Condemn

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Commander 2014 (C14) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
2011 Core Set (M11) Uncommon
Tenth Edition (10E) Uncommon
Dissension (DIS) Uncommon
Promo Set (000) 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

Kjartan on Let's Begin With Control...

7 hours ago

More removal.

Blessed Alliance or Condemn perhaps.

GodKingNanders on Some modern thing

1 day ago

I would play Remand since it synergies with Snapcaster Mage also Opt over Serum Visions, since instant speed is important in a control deck. I would stay away from cards like dismember, and stick with white's already useful tools. Path to Exile is good, but you can also use Condemn, Oust. Tezzeret the Seeker lets you tutor combo pieces, and is much better than either planeswalker in the deck.

Oogieloves on odric lun 9.4

1 day ago

Heya, this is Bajazzle from DC. Skyhunter Skirmisher is cool with Odric.

Other stuff that comes to mind:Bomat CourierKnight of MeadowgrainSungrace PegasusPath to ExileCondemn

Just some cool removal and cheap guys with good abilities to play before Odric. There's tons of other stuff I'm not thinking of.

TheDuggernaught on

1 week ago

Growing Rites of Itlimoc  Flip does not work well with Eldrazi. You want lots of creatures with growing rites -- which is not something Eldrazi do well. Eldrazi go tall instead of wide. They play with big creatures, not lots of small ones -- which you would need to make growing rites work. If you want to play growing rites, you likely need to play Elves. There are a couple of variations of elves -- one of which you might like. It does not play Primal Surge, but it is capable of playing out its entire deck on turn 3 or 4. I can go into details if it piques your interest.

I would also contend again that if you want to play a bunch of Eldrazi with primal surge, you that you just are not playing a good deck. the Eldrazi do not enter with haste, and since the Eldrazi are technically not cast, you do not get their on-cast triggers. They are just put into play. The only way Eldrazi work with Primal Surge is also with Xenagos, God of Revels, to give them haste. In this case, you would likely only want to run a 1 or 2 of Emrakul, the Aeons Torn, and that is it for Eldrazi. And again, you would likely only want to then run 1 copy of Primal Surge and a bunch of tutors to ensure that you hit both of the combo pieces.

If you were to go with the Primal Surge strategy, you could run tron lands, but I would not suggest it. The reason being is that if you play tron lands, you also want to run Sylvan Scryings and Ancient Stirrings to help dig for those tron lands. if you run these, then they get in the way of your Primal Surge. Therefore, the best strategy is likely to run 4x Arbor Elf, 4x Utopia Sprawl, 3-4x Garruk Wildspeaker, 4x Voyaging Satyr, 3-4x Overgrowth, and 2-4 Nykthos, Shrine to Nyx, with a total of about 22 lands. This is pretty similar to what you are already running. I would likely contest though that it is not that you are only drawing lands -- it is likely that you are just not drawing cards that let you do anything. This is because you have so many cards that cost so much mana. This is all fine and dandy if your opponent never does anything to try and stop you... but they will. Every time. Therefore, if you trim the deck of most of those high end cards, you have more room for cards that actually do things in the early to mid game.

This then brings me to my next question. How attached are you to Primal Surge? I ask because it really does not do anything better than other options. If you want to cast an Eldrazi? Just play Tron. If you want to combo with Edrazi? Just play Tooth and Nail. While it does not grab your entire library, the best use of grabbing your entire your library is usually finding your best cards -- which Tooth and Nail does. You could run surge in conjunction with Prismatic Omen, and Valakut, the Molten Pinnacle. But why not just run Scapeshift? Primal Surge also limits the cards you can run and you do not want to tun any other cards that are non-permanents. This really hampers your options for interacting with and controlling your opponent. There are just not many things that Primal Surge has going for it that other cards do not do better or cheaper.

Your wants just seem to be all over the place for this deck. Decks that suffer from an identity crisis do not function well. If they try to do too many things, they wind up doing none of those things well. You want Primal Surge, and control; but you cannot run most good control cards with Primal Surge as they disrupt surge's ability to dump so much value onto the table. you also want the deck to be aggressive, but all your threats are cost 7+ mana. You want to run growing rites with big huge eldrazi that cost a lot to put into play. But by the time you have enough creatures to make the growing rites flip, it will likely already be turn 6,7, or 8, and you can already hard cast the big creatures without the extra mana. From what I can tell, your best options to match as many of your criteria as possible would be:

Gx Devotion: green devotion ramps with the typical Arbor Elf, Utopia Sprawl packages. they also run the Nykthos, Shrine to Nyx with Voyaging Satyr, and Garruk Wildspeaker. Most lists will look to ramp into Tooth an Nail for Emrakul, the Aeons Torn and Xenagos, God of Revels and will be . However, you could certainly run a , , or list. These lists also have the neat combo of Eternal Witness and Primal Command -- which essentially locks your opponent out of their draw step for at least 4 turns while tossing creatures with double in their mana costs to ramp your devotion more so that you can cast those Tooth and Nails. If you include a Temur Sabertooth, you can lock your opponent out of their draw step indefinitely.

