Curse of Opulence

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon

Combos Browse all

Tokens

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.

Curse of Opulence Discussion

Sprinklshine on Competitive Ur-Dragon Deck: Flying Lizards v4.0

2 days ago

May want to consider more cards that help you survive until late game and deal with opponents threats without hurting your own. Cards like Earthquake can be a one sided board wipe in many situations, and it ca be used as early as turn 2. Would also recommend cards like Lightning Greaves and Swiftfoot Boots for protection and possibly haste to get a combo out early. Also, a card like Fist of Suns could work to help with your mana issues seeing as mana selection doesn't seem to be a huge problem, and if you're having trouble getting the right mana, playing Curse of Opulence on the most dangerous player or even yourself if you are being targeted can make casting your spells for almost free incredibly easy. Lemme know whatcha think of these suggestions :).

multimedia on Davy Jones Pt.2

3 weeks ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

SwiftDeath on Long Live The Queen

1 month ago

CNobre I agree the lands have had issues in the past, that is why I run Curse of Opulence , All the Talismans, Land Tax , Weathered Wayfarer , Fellwar Stone , and Wayfarer's Bauble . It is a high risk high reward as I want to minimize my potential to draw land later in the game when I stabilize with queen marchesa. That is also why I run land tax and solemn even though I only run 6 basics. It is to thin the deck and help get to the lands I need early but after turn 6 I don't need land anymore. The low curve also complements my 3-4 drops as I will always have something to do early in the game. I usually don't like to cast my commander turn 4 unless I have a way to protect her ie Mother of Runes and debating Giver of Runes too.

I agree with your reasoning with Skullclamp as you have more creatures to take advantage of the effect consistently. It is a much stronger card in your deck.

As far as high drops Im thinking about dropping Teysa, Envoy of Ghosts in favor of Winds of Abandon . A one sided board wipe is always good no matter what.

Now that I think about it Im gonna take out Helm of Kaldra for Sword of Fire and Ice . Now I'm debating Darksteel Plate .

multimedia on Marchesa, Queen At Arms

1 month ago

Hey, I see why you're confused if you're going in the right direction because your deck is kind of all over the place. There's lots of good cards here, but I think you can reduce the themes and streamline the strategies.

Consider increasing the pillowfort theme? Increasing the token theme? Decreasing the combat themes (first strike), equipment theme and politics themes? In my opinion combining pillowfort and token strategies are the only themes you really need because both these themes require a lot of setup and they both strengthen each other. If you add other themes to these two all they will do is disrupt the ability to pillowfort.

Consider Luminarch Ascension ? It's a good win condition mana sink for pillowfort and token strategies. With three opponents it can activate fast. Windborn Muse is an upgrade for Baird, Steward of Argive . Consider Aura of Silence ? It's good opponent disruption making it more difficult for them to cast mana efficient artifacts and enchantments.

Other than Sun Titan you're not playing reanimation strategies. Consider Rest in Peace or Containment Priest ? Peace is more expensive price, but it affects everything. Consider Knight of the White Orchid ? It's a great card for land ramp in white especially since you're playing Plains Shock lands and Mistveil.

Depending on the budget of cards you want to add, Elesh Norn, Grand Cenobite , Ethersworn Canonist , Twilight Prophet and Elspeth, Sun's Champion are good here, but they're all expensive price. Elesh or Elspeth are an upgrade for Teysa. Both Elesh and Elspeth are very good finishers for tokens. Canonist shuts down some decks and Prophet in combination with a token strategy, getting the city's blessing fast, can give you lots of value.

Consider Kher Keep ? A repeatable way to make tokens that's a land; make a blocker at instant speed. Bitterblossom or the less expensive price, but much worse Dreadhorde Invasion are other good repeatable sources of token. Ophiomancer can be a repeatable source at each upkeep of a token that has deathtouch making it a good blocker on each of your opponent's turns.

Wrath of God as well Day of Judgment or the more expensive price Damnation or Toxic Deluge are cards to consider adding. Board wipes are good with pillowfort and the token strategies since tokens are being made from repeatable sources. Cursed Totem or the more expensive price Linvala, Keeper of Silence is opponent creature disruption since you're not relying on your creatures activated abilities only their ETB or static abilities.


