Condemn

Legality

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

Printings View all

Set Rarity
Commander 2014 Uncommon
Duel Decks: Heroes vs. Monsters Uncommon
2011 Core Set Uncommon
Tenth Edition Uncommon
Dissension Uncommon
Promo Set Uncommon

Combos Browse all

Condemn

Instant

Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.

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Condemn Discussion

VraskaTheCursed on Modern Persist Combo

23 hours ago

cool idea! gotta love combo

i think Diabolic Tutor is too slow for modern, so I'd take out those. you DEFINITELY need spot removal in modern. Bile Blight simply won't cut it, especially against aggressive decks. 3 Condemn instead of 3 Diabolic Tutor is probably the best budget option, and i'd replace the High Priest of Penance with 3 Oblivion Ring and 1 Condemn

Yuri200X on Modern Blue White Tempo

5 days ago

dude, there are 3 ilegal cards: Daze, Force Spike and Swords to Plowshares... they are valid in legacy, not modern.

But you can replace them... unfortunately Daze doesn't have an equivalent in modern. But the other 2 have:

Also you could enhance your mana base with Wanderwine Hub and a couple Hallowed Fountains.

And I think Phantasmal Image would be a nice addition.

What do you think of Aether Vial, it's quite common in Merfolk decks as well as Cavern of Souls.

There's also Cosi's Trickster that becomes very good in a meta full of fetchlands and tutors.

hoardofnotions on Ephara, God of the Polis

6 days ago

Kjeldoran Outpost seems good, maybe instead of one of the tap lands Port Town?

Winding Canyons is sweet

Thawing Glaciers is good value over a long game

Terrain Generator can get ramp basics from your hand

how has Condemn been for you? strong enough?

what's Expedition Map getting you? Emeria, The Sky Ruin?

Momentary Blink, Acrobatic Maneuver seem good. Instant speed blinks and trickery

How has Master Thief worked out for you?

maybe change out Wrath of God for Rout?

if you want another Mulldrifter I've heard Cloudblazer is pretty good

Wurmcoil Engine seems out of place, maybe Draining Whelk

And you do have a lot of creature kill with Duplicant, Luminate Primordial, and Phyrexian Ingester, so maybe cut the Dungeon Geists for Angel of Invention

still think Gargoyle Castle is the stronger land

Yuri200X on Budget White Tokens

6 days ago

The greatest advantage of Mono White Tokens is that it can be all-out aggro.

Since you won't be using the Black cards from BW Tokens, you could take advantage of the biggest (and kinda only) advantage in going Mono-White: go aggro.

I recommend you replace creatures (most of them) for token generators such as: Midnight Haunting, Raise the Alarm and Spectral Procession.

And you can also be bold and use Leyline of the Meek and Honor of the Pure.

You could also use Windbrisk Heights to have some kind of card advantage. Also, Hero of Bladehold would go in nicely.

There are also cards such as Shrine of Loyal Legions and Timely Reinforcements that can be used.

There's also the possibility for Soul Warden and get some life out of it too.

And you might like Secure the Wastes, Promise of Bunrei, Martial Coup and Vessel of Ephemera.


Try to leave cards like Oblivion Ring, Stasis Snare or such to the sideboard since it might be a better plan to go all-out aggro.

For more sideboard, there is Disenchant, Blessed Alliance, Path to Exile and Condemn, as well as Pithing Needle/Phyrexian Revoker and Relic of Progenitus.

Warxuaroz on Of Hate-and-a-laugh Tales

1 week ago

Hello there, my favourite Kaalia player! I'm really glad you like my precious deck.

It is true my deck is sometimes too slow and you are right, it's because of Hall of the Bandit Lord but also the nature of the deck itself AND my style of playing it. I often like to have bigger board presence rather than actually doing anything with it. I like making possibilities and not attacking with all the aggro I can get.

Eldrazi Conscription is a card that made me think a lot but I came to a realisation: for me it's not an aura for 8. It's an equipment for 4 with equip 4. That is so since I'd cast and equip it on one turn anyway to minimise the risk of removal. If you look at it like this it suddenly stops being so overcosted, doesn't it?

Condemn is great because it has no drawback. Except it's very optional indeed. I am actually planning to upgrade it to the Path, but not until I get the promo series version with Rebecca Guay's art. :)

Oblation is a draw card as well as a removal if someone has something really terrifying like Avacyn, Angel of Hope on the field.

I am planning to get rid of some more gray lands, Darksteel Citadel included for Inkmoth Nexus for example, but currently I find it hard to acquire them. When i do though, they will replace these less valuable ones.

New Benalia, Thran Turbine and Terrain Generator are all really nice suggestions. I'm afraid that the first one will slow me down more than help with the scy. The Turbine looks great but gives me mana only for the upkeep. I hardly ever do anything on my upkeep. The Generator is nice if you are flooded, but it's not bad imo to put one land down each turn. I don't need to put all I have on the board. I'd rather not draw any more of them. And this is when Endless Horizons used to rescue me. It was a lot of searching and a lot of shuffling after the game though and I took it out.

Stonecloaker is a really nice one! I remember I've seen it before. Never gave it a second thought though. Looks really nice. I need to get one and playtest it!

I used to want Kemba on the team but after some time I realised the tokens aren't that great. Ok, some fire and block power. But nothing else except making it harder to protect the one equipped creature since the opponent will use a lot to get rid of her.

Hushwing Gryff is already in my "sideboard". I don't always want it in play because I have the Stoneforge Mystic and I like to blink it. (which I could do with the Stonecloaker too!)

