Cruel Reality

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Mythic Rare

Combos Browse all

Cruel Reality

Enchantment — Aura Curse

Enchant player

At the beginning of enchanted player's upkeep, that player sacrifices a creature or a planeswalker. If the player can't, he or she loses 5 life.

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Recent Decks

Cruel Reality Discussion

BlaineTog on No cards for you! -- budget hand disruption

1 week ago

@Hewer:

Thanks for the comments, glad you like the deck!

I didn't make many concessions for price with this deck so other than swapping in the Vraska's Contempts, I don't think you need to change anything up for that reason. That said, I haven't done much testing since Dominaria came out so it's possible there are places to tighten up the list. Cast Down is a pretty easy switch for Walk the Plank, for example. Of the 50 most-played creatures in Standard, the only creatures it can't kill that Walk the Plank can are Kari Zev, Skyship Raider, The Scarab God, Pia Nalaar, Lyra Dawnbringer, Ghalta, Primal Hunger, Gonti, Lord of Luxury, and Shalai, Voice of Plenty, and having to deal those using our other removal spells is probably well-worth Cast Down's upgrade to Instant speed.

To answer your specific questions:

More Torment of Hailfire: I'm running only 2 because I don't want to draw this card until later in the game. It's pretty bad with a low X-number and since we don't have ramp, we need a lot of turns of hitting our land drops before it's worth casting.

Duress: No, this card is great. You board it out sometimes but most decks play a number of important noncreature spells and being able to peak at your opponent's hand in the early game is very important for planning out sequences.

Dreamstealer: a fine card but it isn't a replacement for Duress and doesn't generally work with our artifact plan.

Dire Fleet Poisoner: I'm not very impressed by this card in our deck. You could play it and it might be fine, but it doesn't really do anything we can't do in other ways.

Sword-Point Diplomacy: I've tested this a little and have been generally unimpressed. Your opponent just has too much control.

Gifted Aetherborn: already in the sideboard, definitely better than Dire Fleet Poisoner in this deck. The life gain and extra point of toughness are really powerful against aggro decks.

Heartless Pillage: I could see this swap, but I really value being able to cycle away discard later in the game. Heartless Pillage has higher upside than Unburden but the fail-case is pretty bad. I'd say this change is up to you.

Treasure Map  Flip: I've done extensive testing of Treasure Map in this deck and I do really want to include it, but I want all our other cards more. You especially can't swap it out for Renegade Map because Map is why we get to run so few lands and Treasure Map is too slow to make up for dropping even lower. If you can figure out what to cut, though, I say go ahead. The obvious choice would be Implement of Malice, but then we drop below our critical level of forced discard, and everything else serves critical purposes. There's a chance that Wall of Forgotten Pharaohs is just too cute and we'd be better served by dropping Treasure Map on turn 2, but then we're setting ourselves up for really bad game-1s against aggro.

The Eldest Reborn: Might be fine in the sideboard for matchups against hexproof decks if those are a problem in your meta. Otherwise, it doesn't have all that much synergy with our deck. I could definitely see it playing an important role in a different discard deck that wasn't leaning into the artifact-matters theme.

Cruel Reality: Kinda the same thing as The Eldest Report, except 7 mana is a lot for this deck. We'll get there eventually, sure, but not until turn 7 at the earliest, at which point I'm concerned that Cruel Reality is just too slow of a finisher. I'd probably rather just run more copies of Torment of Hailfire, which gives us way more immediate value and can easily just win us the game on the spot. Cruel Reality makes more sense in a Golgari ramp deck that wants to stick in on like turn 4 or 5 so it can start nugging the opponent during the development stage of the game.

Hewer on No cards for you! -- budget hand disruption

1 week ago

Murphy77 on Mono Black Plauge

2 weeks ago

Metallic Mimic is cheaper to cast than Vanquisher's Banner. Secret Salvage is both expensive to cast, and you will never use it's effect fully, I would go with something like Trespasser's Curse. I think that I would drop Cruel Reality for another Gruesome Fate.

Yes, I can see that this could be fun to play if there were fewer control cards in circulation. I built a Rat Colony deck, (see Drat Rats), but have never actually tried to play it in competition - there are just too many control decks out there at the moment.

bibopaam on Mono-Black Control

1 month ago

Great games so far with this deck. Typical "feels bad man" for opponents when there hand gets neutered. The hardest thing for it to overcome are token matchups, Cruel Reality can be sideboarded out if you are facing saprolings.

marowakcity on Lands!

2 months ago

Is Cruel Reality actually any good at all?

wisegreenbean on Scorpion Stax

2 months ago

Cruel Reality, while flavorful, seems less than stellar. Burn for 5/turn on a 7 mana enchantment seems kinda low value. Same for Torment of Scarabs, you have 2 copies, and both seem bad. Drain 3 life is pretty negligible. And Mogis, God of Slaughter as always feels like the worst of the bunch. The pressure these small incremental 'choose your burn' cards apply just isn't that impressive.

Night of Souls' Betrayal you have SO MANY 1/1 tokens.

Rain of Gore kinda narrow? Also, you have more than few blood artist effects, and it's symmetrical.

Tectonic Instability, surely removing all cards from their hands is enough protection from instants? Same for Mana Web. Kinda same for Price of Glory too, though that one is certainly a flavor win.

Torment of Hailfire, how good is this if you've been saccing your own lands quite a bit? X will often not be a very impressive number. I guess you can make the argument that they will have been too, but even so. It's not terrible for being asymetrical, but again, anything that lets them choose to take damage when you haven't necessarily pressured their health very much seems questionable.

Targeted removal and ways to kill enchantments pretty light. I'd at least consider a Chaos Warp. I also maintain that Rakdos Charm is best grill.

Stranglehold also on point.

I finally suggest Swamp and Mountain.

OberstHati on Aquisition

3 months ago

Blooming Marsh was left out, because i got 9 Foul Orchard, no Marshes ;Pand it will still be Standard-legal after Rotation...I keep Cruel Reality in Main because i think i need a few WinCons in Main, when playing against Counterspells i can't rely on Acquisition alone. And It wins quite a few games, in combination with the other removal. Thanks to Hour of Promise it can hit the board in T6, and once its there it ends the game, not a lot of decks with Enchantment-Removal in main,... I swapped in Hour of Glory for Never//Return in Sideboard, don't know why i didn't think of that before,...

multimedia on Aquisition

3 months ago

Hey you're welcome, looks good I like the changes. I'm glad it's testing so well.

Do you really need main deck Cruel Reality? Have you ever cast it and gotten enough value out of it for seven mana? All the other bomb win conditions are far better than it. Consider upgrading the manabase with 4x Blooming Marsh replacing 4x Foul Orchard?


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