Cards to consider cutting:

If you like some of these suggestions I offer more advice about why I think these cards can be cut. Good luck with your deck.

tetsuothecat on No lands

1 month ago

So for me, first, I would take out the follow for sure... Ramos is made to ramp with colors... so these shouldn't be there... I'm not linking all of the cards ... sorry... Orbs of warding, Spidersilk Net, Lodstone bauble, kite sheild, herbal poultice, Gustha's Scepter (maybe), fountain of youth, bone saw, acorders sheild, catar sheild, darksteel relic, Delif's cone... Basically the non-useful 0 cost artifacts... there's a few i'd keep but those should be removed... they'd be great if you did a jhoira colorless storm combo but not here i don't think... Then for sure add Curse of Opulence , and then maybe birds of paradise, any elf that makes 1 mana and is 1 mana... the talismins maybe? If you can put in lion's eye diamond, mana crypt, Chrome mox and Mox opal and the new one for horizons... there are plenty of artifacts in the creatures that i'd remove but again, i think i understand what you're doing... you need draw power otherwise... could throw a jhoira in

Cyfer on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 month ago

Wow, thanks for the huge reply. Let me work through this-

Treasure Nabber : so, I did in fact get this idea from an older version of your decklist and I've ran with it ever since. Essentially my deck has turned into IB/artifact tomfoolery as an alternate wincon. I have won quite a few games with the Mycosynth Lattice , Nabber, Blood Moon combo, because my playgroup is heavily non-basic dependent and nothing feels better than saccing my new-found artifact mountains I just stole. Goblin Trashmaster has also came in really clutch with the Lattice and so has Goblin Welder . Hellkite Tyrant also fits into this theme but I haven't had a chance to use it yet, it's my most recent addition to the deck. And of course Daretti, Scrap Savant ties it all nicely together, I've had her emblem out a few times, which is pretty much game winning with a Lattice on board. With all of that said, the Artifact theme in this deck is highly up for debate right now in my mind and people I've asked. I'm very much on the fence about keeping the Lattice and Nabber in myself, and if they go then Hellkite most definitely goes. Also Lattice+ Vandalblast has pulled me out of many lost games and turned them into resounding victories (I also used to run Shattering Spree ).

Goblin Goliath : He is not being used. I have been on the fence about putting him in for a while now. I don't really know what to remove, and he is a lot of mana to utilize if I want to use him (he'd be a fat removal target for my meta, so I'd have to use him ASAP). I definitely want him in though, he's a strong contender.

Vicious Shadows : this is also a new addition. Boggart Shenanigans is great but I've never really made it work too well outside of like, two wins that I can recall. Shadows is expensive, but with Gauntlet of Power , Nykthos, Shrine to Nyx (which I can reliably grab with an Expedition Map , that cost is almost negligible, for a lot more disgusting effect. But like I said, new addition, I don't know if it is worth a crap or not yet. With the cost in mind, I do plan on running an Extraplanar Lens when I upgrade to Snow lands, alongside the Gauntlet and a Shrine to Nyx, high mana costs with very few lands aren't usually much of an issue. But if Shadows falls flat a few times I am definitely putting Shenanigans back in I think. The potential is just too high for both cards.

Raid Bombardment : So I used to run this one. I like it in theory a lot, and I want to find a spot to put it back in, I just haven't seen it with great results usually. Granted, that was with different playgroup then now, where typically me swinging with goblins means they die in vain, whereas I was much more likely to win with a Goblin Bombardment , which is my baby, and I have used with Shenanigans as well to win games.

Glacial Crevasses : it's been on my radar for a long time. It is 100% the next upgrade for my deck, I was just hesitant to spend so much on snow lands for a long time, since I am still not sold on how many I need exactly. Frankly I think I made a mistake holding off on this particular upgrade for so long (like I mentioned, I've been following this decklist for over a year now after I built my first iteration of IB).

