Curse of Opulence


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Leviathan Legal
1v1 Commander Legal
Duel Commander Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon

Combos Browse all


Related Questions

Curse of Opulence

Enchantment — Aura Curse

Enchant player

Whenever enchanted player is attacked, create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." Each opponent attacking that player does the same.

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Curse of Opulence Discussion

Spirit_Logan on Any cards like the c17 ...

3 days ago

I am trying to build a combat-controlling deck. Are there any cards like the c17 curses? (Curse of Vitality, Curse of Opulence, Curse of Disturbance)

I have Curse of Chaos, Curse of the Forsaken, Curse of Stalked Prey, Curse of Shallow Graves, and the c17 curses. THEY NEED TO BE MARDU

ravhin9027 on Burn and churn

3 weeks ago

Here are a few suggestions - just some things to think about:

Curse of Opulence for mana.
Goblin Warchief, Goblin King, and Goblin Piledriver to fit with the Goblin sub-theme.
Magus of the Moon and Blood Moon for additional disruption (I hate myself for suggesting them).
I'll have to get back to you about draw power... Red is not strong in this area.

NickyBolas on Pirate's life

1 month ago

Pirates looks to have two possible builds: Treasure-Combo or a more aggressive combat-centric deck. I'd be inclined to focus on one over the other. Right now it's a little split between the two which is giving it that "Jack-of-all, Master-of-None" feel.

Treasure Combo

Focusing on the Revel in Riches win condition, you can utilize the creation and sacrifice of artifacts as the main mechanic of your deck.


Focusing more on leveraging Admiral Beckett Brass's abilities we could go with more of an aggressive build. Since the pirate tribe is on the weaker side combat-wise, you're going to want combat buffs and lots of evasion.

  • Urabrask the Hidden is great at getting in some quick damage and makes it difficult for your opponents to mount a defense. Doesn't synergize perfectly with Raid since they don't like haste, but it's worthwhile to keep everyone's shields down.
  • Siren Stormtamer is an evasive early-game creature that allows you to trigger early game raid, counts for Admiral's ability and can save her from removal.
  • Taurean Mauler counts as a pirate and can get HUGE.
  • Dire Fleet Ravager is good start on reducing life totals. You're going to have more creatures than your opponents, and they're going to need to deal with his menace body, which means you're less at risk from losing life to his ability.
  • Dire Fleet Poisoner might as well give one of your guys unblockable, as people will rarely want to trade down with a Pirate.
  • Coastal Piracy is on flavor but Bident of Thassa is an upgrade.
  • Kari Zev, Skyship Raider has menace and first strike. She may require some equipment to abuse her first-strike ability. But the menace will allow you to get damage through consistently.
  • Vanquisher's Banner gives your team a mild boost coupled with some card draw.
  • Similarly Herald's Horn can draw you extra pirates and makes them cheaper.
  • It works great with Heirloom Blade, a card that gives you a pirate back when your pirate dies! Also +3/+1 for 1 to equip is pretty dang good for an aggro deck.
  • Kindred Discovery is an insane draw-engine especially in a deck that likes to attack.
  • Archetype of Imagination is a possible candidate for making your team unblockable.

Good In both Builds

  • Deadeye Tracker is great at dealing with cards in graveyards, something that every EDH deck should have to combat those powerful reanimator, dredge, and combo decks out there. Additionally, this guy can grow or draw cards doing so... which is all upside.
  • Deadeye Navigator can allow you to trigger Raid or create treasures repeatedly for a mere 1U. He scales in effectiveness with however many Raid and ETB effect guys you end up with. Similarly Conjurer's Closet and Panharmonicon can lean you towards a more ETB-centric build using Raid to pad out your other options.

Determining what to cut would involve going "All-in" on one of the mechanics, and effectively removing the other.

TheGiantOfTheJungle on Sedris EDH??? halp pls

1 month ago

Void Maw, Great Whale and Time and Tide are cards I've seen around, as I've never properly played a Sedris deck.

As far as the black mana situation, Black Market seems the immediate thought, but if not then Crypt Ghast is another option. Curse of Opulence works to a lesser degree, and allows you to draw the fire away a little.

Hope these help!

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 months ago

Muglacious_NiceFaceToad, thanks for the comment. I apprecite every bit of engagement in the conversation about the deck I can get, and appreciate the time spent considering and commenting.

