Curse of Death's Hold

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Curse of Death's Hold

Enchantment — Aura Curse

Enchant player

Creatures enchanted player controls get -1/-1.

Curse of Death's Hold Discussion

TypicalTimmy on Oathbreakers for the missing shards ...

5 months ago

Boudica, Legions of War

Legendary Planeswalker - Boudica

+2 Until end of turn, whenever a non-token creature you control attacks you create a 2/1 black Warrior creature token tapped and attacking.

-X Destroy X target lands you control. Target opponent sacrifices X lands they control.

-11 Destroy all creatures you don't control, then exile all graveyards. Each opponent loses life equal to the number of cards exiled from their graveyard in this way.

6


Card Theory:

  • +2 rather than +1 to keep on par with similarly costed Lord Windgrace . Token creation is seen in all three Mardu colors, but requiring to attack is a distinctly red color. Pays homage to, of all colors, Mardu Strike Leader . Felt a 2/1 token was better than a 1/1 with Vigilance as this forces your opponent into a much harder situation with regards to resolving blockers and combat damage. The idea is to keep pressure on your opponent. If you swing with 5 non-token creatures, you are creating an additional 10 points of damage with 5x 2/1s. That's a very hard thing to reconcile. However this also means you must open yourself up by attacking with everyone. And so, like with real war, it becomes a balance of decisions; How do you best utilize the information you have available for the greatest impact possible?

  • -X: Admittedly this is dangerously broken. However, all three colors show us prime examples of completely destroying lands in full. Just as a small list, there are: Armageddon , Catastrophe , Ravages of War , Obliterate , Ruination (Which lets be honest, that'll be most lands in many formats), Decree of Annihilation , Desolation Angel , Ajani Vengeant and many others such as Worldslayer and Gideon, Champion of Justice . There's also the horrendous combo in black of Urborg, Tomb of Yawgmoth + Kormus Bell + Curse of Death's Hold . So yes, while blowing up potentially 6 lands your opponent controls for may seem absolutely broken, keep in mind the game has TONS of cards that do even worse things, and you are losing the same amount of lands as well - which in Mardu is one of your biggest vices in the first place.

EDIT: In order to smooth out the sheer impact of this ability, I increased her casting cost up by +. Now it takes six lands to cast her and will blow up all six lands you have if you decide to crack her off at full potential and kill her - Thus resetting the game mid-stride.

Funkydiscogod on Budget-ish deck to compete with ...

6 months ago

One thing you can do, to make a cheap anti-Infect deck, is by finding and using spells that cause you to pay or lose life. Since Infect doesn't care about your life total, this negates the one drawback of these spells. This was traditionally called "suicide black" and (depending on your era) featured spells like Devour in Shadow , Raving Oni-Slave , Imp's Mischief , and other spells that are unreasonably effective for their manacost, because you lose life when you play them.

Since most of their creatures are 1/1, and need pumping, Night of Souls' Betrayal or Curse of Death's Hold win instantly. And don't forget that infect hates Gut Shot and Quicksand .

If you're good at brewing, Immortal Coil shuts down infect as long as it's on the battlefield: those decks are basically designed to deal exactly 10 damage, and can't handle the prevention effect very well. Cracking Polluted Delta , and Thought Scour ing yourself, is a good start to padding your "life total" out of range of infect and burn (bonus points if you're trying to Harmless Offering it to your opponent and pack mainboard graveyard hate , because you beat dredge and phoenix, too). This strategy is basically a metagame answer, because traditional grixis control does better against a wider board.

Occasionally, an infect player might forget that Darkness is a modern legal black Fog , and walk right into it, but your friend will only ever fall for that once.

hungry000 on Ideally this Modern Deck Would be Epic

8 months ago

Archetype of Imagination can be a hardlock with Form of the Dragon (which I'd only play one of, btw) and Curse of Death's Hold is a hard lock in 1v1 with Dovescape and/or Overwhelming Splendor (if you ever decide to add that one in).

StopShot on The Orzhov Syndicate desires an ...

9 months ago

Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.

Consecrate / Consume and Renounce the Guilds both have chances at removing Animar if not a big fatty either way.

If you're playing 1 vs 1 Council's Judgment can always remove Animar.

Solar Tide , Austere Command , Consume the Meek , Culling Sun , Retribution of the Meek , Ritual of Soot , and Dusk / Dawn are all board wipes you can use like spot-removal.

Deathgrip is probably your BEST counterspell.

Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)

Nevermore and Gideon's Intervention makes it so Animar can't be cast.

Chalice of the Void on 3 makes it so Animar can't be cast.

Genesiz on Kambal, Consul of speedy turns

9 months ago

If your main win-con is RiP plus Helm, and you're not planning on attacking all that much, with Humility in your deck, you could run either Lightmine Field or Night of Souls' Betrayal / Curse of Death's Hold to shut down all creatures.

xaarvaxus on Chris Lashbrook

10 months ago

Theater of Horrors looks like it could be great card draw with the commander as her own card draw ability has a cheaper activation and hits for more damage. Pay and essentially draw 2 plus deal 2 life loss seems good plus you can always go back and continue to play exiled cards from the Theater as long as it stays play.

Curses typically aren't great cards [hasn't stopped me from putting a curse subtheme into my vampire deck] but maybe Curse of Death's Hold to gain a combat advantage vs one opponent.

While its not strictly 'chaos', I've always found effects like Mob Rule and Insurrection pair well it thematically.

You might still want a Terminate , Bedevil or Hero's Downfall for a little more control of the battlefield even if they are just efficient and/or flexible instead of flavor wins.

Sh1ftyL0ck3 on Return the slab~

1 year ago

You definitely need Bitterheart Witch in the deck if you want all the curses, for which I'd take out two Silence (the Curse of Exhaustion does the trick well enough).

Overwhelming Splendor would be really fun with Bitterheart Witch and Curse of Misfortunes. Curse of Death's Hold would be best to take out to make space for it.

If you play more multiplayer games with the deck, I'd suggest some of the Commander 2017 Curses, Curse of Opulence, Curse of Disturbance, and Curse of Vitality.

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Curse of Death's Hold occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%