Reverberate / Fork / Wild Ricochet : I love the idea, I really do, but I ran them in my deck for a long time and have hardly used them to any meaningful effect. Ricochet is never going back in, but Reverberate and Fork I want to keep/put in, I just noticed they were usually dead in hand. They're near the top of the list of card I'll put back in, it's just finding space for them. I've never drawn into a game winning combo with them unfortunately, but the theory behind keeping them is solid.

Reforge the Soul : I used to run it, then took it out because I just didn't utilize it enough. Memory Jar is one of my more recent upgrades and I am a big fan. I just put Reforge back in because of Vicious Shadows . Time will tell if I keep either, since Slate of Ancestry also usually ended up falling flat for me.

Ancient Tomb : is also scheduled for the next round of upgrades, thanks for the suggestion! Valakut, the Molten Pinnacle does work, and I think I will also be ordering a Bloodstained Mire with it as well.

Chandra, Fire Artisan : Love her, would highly recommend. Cards effects like Commune with Lava are awesome, and have usually always performed well in this deck. Added to that is the fact that I don't have to spend mana for that option past the first turn to cast her, and she is also another target that distracts from myself, and if I can ult her (I haven't been able to yet) then it's just icing on the cake.

Expedition Map : Yeah frankly I think this is kind of a bad pick too, thinking about it now. It's mainly just in there for Nykthos, since Nykthos is a little more critical now that my average curve has gone up a tad bit. Another mana rock would probably suit me better and more consistently. I know you mentioned a Mana Vault , but what else do you think? I am thinking Basalt Monolith , Gilded Lotus , or a Thran Dynamo . Leaning heavily towards the Monolith and Gilded Lotus. Granted, they're more expensive to get out than Vault, but the 4 cost associated with Vault kind of puts me off of it, idk.

Ghirapur Orrery : I think you have this mixed up with Vedalken Orrery . Ghirapur is super value for me, letting me sac two lands, then play those two lands with Crucible of Worlds , and I'm also frequently out of cards in hand. I'd be willing to remove it for a similar effect though, if I knew one that existed.

Curse of Opulence : I like it, great suggestion.

Rings of Brighthearth : I've wanted this card for ages and kept putting it off because of price, and now it's even more expensive. RIP. I do want to add it asap. Not sure what I would do with Sculpting Steel

Spine of Ish Sah : I want to change this but I can't justify it. It just combos with Welder too well. But Scour from Existence has been on my mind for a long time now solely for the exiling. Haphazard Bombardment seems awesome tbh, that might get picked up by me eventually.

I thought more about it, and you're right, I think Damping Engine is the superior option. It will probably be going in. How do you feel about Door of Destinies ?

Sundial of the Infinite : My meta runs a lot of board wipes, but tbh thinking about it, they don't often cast them on my turn, so this is probably largely useless for me.

Meekstone has always hindered me more than helped me, and not super useful in my meta, but I think it's high time Crawlspace made a return. Kazuul, Tyrant of the Cliffs is actually insane, that may beat out Crawlspace for me. Wow.

Bottom line is I am heavily thinking about scrapping the heavy artifact theme and going with a more focused deck. I'm just hesitant because the cards in question have won me many games.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 month ago

CyferHey! I took a look at your deck, and from what I can tell (as you said, I don't know your meta) I think you may just need to tweak your playstyle more than your deck. First off though, here is what I would switch up:

Creatures

Treasure Nabber : If you got this from my list, it was really just to troll my playgroup. It turned out they didn't have enough manarocks to be able to justify Nabber, and Lattice is expensive, and sets you up to fall victim to it yourself. If your meta has a lot of manarocks it may help, but this would be the first thing I cut.

Are you running the Goblin Goliath from your maybeboard? If not, definitely do that! It is very, very strong.

Enchantments

Vicious Shadows : I've never really liked this card, especially since I was always trying to stay so low to the ground, run as lean as possible on lands, and be able to rebuild after wipes. Maybe a Boggart Shenanigans in it's place? It won't hit as hard, but it will be a lot easier to get down, and can still be used politically.

Raid Bombardment is one of my core cards, and has won me a huge number of games. You don't get a lot of combat steps (for many reasons), so you have to make each one hit as hard as possible!

