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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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 43%

0.1 TIX $0.08 Foil

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Condemn Discussion

lagotripha on The Humble Frog

10 hours ago

I'm loving the idea, have you considered Marrow Shards/Rain of Blades/Thunderstaff? Its a little faster than secure the wastes for trading, although it can't handle swan song/pongify. Black has access to the terrifying Night of Souls' Betrayal which would make this really kick butt, and give Esper Charm and Flaying Tendrils access, but that makes the mana tricky. Palace Guard has potential, but I'd rather see some Condemn as spot removal. Darksteel Mutation also exists, but grants indestructable. Searing Light exists, but i'm feeling like that would trade poorly compared to Arrow Volley Trap.Blade Splicer, Attended Knight and Precinct Captain would all trade well and provide a stronger creature base should you desire it.

All told, I really like the idea and list.

Pieguy396 on Green/White Angel Ramp

20 hours ago

Hey, there! I have just a couple of recommendations for you:

First: I saw in the above comments that Path to Exile is too pricey for you, but Oust and/or Condemn are both a lot better that Pacifism or Angelic Purge. Even Path to Exile itself has dropped in price thanks to its MM3 printing.

Second: If you look at the top pie chart in the upper-right corner, you'll see that the cards in your deck require much more than , and yet you run more sources than sources. I'd change that. Selesnya Sanctuary also isn't great; Fortified Village is a cheap and strong alternative.

Third: I'd recommend more token makers such as Gather the Townsfolk as opposed to some of the more expensive cards in your deck. They can act as chump blockers and pump up your Champion of the Parish.

Hope this helps!

lagotripha on The Will of the Warrior

1 day ago

w/b budget modern warriors is an interesting Idea. I'd reccomend increasing the number of 1drops (duress over castigate) but the number of relevant non red/green warriors in modern is almost just tarkir block Vampire Lacerators and Nezumi Shadow-Watcher only work so well, even abusing Shields of Velis Vel to make stuff ninjas.

Sideboard in disruption and protection, and run a substantial amount mainboard- Duress, Vendetta, Despise, Condemn, Ratchet Bomb, Pithing Needle, Tormod's Crypt etc depending on meta. If you can build a solid creature engine mainboard, the rest is just stopping your opponent winning. I'd reccomend a bunch of removal and Malakir Cullblade/Seeker of the Way, as they synergize well with the plan.

lithium142 on Control/Mill

1 week ago

Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.

What exactly do you mean by too much mana by the middle of the deck?

So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.

So.. Lands. Brace yourself, this is gonna be long.

This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.

Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.

I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)

Sargeras on

1 week ago

As someone who has played UW control competitively for a while,

(examples of UW control I've made Competitive Azorius Control on a Budget & A Guide On How To Be Boring)

I can give a few suggestions,

  1. Play 24 lands, it's standard for control decks and is the only way you'll be able to cast 6 drops consistently.

  2. Is this for budget? If so I think that AEtherling would be a better finisher then Admonition Angel, since you can protect it and play cards like Wrath of God. (It also means that you can have it as the only creature in the deck.)

  3. Vapor Snag isn't what you are looking for, as Condemn, Path to Exile, and Sunlance are all better options for removal. (I get you want to have the synergy with cards like Meddling Mage but those cards are pretty easy to deal with.)

  4. Render Silent should really be Mana Leak, if anything, render should be a sideboard card, since you can shut down combo and other control decks with it.

  5. Cut the oblivion rings for wraths like Supreme Verdict, Wrath of God, or Day of Judgment, 4 D-spheres is more then enough to deal with what it needs to.

A complete primer for UW Control is here Order Is Restored: The UW Control/Midrange Primer

TheHelvault on Help beating walking ballista!!

1 week ago

Fatal Push will kill it every time. Also, Abrupt Decay will get rid of it. Silkwrap, Journey to Nowhere, Doom Blade, good old Murder, Surgical Extraction to rip it out of his deck once it's in the graveyard, Nevermore, Pongify, Beast Within, Swords to Plowshares, Path to Exile, Condemn, hell, even Jester's Cap will get rid of 3 of them, or you can use it to grab one, Surgical Extraction that copy for the other 3, then grab 2 other cards from his deck and possibly ruin his backup plans with yet another Surgical Extraction or simply by removing his alternate win-cons. If you want to be ridiculous, which I highly encourage, flash in Ambush Viper to kill it.

Basically, if his deck revolves around Walking Ballista, kill all of them. That's how you get around it

Warxuaroz on Wham! Hi I'm Sram!

1 week ago

I'd say you surely need some control in terms of removal. I can't see any Condemn or Swords to Plowshares. With this amount of artifacts Dispatch works wonderfully.

If you're not limited by the budget, I'd suggest the Swords and Umezawa's Jitte. However limited you are though, I'd suggest Kor Duelist. With anything he becomes quite useful, but with the swords or Umezawa's he's a monster!

Check out my mono white equipment deck feturing Kor Duelist as a turn 3 win hero. :) Of Hate-and-a-laugh Tales
You might find some more interesting suggestions yourself in there, I hope.

lithium142 on I Equip, You Lose

1 week ago

So i've playtested this a lot. (i really love this as a concept. It's like instant reanimator, but more consistent damage, rather than tap trigger trigger you die.) I have a few things i think you should put some thought into.

first, this deck can be slow. That's ok, but you have no way of stalling; not even any removal.

next, I found that Brass Squire, Metallurgeon, and Steelshaper's Gift could end up being dead draws very frequently. I think you can lose Steelshaper's Gift entirely since 8 cards of your deck constitute that win condition anyway. Brass Squire is trickier since he can accelerate your win condition, he's not something i'd want you to cut. Instead, i think you should run 2 or 3 of him rather than 4. Metallurgeon is in a weird spot too. Both he and Welding Jar do the same thing in your deck. I think going from 6 of that effect to 4 would be excellent; whether thats 4 jars or 4 urgeons, or 2 of each. Doing this will give you space for the much needed removal in your deck.

As for removal/a way to stall; you will potentially be opening 6 card slots for your deck. I dont know how casual friendly you want to keep this. if you wanna go hardcore, Path to Exile (though id wait for mm17 to release before you spend money on them). alternatively, you're also in the right colors for Lightning Bolt. If you want to go really budget, there is Oblivion Ring, Condemn, Sunlance (should really play bolt over that one), Journey to Nowhere, or a personal favorite of mine, Oust.

If you would rather go the stall route, the first card that comes to mind is Ghostly Prison. This is a hose, however, so im not sure how keen your friends would be on it. alternatively, Wall of Omens is amazing, and would actually benefit your deck as a cantrip to draw into your combo pieces more quickly. if you'd like a funnier budget option (though i cant believe this card is actually as cheap as it is), Boros Reckoner was once a $20 staple in boros aggro decks. he's lost his pricetag but is still just as awesome.

On a different note, if you'd like to troll your friends, you could occasionally put in Mana Tithe and Lapse of Certainty. no one needs to know =P

anyway, let me know your thoughts on this proposal

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