Curse of Death's Hold


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

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Recent Decks

Curse of Death's Hold Discussion

Voodoo_Gremlin on Four Color Enchantment Lock

2 weeks ago

Curse of Death's Hold will only stop 1 player. You may want to use Night of Souls' Betrayal to stop everyone.

Scion_of_Darkness on Heartless Splendor

1 month ago

First Curse you should drop on someone is Curse of Misfortunes. That'll grab the rest of your Curses each turn. Also, Sidisi, Undead Vizier tutors a Curse and you can exploit Bitterheart Witch and double down with one in play and one in your hand. Good job on combining Overwhelming Splendor and Curse of Death's Hold. I have a similar deck. Maybe Curse of Exhaustion?

Scion_of_Darkness on 808's & Heartbreak

1 month ago

I have a Curse deck brewing, and it rocks the Bitterheart Witch with Sidisi, Undead Vizier as a tutor/means of sacking the Witch. Overwhelming Splendor with Curse of Death's Hold really bends your opponent over, and if you're considering Curse of Shallow Graves, also consider Curse of Disturbance. My deck does not have Red, but your suite of spells is compelling.

Flooremoji on Lock Down the Doves!

1 month ago

Maybe a Curse of Death's Hold and Overwhelming Splendor with a Curse of Misfortunes to search? It would change the colors and such though, and the combo wouldn't be the same.

trey12321 on Vial Curses

2 months ago

Fleet Swallower is a natural combo with Fraying Sanity. Curse of Death's Hold also works really well with Splendor, not to mention shuts down many token decks just by itself...!

I made a deck based around Misfortunes ( and I use Blood Pet, Leaden Myr and Dark Ritual to get it out quickly, but that might not be as relevant in EDH as you likely don't draw CoM regularly.

xyr0s on Grixis Control Help

2 months ago

APPLE01DOJ suggested Illness in the Ranks, but there's also Curse of Death's Hold. I think there is one more, from the kamigawa block.

Funkydiscogod on Making a curse themed deck, ...

3 months ago

I'm guessing a theme deck is probably going to be a little casual. Just brainstorming here...

Trove of Temptation + Hissing Miasma or Contaminated Bond.

Manabarbs + Urza's Armor

Overwhelming Splendor + Curse of Death's Hold

xyr0s on BR Dragons

3 months ago

With dragons, and your deck with all the 1- and 2-ofs? No chance against established modern archetype decks. All the established decks have very concrete, very consistent plans that they follow, and many are fast.

Example: Modern decks never play Slaughter Games. Or at least, I've never seen it (ok... there are 4 decks on that have played it). They play Thoughtseize, and has Surgical Extraction in the sideboard for match-ups where they want some card to be permanently gone. Slaughter Games is turn 4 at realistic earliest. Thoughtseize happens on turn 1. And as long as you play as if a turn 4 card is as good as a turn 1 card, you'll lose a lot.

If you want to have a fighting chance, you have to tighten up your deck a lot. Make it consistent by having many copies (many = 4) of the cards, you want in every game from the start of the game. If you have a plan of doing something, bring enough cards focusing on what-you-wanna-do to have them in hand/play at the same time.

Example: You play Blood Seeker and Blood Artist. That could be a whole other deck, right there... if there was 4 of each, and some way of giving your opponent creatures which would then die. You could build onto this plan by adding Curse of Death's Hold and Hunted Phantasm. Forbidden Orchard for mana. Suture Priest for redundancy and reliability. Massacre Wurm for a finisher that goes with the concept. But for any of that to work, you'd need 4 of each. If you only have one of them sometimes in a game and never the whole bunch at once, they don't work with each other, and you don't have a consistent plan (the flipside is, that modern decks can seem boring - they are made to do the same thing, repetitively, over and over, again and again, reproducing the same game every time, rather than being unpredictable and having access to many different angles of attack). Especially the early turns of each game are planned out - either for winning the game very fast, or for fighting against decks that try to win early. The trap to avoid is thinking that you'll automatically get to turn 5 or so, and then you can start playing good cards.

A subtle element in deck construction is to avoid cards that don't do anything. Crucible of Fire is one of these. You play it on turn 4, and nothing happens. You don't have a dragon from turn 3 under any circumstances. And wasting turns without doing anything of impact on the table, that's something you have to avoid. And yes, there is a bit of an exception with soul sisters' Honor of the Pure (and a few others, I guess), but not really because those decks always have creatures on the table from turn 1.

tl;dr - get rid of random 1-ofs. Play 3 or 4 of each important card. Assume that you'll run into decks that aggressively try to win in turn 4.

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