I would also considered switching to Snow-Lands (price should drop a lot with Modern Horizon printing) and getting Glacial Crevasses . It is seriously strong, and has saved my ass and helped stall until I could rebuild a number of times.

Instants

Fork Reverberate : I originally wasn't too keen on these, but added them almost on a whim, and I have been very happy with them so far. Being able to protect a cast of Blasphemous Act or doubling a Price of Progress or Goblin War Strike is huge.

Sorceries

Reforge the Soul : Honestly something I would like to revisit is having more wheels. I definitely like Memory Jar the most out of all of them, but Wheel of Fate / Wheel of Fortune and Reforge are something I want to try again. It's been a long time since I had Fortune in the deck.

Lands

Only suggestion is Ancient Tomb , the recent reprint dropped the price significantly. I especially your Valakut.

Planeswalkers

No issues here. Are you liking the Chandra?

Artifacts

Based on what you are already running, I think this is where you could have the most impact.

Expedition Map : I don't think this is as good unless we can recur it a lot.

Gauntlet of Power : Not a bad include, especially for the little buff, and would help rebuild more quickly after wipes, or more safely sac a few more mountains without losing mana output.

Ghirapur Orrery : I ran this for a long time, and ultimately ended up removing it because of just how rarely it would actually help me. My biggest struggle is having cards in hand AT ALL, not wishing I could cast something on someone else's turn. Maybe you have more luck with it than I did.

A few more mana rocks would help with safely saccing lands or rebuilding after a wipe. Crypt is costly, but maybe Mana Vault , or one of the plethora of 3 cost ones? Alternatively, Treasonous Ogre can be fantastic, and generates mana at instant speed! Maybe even Curse of Opulence

Rings of Brighthearth : I wish this wasn't as expensive, because I seriously get a lot of use out of this. A backup to Illusionist's Bracers that also hits a lot of things bracers can't is really, really nice. Maybe a Sculpting Steel if you don't want to drop that much on the Rings?

Spine of Ish Sah : I ran this, as well as the 7 cost instant version, for a very long time. This is a very hard slot to fill, and I wouldn't say I've ever been completely settled on the non-artifact removal portion. Chaos Warp is obviously a staple, and I've even tested Haphazard Bombardment for some non-enchantment hate, but I'm hoping Modern Horizons will get us some red or colorless stuff to work with.

As far as the list of other artifacts you are considering:

Ward of Bones : I'm leery of most non-Goblin cards over 5 mana, but this seems good if you can get a bit more ramp in the deck (mana rocks mostly).

Smokestack : I tried this at one point and that fact that it is symmetrical ended up being too hard to fight out from underneath. I would be more apt to run a Mana Web (which I am actively trying to get back in the deck) for disruption, and a form of protection on my turn. The number of spells I cast on opponent's turn is like... two (fork/reverb).

Damping Engine I would run this before I would run Ward. It's better in almost every way I think.

Ruination : Strictly a playgroup thing. My choice to go with "mass land dysfunction" instead of destruction was for in game politics, and also personal preference.

Sundial of the Infinite : What things would you want Sundial to help with?

As far as other protection based artifact suggestions, I would say Meekstone and Crawlspace would be my first picks. I also enjoyed Kazuul, Tyrant of the Cliffs for this purpose, and he is protecting a mountain pass, perfect!

That's all I can think of for now. Let me know what you think!

Stefouch on Art of Saheeli [Oathbreaker]

1 month ago

Update 2019-05-19

First playtests led to many changes:

  • Flux Channeler out for → Phyrexian Revoker : Does not enough for the deck's strategy. Replaced by something new to test. Pithing Needle is already strong.
  • Pyroblast out for → Chaos Warp : Pyroblast is a strong card, as you will most of the time encounter at least one blue player in a game pod. At worst, you may discard it to loot effects. But the Oathbreaker format allows only 60 cards and therefore available spots for suboptimal cards are scarce. Plus I don't play enough loot effects in the new version of the deck. Replaced by another removal.
  • Faithless Looting out for → Retrofitter Foundry : Replaced by something new to test with cmc-1.

Manabase and ramp changes:

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Curse of Opulence occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%