Curse of Death's Hold
Enchantment — Aura Curse
Creatures enchanted player controls get -1/-1.
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Curse of Death's Hold Discussion
2 weeks ago
Yeah, but you see, It does have some nice combos with Curse of Death's Hold. First I use the curse on target opponent, then, I exile a creature from his graveyard, it creates a 1/1 snake with deathtouch for him. But, since his creatures get -1/-1 counters, he gets a dead snake and loses a potential target for graveyard recursion.
And I can always "recycle" my dead creatures into snakes.
4 weeks ago
2 months ago
I'm working on a deck built around Death Cloud too using Saffron Olive's budget build as the base.
Couple of suggestions based on what I've used in my deck that I'm feeling good about so far.
Tasigur, the Golden Fang - might be a consideration as he is a significant threat that can be resolved fairly easily after a hefty Death Cloud with only one or two lands left in play thanks to Delve. His ability also gives you some limited recursion on your cards should you manage to stick enough lands later on.
Blooming Marsh - might be a worthwhile consideration as a relatively budget two colour land, the reason I like this one is that as you are quite often sacrificing your own lands this can often enter untapped, whereas something like Woodland Cemetery has to be played tapped if you don't have any basics in play. Could make a fair difference tempo wise after the Death Cloud hits.
The removal package you have seems pretty decent, I'd maybe replace the Murderous Cut with a Fatal Push because it's much easier to cast early game and Revolt can be triggered by your Sakura-Tribe Elders.
I'm not sold on a Night of Souls' Betrayal either although I've seen a lot of builds run it, part of me feels like I'd rather just have a second Curse of Death's Hold as the Night can shut off your own Sakura-Tribe Elder's. But that's my two cents anyway. Love the idea of the Death Cloud deck and good luck with yours.
2 months ago
Also worth noting that Anger of the Gods and Curse of Death's Hold are not standard legal. To be in standard right now, the card has to have been printed in a recent block (battle for zendikar block, shadows of innistrad block, or kaladesh block) which contain 2 sets each, or in the 2016 welcome deck. To tell if a card is from one of these sets you have to look at the set sybol to the right of where the card type is listed. Each symbol is from a different set. Unfortunately i don't think i can list out what all the set symbols are so you might have to google them.
3 months ago
Also, all your curses have the same mana cost as Bitterheart Witch, so it is of limited value, on the other hand Inkfathom Witch offers some combat tricks, particularly if Curse of Death's Hold is in play since it targets unblocked creatures, it doesn't care about the controller...
3 months ago
Interesting, I like your budget approach...but trying to keep cards under 30 cents is tough haha. Also, I think this deck may struggle to do enough damage in a commander game as ping effects generally don't do much in the format unless Vhati il-Dal is involved.
However, here are some suggestions I found. Stab Wound would be a good additional creature shrinker (for later ping-ing) and incremental life loss.
Since you run a lot of enchantments which punish opponents for blocking, the "Provoke" mechanic may interest you. Cards like Crested Craghorn or Goblin Grappler are options if you can keep them alive (sadly provoke is mainly a green mechanic). Breaker of Armies and Nemesis Mask also have similar effects.
Or you could look for further tap/untap permanents type cards. Endbringer is an option though it would require some more colorless mana (Wastes are cheap), it also is 50 cents. Goblin Archaeologist could provide more artifact removal. Puppet Strings will alow you to tap or untap at will.
I think your deck may want some sort of reanimation to it as that is what black does best, and I suspect your little guys will die rather frequently. Phyrexian Reclamation would be a nice addition to provide a pit of reanimation though it is 50 cents. Betrayal of Flesh doubles as removal and reanimation at instant speed.
Curse of Death's Hold would make pinging stuff to death easier, but again, it is 50 cents.
3 months ago
If you're going for a single-out-a-player-hunt-them-down theme:
I think the curses are pretty funny:
Also, since you're removal heavy:
Going to need some card draw:
Recur some of your curses and other combo cards with:
Some other dick cards include:
Plow Under - Nothing says "Screw you" like setting them back 2 mana and 2 draw steps.
Kamahl, Fist of Krosa - Another way for you to animate lands.
Nature's Revolt - Another way for you to animate lands.
Some generally good cards:
Toxic Deluge - a scale-able board-wipe that can kill indestructible things
Maelstrom Pulse - Another removal spell that can hit walkers (as well as anything else)
Abrupt Decay - Another removal spell that can hit a ton of non-creature threats
Bane of Progress - too many artifacts and enchantments to run this guy
Burnished Hart - more for non-green decks that need ramp. The stuff you have in here is already way better.
Butcher of Malakir - Never a big fan of this guy, especially if you don't have ways to control when his trigger happens (with ways to sac guys whenever you want)
Creakwood Liege - Not a lot of 2-color creatures to take advantage of his buffs
Jarad, Golgari Lich Lord - Works best when you use dredge mechanics to fill up your Graveyard. He doesn't look at opponent's graveyards, where - hopefully - most of the creatures will be.
Necroskitter - Only have 1 other card to enable the -1/-1 counters, so this guy won't be doing much.
Pathbreaker Ibex - Is generally considered a weaker Craterhoof Behemoth, but attacking in waves will be less frequent considering you'll be spending a good amount of the game using your mana to kill things.
Seedborn Muse - Not a lot of instants or other effects to use on other people's turns to run this guy.
Explosive Vegetation - You should be good with what you have ramp-wise
See the Unwritten - Not enough 4+ power creatures to use this. I'd be totally onboard if Garruk made 4/4s instead of 3/3s
Golgari Signet - You should be good with what you have ramp-wise
Ruinous Path - Might have too much removal, considering your PW is removal as well.
Thornbite Staff - Best coupled with Deathtouch, which I'm not seeing any of in here
Attrition - The non-black clause is pretty touch to swallow, and you have better removal already
Food Chain - You have better ramp
Palace Siege - Not feeling either mode.
3 months ago
True, do note that Curse of Death's Hold also exists. I believe it has seen some play.