I did consider the damage doublers, but found that they have a tendency to increase everyone's anxiety at the table, and caused some people to target me. I also have less overt threats to take advantage of them than many decks, and so I found I was a victim of them as much as my opponents were, or more. Gisela, Blade of Goldnight was a relatively late addition to the card list, partially due to the anxiety it causes at the table, partially for the cost, and partially because it is less subtle than I think is best for this deck. It has functioned well as a finisher, but it does so partially because of it's defensive power. In every way that Furnace of Rath or Dictate of the Twin Gods is a threat to me, Gisela, Blade of Goldnight protects me. Insult / Injury is a one time effect that only triggers on damage I cause, so it seems to be much less versatile than I would prefer for my offense. I had not seen or considered Angrath's Marauders, but it is very comparable to Gisela, Blade of Goldnight, only inferior in every way. It costs the same, is smaller, does not have evasion or first strike, and it only triggers off of damage that you cause, not just any damage. While it is not dangerous to you, it does not enhance the attacks of opponents that are pointed away from me, and does not decrease the attacks of my opponents pointed at me. It is not at all a Pillow Fort card, so it turns out to just be a threat and enhancer of my offense. Similar, but it is strictly inferior, and I only need a few effects like that.

While flashing things into play can be exciting and surprising, I often gain more value on those effects by announcing them innstead of surprising people with them. When people assess a board state, I want them to choose to attack someone else, not trick them into a bad attack against me. Winding Canyons would potentially be good as a threat of response to an attack, but letting them know I have that threat is often better than letting them guess. Why bluff when you can just show them, and then make their decision to attack someone else easy. This is basically the value of Vampire Nighthawk.

When considering Stuffy Doll, I had two problems with it that kept it out. First, it targets a single player, and picking fights is often a recipe for disaster for this deck. Obviously Curse of Opulence goes against this, but the value of ramp and redirection of attacks early often overshadows any retaliation effect from it. The second issue I had with Stuffy Doll is that to get it to work, people have to attack me. I want to discourage this. It is better to have people just directly attack another player instead of having them attack me, me blocking, and then the other player taking damage. Stuffy Doll is a good combo piece, but I really think that it is a terrible Aikido piece. It encourages exactly what we don't want.

Phyrexian Obliterator is just too damn expensive. You are often late in the game before you can ensure you can play it, and then you should be sealing control of the game, not intimidating other players into not attacking you. As a big threat, it can win games over a few turns, but I want my wins to mostly be a couple of turns after I go offensive, not 4-8 turns per player later. Gisela, Blade of Goldnight is an evasive threat that smashes face for 10 by itself each turn, and makes every other threat double, all while being a defensive damage reducer. Master of Cruelties can basically take a player out in one turn. Serra Ascendant comes down early, is evasive, beats for 6 most of the time, and also regains a ton of life. Kazuul, Tyrant of the Cliffs can smash for just as much, but is also at least as defensive, or more, considering it can create a blocker for each attacker. Phyrexian Obliterator seems like a big rattlesnake, but as a threat, it only beats for 5, and no one wants to block it, so it effectively just has unblockable, and as a defensive piece, it is less effective than Michiko Konda, Truth Seeker. It just had less offensive impact than I wanted, and came down too late to matter as much defensively. When this card comes into play, I should have things in the bag, or this card doesn't matter much. Either way, I just raise my threat level without actually changing the chance of me winning by that much.

For your suggestion of Defensive Formation, if I want a CMC instant combat trick to pull defensively, I would add another Fog effect, most like Darkness, simply because a black fog is unexpected, and because I have a very pretty Legends printing with an amazing William Shakespeare quote about death as flavor text. Why decide how people attacking you declare damage when I can just prevent it all?

I hope you don't interpret these comments as discounting your input and suggestions. I appreciate the suggestions and consideration, and enjoy the discussion. I think the deck as I play it is very subtle, and often things that are powerful end up making the deck as a whole less powerful. They raise the threat level, decrease my safety directly or indirectly, are not able to be taken advantage of offensively as much as they are in other decks, are not stand alone pieces but require specific cards in hand or play to make them optimal, and overall at best either do not encourage the table behavior that I need, or at worst encourage the table behavior that I am seeking to avoid. The deck survives and thrives as much because of what is in it as it does by what is not in it, and the key is understanding how it all makes other players play. Consistently making other players choose to attack each other and not me, then taking advantage of their game state to quickly win the game, that is the key to Aikido wins. If a card can't do this basically by itself, plus have a multitude of other uses, then it is hard to justify. I could be wrong, but that seems to basically be the case for all those cards you listed, hence why they did not make the cut.

Deathbend on Martha Stewart's Home Cooked Deck

2 months ago

Why not add Curse of Opulence Curse of Vitality Curse of Vengeance Curse of Disturbance i feel they are the vibe you are going for

luther on Clue energy five color

2 months ago

I would put in Tamiyo's Journal and Ongoing Investigation and call it a day with the clues.

If you want artifact tokens of a single type to work with, thopters would be the tried and true. Thopter Assembly on its own goes inf with Time Sieve.

If you just want artifact tokens and don't care what, Curse of Opulence, Brass's Bounty, Revel in Riches, Storm the Vault, Mechanized Production, Thopter Spy Network will all net you quite a few things to work with.

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