good luck!

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