Condemn

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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Trade

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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

Legality

Format Legality
Oathbreaker Legal
Noble Legal
Commander / EDH Legal
Unformat Legal
1v1 Commander Legal
Casual Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Leviathan Legal
Canadian Highlander Legal
2019-10-04 Legal
Penny Dreadful Legal
Magic Duels Legal
Duel Commander Legal
Vintage Legal
Modern Legal

Condemn Discussion

Orange+ on Johan and friends

2 weeks ago

UPDATE:

I wanted to add more "creature prisons" with return to hand effects. Sadly I could only find one I thought was passable (Cessation and Forced Worship seems a bit too weak to play). While looking at removal cards I also restumbled upon Chaos Warp which suddenly seemed very fun.

OUT: Condemn, Journey to Nowhere

IN: Cage of Hands, Chaos Warp

ClockworkSwordfish on Angelic Assault

2 weeks ago

Help me out here - why run Survivors' Encampment in a mono-white deck? You have no use for nonwhite mana and no card that cares about deserts. Wouldn't it be better to replace them with basic Plains? This also doesn't really feel like a sensible home for Reliquary Tower, since you have exactly one way to draw more than one card per turn. White isn't known for getting a huge hand size.

If you want to run a cool nonbasic land, Emeria, The Sky Ruin is a good fit for slow decks with big creatures like this. You'd probably want to drop the Seraph Sanctuaries for Plains if you ran it, but being able to bring an angel back every turn is huge!

Speaking of being slow and big... I think you might have too many expensive cards and not enough to do early in a game. Big powerful angels are great, but... they won't help you if your opponent can beat you down before you have enough mana to cast one, you know? I'd consider cutting out some of the weaker "big" cards - such as Angel of Renewal, Angel of the God-Pharaoh, Seraph of the Suns and Voice of the Provinces - for cheaper cards that can help you survive long enough to play your big cards. Good options I'd consider include Wall of Omens, Condemn and Wing Shards. Another option is getting to play your big cards faster with some acceleration like Marble Diamond, Worn Powerstone or Oketra's Monument.

Hope this advice helps your deck be all that it can be!

JonoHardock on Wolves, Tokens, and Elves oh my!

4 weeks ago

5 or so ramp cards total may be good to have. Cards like Selesnya Signet, Rampant Growth, Farseek and Mind Stone. Llanowar Elves is good to also run to give an extra elf to champion to your Wren's Run Packmaster.

Having a couple hard removal spells may also be good; Devouring Light, Swords to Plowshares and Condemn

Options for future upgrades

For drawing cards Skullclamp is basically banned in every format except commander and is spectacular in token decks.

Eternal Witness is a nice upgrade for Once and Future

Return of the Wildspeaker Is either card draw or a pump spell at instant speed.

I may have some of these in paper too!

Openil on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Seabody & alexjustdoit thanks for sharing your thoughts, much appreciate, I was not familiar with Condemn to be honest, in some ways that even seems better than swords.

I wasn't especially hot on Angelic Ascension but have seen some hype for it and was keen to get your inputs. Thank you again.

Seabody on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

I think Angelic Ascension is a pass for me. I can just see someone getting spiteful with that 4/4 and us having to find a way to deal with it. I would run Swords or Path over this. If you're looking for another of this type of effect Condemn isn't too bad. In a different vein I like Generous Gift - you still give them a creature but it has no evasion which makes it much easier to manage and Gift hits anything. With out deathtouchers they are more like't ti send the elephant elsewhere which is good news of us.

lagotripha on Jeskai monks

2 months ago

Budget lists have a tool more optimised lists do not- your opponent will not know your decklist. Lean into this by starting with a sideboard planned, or multiple sideboards planned for different metas.

So lets start with what 'monks' does great at- seeker and SGM give lifelink, Swiftspear is the premier aggro card, and yun shu gives one-shot potential with a big prowessy-double striker when you have the mana. Burn spells and mantis rider are there to help finish the game.

There are a few ways to twist this to surprise your opponents- the 'go off all in one turn' by banking mana with things like Pentad Prism while setting up with cards like opt, before playing like a Kiln Fiend combo deck with a 10/10 double striker (or just a 6/6 with 8 points of burn). In this build protective spells will be essential, while minimising Yun Shu forecast (or playing it as a deadly threat one week, while using him as a removal magnet for a different combo the next)

There is the 'surprise, I'm now value/grind' Soulfire Grand Master/Lightning Helix control list, where you sit with a Negate until the end of their turn then bolt them, while in most configurations you are just trying to hit them with prowess and negate their spells.

There is the 'classic burn' run the damage numbers and just trade your attackers with their blockers before hitting face with bolts.

There is the U/R tempo Remand archetype, where you try to delay your opponent while efficient creatures eat their face. Mission Briefing isn't Snapcaster Mage for this style, but can still work.

There is the 'true' midrange tax list where you play narset & tferi in place of some of the remand elements in the above list. Narset makes a good source of card advantage without breaking the bank.

Finally there is the 'unfair combo' that does things like like cast Reforge the Soul or Knowledge Pool to lock your opponent out of the game in concert with a plainswalker, or jank out a win with Mystic Sanctuary/Time Warp/ soulfire grandmaster.

You probably have space in your seventy-five for three of these, but the less focussed any 60 cards is on one plan, the worse it will perform. Fortunately there is a lot of overlap between lists- any aggressive list will like bolt and swiftspear, any more interactive list opt, etc.

By carefully picking your cards your opponent will have no idea which plan you are on maindeck, and no idea if the sideboard will transform you into another archetype. With a few swapped cards, the next FNM is completely different. This is the advantage of rogue decks- your opponent should not know the correct line of play.

In specifics; Deflecting palm is fantastic, but most of the time I want it in the sideboard to fight other aggressive decks. Pariah while cool rarely performs well outside combo lists, and even there is competing with more powerful options. Pacifism is usually outperformed by true removal- a few of the variants have deck-specific purposes, but unless you desperately want creatures on the field for Stuffy Doll/Blasphemous Act, its worth cutting for Roast/Negate/Mana Leak/Remand/Path to Exile/Condemn etc. Play to your gameplan.

hungry000 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

2 months ago

Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.

Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.

Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.

Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.

So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.

As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.

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