Tron: Most tron lists these days are . However, there is a long history of Tron being or even just . These lists look to assemble their tron lands as early as turn 3-4, and start churning out big threats such as Wurmcoil Engine, Karn Liberated, Walking Ballista, World Breaker, Ugin, the Spirit Dragon, and eventually those big Eldrazi titans you like. Mosts lists will run Oblivion Stone as their removal. But other control options depend on your colors. Blue will have counter spells like Remand, Condescend, and Spell Burst. Black will have Fatal Push, Inquisition of Kozilek, Thoughtseize and Collective Brutality. red will have Pyroclasm, Kozilek's Return, and Firespout. White will have Path to Exile, and Condemn. Most lists will run Ancient Stirrings, Sylvan Scrying, Chromatic Star, Chromatic Sphere, and Expedition Maps to help them tutor, dig, and fix their mana.

Elves: Lots of routes to go with elves. The one you might like involves Cloudstone Curio, Nettle Sentinel, Heritage Druid, and Elvish Visionary. Through these card interactions, you are able to generate lots of mana and draw lots of cards that will eventually end with you playing a huge Craterhoof Behemoth. This can happen as early as turn 3 or 4. Even without the Cloudstone Curio combo, elves can generate huge amounts of mana early and flood the board faster than just about any other deck. Ezuri, Renegade Leader then makes your eleves very hard to kill.

Primal Surge: The list would likely have to be , (Jund), or maybe even 4 color. would be your basic list, and would run primarily for Liliana Vess, and Rune-Scarred Demon, and or Sidisi, Undead Vizier to act as a tutor to pull up your Primal Surge. You could then run Emrakul, the Aeons Torn, Craterhoof Behemoth, or maybe Rampaging Baloths. Akroma's Memorial could be used to give your creatures haste off of the surge. Red would give you access to Xenagos, God of Revels.

And no on Mirror Gallery. A 5 drop that does not impact board state will always be a bad card. Compare it with Thragtusk. Thragtusk puts your opponent on a 4 turn clock, gains you 5 life, and leaves behind a 3/3 when it leaves the battlefield. All this, and Thraggy still does not see much play because there are even still better things to be doing with 5 mana.

snotice on Rivals of Ixalan Spoilers

1 week ago

Hi_diddly_ho_neighbor: absolutely. I'd run Condemn over it

Siosilvar on Life Avalanche

2 weeks ago

The biggest thing to do is just play cheaper cards. White and black basically don't ramp, so I wouldn't run more than about 6 cards with CMC 4+. The few exceptions to that are Kor Cartographer who's already a 4 drop, white catch-up cards like Weathered Wayfarer, and black doublers like Crypt Ghast.

Cards I'd cut:

All five-drops except for the Archangel of Thune and maybe one or two others. They're not bad, but because they're so high in mana cost you'll rarely if ever play them so you really want just a few game-winners up here.

Chastise and Smite. Play Path to Exile or Fatal Push instead; being able to cast your removal at all matters more than what it gives your opponent. Condemn is the budget option.

Probably the Cradle of Vitality unless it turns out to be a consistent game winner. It's too mana intensive for Modern.

Sungrace Pegasus. If you're relying on these so that Odric can give everything flying, just run a fourth Aerial Responder instead and replace the other one with a better creature.

So, all that said, some smaller mana cost cards for you to consider filling in that space with:

1 drops

Better removal as mentioned, Path to Exile/Fatal Push/Condemn. Dismember can be good too, since your life gain should outpace the 4 life you have to pay for it.

Serra Ascendant. The best one-drop any lifegain deck can ask for. They're expensive but worth it.

Children of Korlis or Kami of False Hope. Lets you save life so you can activate Serra Ascendant and Chalice of Life. The Kami lets you saves your creatures in combat, the Children save you personally from more kinds of life loss and are another life gain trigger. Up to you which is more important.

Brave the Elements

2 drops

Lone Rider  Flip is a better version of Knight of Meadowgrain because he's a 4/4 most of the time (but sometimes a 1/1) instead of always a 2/2.

Blessed Alliance is a pretty neat toolbox card.

Honor of the Pure

3 drops

Oblivion Ring or its functional reprint Banishing Light. Lets you temporarily (or permanently, if your opponent doesn't have enchantment removal) get rid of anything that's causing you a problem.

Kambal, Consul of Allocation. Maybe just as a sideboard card against spell-heavy decks.

Vampire Nighthawk, it's a bit more versatile than Aerial Responder because it has deathtouch instead of vigilance.

Path of Bravery

Kitchen Finks. Not a lifelinker, but really common in life gain decks because they block twice and give you 4 life while doing it.

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