Curious Obsession

Curious Obsession

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice Curious Obsession.

Browse Alters

Printings View all

Set Rarity
Jumpstart (JMP) Uncommon
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Curious Obsession Discussion

Conwash42 on Token Temmet

2 weeks ago

Desolation Twin = Too slow, I would remove it.

Angelic Accord: Not enough lifegain in the deck to make it worth.

Path of Bravery: Meh, mostly you will be attacking with a creature or two so not worth. Only at the very end will you swing with a lot, but at the very end your life total doesn't matter too much.

Embalmed creatures are zombies so stuff like Eternal Skylord works really well.

Cloudblazer is a great target for copy target creature spells.

Lazotep Plating Hexproof is a great save something card and you get a little bonus with the amass.

Forsake the Worldly Great removal plus cycling option. A personal favorite.

Fact or Fiction Great because you get to search the top 5 and get a few into hand. Sneaky trick though is that you can embalm any creatures that go into the grave. It's a win win.

Embalmer's Tools I think it makes embalm cost 1 less and remember that embalm creatures are zombies so you can mill others or yourself to get more creatures to embalm. Almost like drawing a card if you mill an embalm creature.

Rogue's Gloves Equip to a token then make it unblockable with your commander to draw a free card on your turn. Same with Staggering InsightCuriosityCurious Obsession

Throw in your Geist of Saint Traft?

DeinoStinkus on Strange Tales #2 - Custom …

1 month ago

Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.

Today we will be viewing the wonderful (and sometimes controversial) world of custom cards. Custom cards are one of my favorite MTG activities. However, it is often difficult to design a custom card well, and this is why some people do not like custom cards. These people see custom cards as a waste of time and they think people make the most broken cards they can whenever they can just to show off. While this may be true of some custom card designers, it is certainly not true of all if not many creators. Many custom card designers are there to create fun cards, and try to keep them balanced. Of course, it may combo with this card or that, but this phenomenon happens all the time in real R&D (think Faeburrow Elder infinite combos or that god-awful Cauldron Familiar combo) so it is really not a viable reason to not like custom card design. However, there are a few people who devote much of their time to custom card design. TappedOut has an incredibly large thread known as the “Custom Card Challenge” which actually first introduced me to the idea of custom cards. Now I’ve been doing custom cards for over a year and I have to say it is a really sweet experience. However, there are some things you have to remember when designing a balanced custom card. These will be discussed below.

The first element of a balanced custom card is average mana investment. This is the average amount of mana one would pay for a certain ability, power, toughness, et cetera. For power/toughness, the general rule I go by is this:

The sum of the power and toughness divided by 2 is the mana cost. Toughness carries significantly less weight than power on this note, which is why Aegis Turtle exists but we have never seen a 1-mana 3/1. Additionally, as the mana cost gets higher, the mana cost will often be lower than the P/T. Vorstclaw is a good example of this phenomenon, but many green rares also fall under this rule. These include Gargos, Vicious Watcher, Aggressive Mammoth, Gigantosaurus, and Elder Gargaroth. While on the topic of the first three, another rule I hold by is this:

The more colored mana a creature has, the better its P/T can be for its mana cost. This is why cards like Niv-Mizzet Reborn are not analyzed as deeply, because the chances of having true rainbow by turn 5 or less is low enough so as not to break parity with the rest of the board.

Flying also contributes to mana cost. In fact, I have a pretty routine list of abilities and their average contribution to mana cost:

+1 mana: flying, menace, skulk, “: Add one mana of any color”, and double strike

+½ mana: the rest of the abilities, including but not limited to trample, first strike, reach, and vigilance

These are just examples of how much mana one might routinely put into these abilities, but what about other abilities? Well, that’s up to you. Activated abilities are more about balancing the mana cost of the ability itself rather than adding mana to the CMC, and triggered abilities are more subjective. In general, adding two mana for card draw is decent but not overpowered.

We’ve only been talking about creatures, but what about instants/sorceries? In general, here are the rules for balanced variables:

Lifegain: an average of 3 life per 1 cmc is fine, lower cmcs can have a lot (like Chaplain's Blessing). Card draw: one card per 1.5 cmc is general, adding other effects to a single card draw is acceptable (see Preordain). A general formula for drawing X cards is . Destroying creatures: 1 per 3 cmc, cmc decreases as more creatures get destroyed. Conditional effects based on P/T or cmc are usually 3 cmc while conditional effects based on color are usually 1 or 2 cmc, such as Deathmark or Doom Blade. Damage: Usually 1.5-2 damage per mana spent is pretty good. Artifact/enchantment removal: In general, removing one of the two specifically is one mana while removing either is 2 mana. I hope this clears things up about what mana costs typically apply to custom cards.