Mentor of the Meek would be nice with Kemba. Without her I don't have a lot of creatures with 2 or less power. It's 17 -ok, but I'm not sure it's worth it. Well, maybe it requires more thought...

As for another suggestions: Linvala, Priest and the Rack: there is only one reason I don't use them: money. Containment Priest actually look like it's within my reach but it's only against Kaalia. Do you really want me to have it? :) Also, it would prevent me from blinking the Mystic or anything in fact.

Thank you very much for such an amazingly long and thoughtful comment with so much great stuff to think of! I do appreciate it a lot. Cheers!

Yuri200X on Counters

1 week ago

I think there is a more effitient way of ramping early mana:Arbor Elf/Voyaging Satyr+Utopia Sprawl/Fertile Ground/Overgrowth

Usually decks that demand a lot of mana use this instead of mana dorks because they don't get an easy removal (although you might need to be careful with your enchanting choices not to get Ghost Quarter'd away). Plus, slamming a lot of enchantments instead of creatures will help you against Anger of the Gods, Firespout or sweepers in general.

I think you focused too much on the more recent Sets (theros, Khans, etc)... Try to dig past the recent sets.

In general, i think you could replace these slots: Feat of resistance, gods willing, solidarity of heroes, wildwood rebirth and brave the sands with more efficient cards...

Lets assume you change the way you ramp and adopt the way i suggested, with less mana dorks and more enchantments. Then this would mean you'd be able to run Day of Judgment or Wrath of God to kill everything in sight to mess with your opponent. Sure you'd have your mana dorks removed, but against an aggro deck you'd get ahead because you'd take more valeu out of the global destruction and yet get to keep your enchantments. Also, you'd be cleaning the way for your incoming Hidras.

Also, you could run something like Primal Command and be able to choose which Hidra to pick. Also, with a more efficient ramp you could add something like Harmonize. Or maybe an alternate kill condition with Wolfbriar Elemental (ramping him for 10 mana would give you a total of 6 2/2 tokens plus his 4/4 body).

You may need a sideboard too. There are some cheap awesome cards that can really wreck people up. Say you are facing an Emrakul, the Aeons Torn... One cheap and easy way to get rid of it would be a simple Oblivion Ring or even a Day of Judgment as I mentioned before. Now, an opposing Ulamog, the Ceaseless Hunger might not be hit by destruction, but oblivion ring still gets him... as well as Condemn, Journey to Nowhere or Stasis Snare. Oblivion ring gets most troublesome stuff in general, even planeswalkers.

Now lets picture you are facing against affinity, lantern control or Ensnaring Bridge. Some cheap, budget ways to deal with these decks are: Krosan Grip, Creeping Corrosion and Natural State.

Against Enchantments Prison and Aura Hexproof (a.k.a. bogles) you'd like something like Back to Nature or Paraselene.

If you face Dredge or graveyard based decks in general, Tormod's Crypt or Relic of Progenitus can kill them good.

Lastly, against counderspells, a cheap good choice is a simple Silence before you cast anything.

Take care man, I wish you luck :)

BlackWitch on Of Hate-and-a-laugh Tales

1 week ago

Hi my favourite Kitsune player. First I wanted to tell you that I really like your deck. Its awesome! I playtested it a couple of times, played with and against it, and I honestly think it works great. I like how all the different artefacts work together really well. You dont run a simple voltron here, which is nice and makes game much more interesting. You have some deadly combos here and tutors to drag them out, yet I think your deck sometimes might be a bit slow, especially becouse of lack of mana. That is why I think you should cut out some cards and add different instead. Remove especially those:

  1. Eldrazi Conscription I know it is OP. But it has extremely high CMC, can be countered so easily. You need 10-11 mana to cast it and keep it safe onto the battlefield.

  2. Condemn to optional. Some real threats in yours opponents control wont attack you. Path to Exile would be a nice replacement.

  3. Oblation unless you cast it on your creature, is too risky.

  4. Hall of the Bandit Lord enters tapped. Gives you only neutral mana. For 3 life. NO NOPE.

  5. Darksteel Citadel Eldrazi Temple there are better options.

New Benalia enters tapped but is a scry land. Thran Turbine for 1 CMC gives you each turn 2 additional mana for protection. Terrain Generator helps you with mana flood.

I think you also need some creatures. All the op equipments with so little creatures to equip. ESPECIALLY WITH FLYING

Stonecloaker is a nice surprise with flying for 3 CMC. Helps you protect something what is about to be destroyed.

Linvala, Keeper of Silence. I wander why you don't run her here. Gives You massive control and a flying creature fir 4 CMC!

Kemba, Kha Regent

Containment Priest against some sneak in and win cards like Kaalia of the Vast

Hushwing Gryff to shut down all the etb effects.

Now for some draw:

Mentor of the Meek is a nice creature

Scroll Rack gives you so much control

That is all I can think of riht now. Tell me what You think.

Sendaran on Bird X Brain

1 week ago

I would probably take out one of the singles, Condemn would likely have to go since you already have a full playset of Path to Exile for the same purpose. You could also sideboard Narset as an alternative for Elspeth. Play Elspeth against creature heavy decks and Narset against control/burn. In sideboard it could replace Rhox War Monk.

Another thing you could consider is swapping Thirst for Knowledge to Tezzeret's Gambit, especially if you bring in Narset. You'll lose the instant speed, but get more consistent card advantage (with only 4 artifacts you'll discard 2 more often than 1), resistance to color screw and counter fixing for Jar and walkers. With Narset the Gambit is an excellent rebound target since you get the lost loyalty right back from double proliferate.

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