Curse of the Bloody Tome

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH 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) Common
Promo Set (000) Rare

Combos Browse all

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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Curse of the Bloody Tome Discussion

ThoAlmighty on Bant Insight

2 months 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

2 months 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

2 months 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

3 months 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.

qao50 on Mill and recreate

4 months ago

Removed:

1x Hover Barrier - Not a huge fan of defenders in decks as they usually stall out the game rather than add value.

1x Dreadwaters - not the most milling. if you had a higher land curve id say its fine.

1x Fog Bank - same as Hover Barrier

1x Returned Centaur - Not too useful as a creature, essentially paying 4 mana to mill four cards which you can get better value for.

1x Sidisi's Faithful - your deck isnt revolved around sacrificing and I dont think you have enough cards that you'd be okay with sacrificing for this to be viable.

1x Sigiled Starfish - Scrying is cool and useful, but once again more value can be added to this deck.

1x Wall of Frost - same as Hover Barrier

1x Wight of Precinct Six - Better options.

1x Mind Sculpt - In edh a one-use 7 mill card isn't worth. Every card should add good value.

1x Paranoid Delusions - If this deck revolved around unblockable attacking this would be good, but since it doesn't it's just a 3 mill card.

1x Reave Soul - This could also stay in, but most threats in edh are generally above three and this being a sorcery hurts its value.

1x Tormented Thoughts - Again, you don't have creatures to sacrifice, so I wouldn't use sacrificing as a function in this deck.

1x Chronic Flooding - This can be a good card if someone is mana starved, but more often than not it's gonna just make that one land go unused.

1x Macabre Waltz - Not the strongest way to get back creatures, getting them onto the battlefield is a more efficient use of your mana.

Addition:

1x Duskmantle Guildmage - can generate mill when you need and can combo with the first effect to do a LOT of damage.

1x Jace's Archivist - Drawing aspect, gets cards in graveyard, can give you a new hand. Great card.

1x Mortivore - this is Wight of Precinct Six on crack. Plus you can regenerate him.

1x Notion Thief - I'm almost mad I'm including this but this is busted. unfortunately, it'll probably get killed all the time.

1x Psychic Spiral - A lot of Mill potential.

1x Talent of the Telepath - seven mill and you get to steal one or two spells.

1x Diabolic Tutor - can never have enough tutors.

1x Mindcrank - This can honestly win the game.

1x Life's Finale - Board wipes are always nice.

1x Stolen Identity - Copying shit is nice, but the cipher is what makes this so good.

1x Manic Scribe - Not the strongest but can be nice. assuming its later in the game, four card types should be in the graveyard so thats 3 mill every upkeep.

1x Traumatize - Fuck this card.

1x Soul Manipulation - counter that also mills.

1x Whispering Madness - spell version of Jace's Archivist.

1x Startled Awake  Flip - 13 mill that can keep coming back.

1x Body Double - could probably get a better card to replace this. but late game when graveyards are fat this can come in handy.

1x Dimir Doppelganger - since you'll play other people who use graveyards, you can exile creatures from graveyards to make them unusable, while still getting your use.

Cards you can keep but I personally dont like in the deck:

Omniscience - omniscience is op and I get why you'd want it but your mana curve is pretty low and it costs so much that I doubt youd get it out and make use of it.

Altar of the Brood - I dont know how this plays in games, but you're not getting out a lot of permanents so i dont see how this works too well.

Gravepurge - this lets you get back any creature into your hand, which is good, but you could just get a card that puts it back onto the battlefield.

Thoughtscour - this is realistically just a draw card.

Ultimate Price - that monocolor restriction holds this card back so much. Doom Blade would be better if you want it to be a low price.

Ashiok, Nightmare Weaver - I dont know how to feel about this, the exile feature kinda messes with your use from the graveyard style but you can use the second effect to get some of the creatures. It puts all of those exiled cards into a world only he can interact with which makes him good and useful, but limits your decks synergy.

Animate Dead - theres a lot of revive from graveyard cards in this deck is all im gonna say. maybe too many.

Curse of the Bloody Tome - this is helpful and makes sure someones getting milled which is good, but two an upkeep isnt very strong.

Sands of Delirium - not bad and gives you ability to mill every turn, but this is only usable when you can't do anything since you need to have disposable mana.

Cards that should be abused more:

Sphinx's Tutelage - if you make your deck able to draw more this card can be ridiculously op.

Broken Cards you can add (may be Expensive):

Lich Lord of Unx and Undead Alchemist - are both great but you'd have to turn your deck into a zombie deck and it would make you rely less on other graveyards. I dont think relying on other graveyards is good. this could also add a sacrifice element and you could use cards like Altar of Dementia. - overhauling to a zombie deck would be expensive but i think it'd be really effective.

Tunnel Vision - this could be dumb busted, i saw a combo of if you have a card that lets you put on the bottom of someones library then use this you immediately mill them out. That's gay tho dont do that.

Trepanation Blade - this is some nice mill and adds damage and attack to a possibility of your deck.

Extractor Demon - you'd need to run zombies.

Dralnu, Lich Lord - i hate to say it but zombies is looking like the way to go. get more effectiveness out of your spells.

Phenax, God of Deception - if you want your deck to be less based around mill and more just blue black interactions this dude's good. can make a defender deck worthwhile. probably the best consistent mill card I've seen.

Havengul Lich - cast creatures from ALL graveyards. shit i might buy this guy.

Sewer Nemesis - good

Decree of Pain - boardwipes are op

Kyln on Rewind Grand Master

6 months ago

Regarding the Blighted Agent and Curse of the Bloody Tome I was looking for a way to win that cost me no mana (so that I could save it for Rewind), and that existing permanents from the beginning of the game could not stop. I think that swaping a Vapor Snag for Lightning Bolts is good, but I don't think that I have a way to deal with big creatures if I remove the Journey to Nowhere. If I had to replace it with something it would be Path to Exile, because I can bounce it with Soulfire Grand Master.

Thanks for all the suggestions! I have not really looked at this deck in a while.

ulmo on Rewind Grand Master

6 months ago

It runs real well with Opt and Soulfire Grand Master.

I would replace Vapor Snag and Journey to Nowhere for 4x Lightning Bolt and one more Opt. Steam Vents would be nice (you could leave one land up for either spell) but that shit is expensive.

I would drop Blighted Agent and Curse of the Bloody Tome for something more like Bonfire of the Damned as well as Spell Piercefor Soulfire Grand Master

Sorry for the quick comment earlier. Very cool combo (Rewind)!

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