Now, custom abilities. Designers can often fall into the trap of designing custom abilities that are either way too complicated or way too pointless. I’d say that for a custom ability you should always at least try to envision how it would play out in a deck. If the ability dominates or just has no effect, cut it. An example of an effect that just feels meh is first strike. First strike was intended to be a decent ability for creatures to have. It can come in handy for some games (for example, Grim Initiate is a powerful common creature partly because of its first strike) but the higher P/T you have the less impressive first strike seems. However, first strike has its applications. Combined with deathtouch your creature becomes nigh untouchable. Glissa, the Traitor and Pestilent Kathari have these two abilities together. Combining a custom keyword/ability with another is often a unique way to bring life to a custom card. Custom abilities such as thoughtlink (whenever this creature deals combat damage to a player, draw a card) are interesting and replace text that already exists (in this example, on cards like Curious Obsession and Sixth Sense). Meanwhile, there are many abilities with quite a bit of text that while incredibly difficult to understand at first glance make for really interesting gameplay. One such example from the main game is Mutate, featured on cards like Nethroi, Apex of Death and Migratory Greathorn.

Overall, custom cards can be built very well or they can be the ultimately powerful entities many people believe them to be. Personally, I see nothing wrong with designing a 13/13 with flying, trample, infect, menace, rampage 10, and afflict 10. If you’re designing it for play, obviously this will not make the cut, but there is no issue with people letting loose and designing an insanely broken card every once in a while. My version of this is redesigning powerful cards. Everyone has something different that

Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO seshiro_of_the_orochi, a fabulous custom card designer from whom I have learned much about balancing custom cards. See you next time where we will talk about an issue in cEDH that plagues the whole format! See you then!

channelfireball12345 on Tuvasa’s Enchanted Whore House

1 month ago

Speaking of card draw, if you're looking for more on-theme/strategy-relevant options, you could try Snake Umbra, Ophidian Eye, Keen Sense, Curiosity, and Curious Obsession, to name a few. Felidar Umbra also provides great protection; you can slide it over to protect any of your more vulnerable enchantresses if need be, for example, when they're being answered with targeted removal, before putting it back on Tuvasa to protect her and gain a ton of life off a huge swing. Arcanum Wings also enables some sweet shenanigans with your bigger auras, and plays off Tuvasa's card draw trigger nicely. Lastly, Estrid's Invocation, Mirrormade and Copy Enchantment all provide some neat versatility/mana efficient utility to this enchantment-heavy build.

lagotripha on Blue/black modern budget that isn't …

1 month ago

If you pack enough hand disruption turns 1-3, budget doesn't matter too much. Black/blue offers a lot of that, with Mana Leak/Duress effects cheap both in CMC and price. Sure, running Tragic Slip is worse than push, but you can still trade 1-for-1 with most decks in black and blue.

Bident of Thassa/Curious Obsession unblockable is a versatile list, where you play Changeling Outcast, the unblockable merfolk and disruption. You can tune it based on the amount and type of disruption you run, and because the decklist isn't set your opponent has no idea what kind of clock you are on.

TheVectornaut on Blue Green Something

2 months ago

I love taking a pile of cards and seeing what you can turn it into! I don't know which cards you have or what budget you have for acquiring new ones, but I'll list some cheap suggestions I have for a variety of archetypes you could pursue.

1) Simic ramp: Already goes well with Air Elemental, Archetype of Endurance, Oakgnarl Warrior, Overgrown Battlement, Yavimaya Wurm, Simic Keyrune. Some inclusions might be Llanowar Elves, Axebane Guardian, Coiling Oracle, Maraleaf Pixie, Beanstalk Giant, Terra Stomper, Lorthos, the Tidemaker. The goal is to accelerate into big threats.

2) U/G unblockable: Already goes well with Marang River Prowler, Downpour, Giant Growth, Might of the Masses, Aqueous Form, Coastal Piracy, Turntimber Grove. Some inclusions might be Curious Obsession, Daring Saboteur, Mist-Syndicate Naga, Ohran Viper, Trygon Predator, Distortion Strike. The goal is to get value from hitting with unblocked creatures.

3) U/G tempo/control: Already goes well with Breaching Hippocamp, Cloaked Siren, Mist Raven, Fog, Negate, Unsummon, Voyage's End, Claustrophobia. Some inclusions might be Vapor Snag, Dissolve, Mana Leak, AEtherling, Delver of Secrets  Flip, Devastation Tide. The goal is to deny the opponent their things while playing tricky threats of your own.

I also see cards in here that could work with mono green Assault Formation, simic +1/+1 synergy, or flying tribal, so you have a lot of options. As a sidenote, I'd also recommend upping your land count to about 24 while you have so many 5+ cost cards in the deck. Anyway, good luck!

SynergyBuild on A stupid format.

3 months ago

Gtg slap a Curiosity and Curious Obsession on ma Storm Crow and 40 counterspells for that easy win

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