Curse of the Bloody Tome

Curse of the Bloody Tome

Enchantment — Aura Curse

Enchant Player At the beginning of enchanted player's upkeep, that player puts the top two cards of his or her library into his or her graveyard.

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Trade

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Want (2) Ariadusk , Ooiyyy

Printings View all

Set Rarity
Innistrad (ISD) Common
Promo Set (000) Common

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Legality

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

Curse of the Bloody Tome Discussion

LadyZ on

4 months ago

Some curses are better than others. I'd cut Curse of Vitality for sure, it won't really influence other people that much. Curse of Shallow Graves is pretty situational as well, and Curse of the Bloody Tome can actually help the opponent.

Navigator's Ruin i'd only run if you really want to mill, and Kaya's Ghostform won't often help as much as you like. I really don't see what Shield of the Realm wants to do here, nor Strider Harness .

I'd cut the guild lockets and replace them with the signets.

For some cards to add, i'd recommend at least looking at Bident of Thassa for card draw, Sigil of the Empty Throne , Etchings of the Chosen , Smothering Tithe , Intangible Virtue , Divine Visitation , Etherium Sculptor , Magus of the Moat , and Sphere of Safety

I can come up with some more suggestions if you like, these are just off the top of my head

Kjartan on Common Mill

11 months ago

I don't see how just trying to race people with the fastest common mill cards are going to win any games. I think having cards that both accomplish your game plan and interacts a needed to have a chance to grind out a win, because just casting Jace's Erasure s and Curse of the Bloody Tome s without interacting will make you eat losses due to your opponent simply being faster almost all the time.

I would at least drop Chronic Flooding for some interaction as that card does nothing in the late game, gives your opponent complete control over how much it hurts them in the eraly game and only mills a decent amount of cards if your opponent is mana screwed.

Torchess on Run Of The Mill

1 year ago

I don't normally comment but I see someone else also loves the idea of edh mill :)

IMO in commander spells that are targeted like Fraying Sanity or Curse of the Bloody Tome are worse than global effects like Memory Erosion. It doesn't matter if it's 1v1 commander, but anything in a group setting makes them worse. Stuff like Hedron Crab and Curse of the Bloody Tome can too slow for 100 card decks. You're not guaranteed to play them early and by the time you mill 10 or 20 cards they'll have their commander and some other nonsense to just end the game. Some people play Kozilek, Butcher of Truth so milling them out is impossible without Leyline of the Void

Even if you're all into mill, some board wipes like Black Sun's Zenith or Killing Wave can really save you.

Some cards which might help are Ashen Powder Whispering Madness Soul Manipulation Dissipation Field Quest for Ancient Secrets Avatar of Woe Body Double Consuming Aberration Guiltfeeder Nighthowler Sepulchral Primordial Wrexial, the Risen Deep Entreat the Dead Wight of Precinct Six

if you're into zombies you can use Arcane Adaptation + Undead Alchemist + Waste Not

ThoAlmighty on Bant Insight

1 year ago

@bshred8: I like the Seal because it gets a hit off of Kruphix's Insight. I'm not terrible concerned with what's on top of my opponent's library because the milling is just an eventuality. Curse of the Bloody Tome is my only mill card because it is repeatable, I can get it off Insight, and if my opponent wants to remove it, that's fine because they only have so much enchantment removal. I don't care about other sources of mill or controlling what they mill, just that they eventually deck themselves.

Underoath709 on Drowning in Darkness

1 year ago

Damn that Wonder is a spicy include, I totally overlooked it before and I absolutely need one for now.

Living Death has put up results when I played it since I aim to have as many creatures in the yard as I can, which usually ends up being far more than any of our opponents, sometimes even more than them combined. Don't forget a lot of our creatures come in with EtB kill abilities, so consider this is on our turn we can arrange the stack as we want, meaning we can have those creatures go off first. Having a Phyrexian Obliterator, Duplicant, Hostage Taker, and Overseer of the Damned come in and wipe the 4 biggest threats on the board really makes Living Death more viable than you'd think, and with cards like Buried Alive you can pick and choose what you want on your board after the LD. Plus, you can always rip problem cards out early using SG's ability. Your meta might be more creature-heavy though, so be careful if so.

Keep running that Zombie Apocalypse btw if you like it. EDH is the flavor over function format and it's not a bad card at all, especially if you're running as many zombies as you are. My build barely runs any zombies at this point so I saw no success with it, but that card has a ridiculously high ceiling in a deck like this so have fun with it.

I hear you on the Cabal Coffers thing btw. I wanted one for a long time when I first got back into the game, but the more I play it the more I realize how much it sucks for me outside of mono decks. Crypt of Agadeem is where it's at and I'm happy to see it in this list.

So yeah, def like where this is going. Got some real spicy includes with cards like Training Grounds (which I want but am too cheap for after finishing off my modern decks) and Curse of the Bloody Tome which I'm gonna find some ways to add in. Really digging this list though, looks great.

Kjartan on Bounce and Swing

1 year ago

Okay, it's pretty decent.

But why Curse of the Bloody Tome.

You aren't winning with mill, and you basically don't use your grave.

Aven Fleetwing might not be what you want to do eiter. It's a very slow 4-drop, with no immediate impact, in a deck with 19 lands. (It's pretty good vs Jund though.)

Neurok Commando could be a replacement.

Brolamog_the_Infinite_Higher on The Azorius Defense Mechanism

1 year ago

I’ve experimented with W/G, W/R, W/U and Jeskai versions of this strategy to various degrees of success. As far as W/U Glare Lock is concerned, I found cantrips to be valuable in assembling the pieces as well as having access to Curse of the Bloody Tome as an inevitable win condition. As far as suggestions, I would add the curse simply because as of now you only have Guardian of the Guildpact as the only win condidition and even that isn’t great against Artifact creature decks. Curse of Chains and Azorius Signet seem like weird includes for the deck, and I would cut those in favor of additional creatures since 3-ofs and 2-ofs really hurts consistency. Finally, the reason I ultimately scrapped the W/U version of the list is due to the inherent anti-synergy between Counterspell and Cho-Manno's Blessing. Being able to cast one means you likely won’t be able to cast the other, and cutting either isn’t something I would recommend since replacing Blessing with Inviolability doesn’t blank your opponent’s removal spells. Counterspell provides protection, but only once AND doesn’t deal with creatures already resolved by the opponent wheras Blessing does both. Along with this restriction, I found adding Blue simply provided cantrips and as well as an alternate win condition, which is why I decided to make my own list Mono White.

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