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Curse of the Pierced Heart
Enchantment — Aura Curse
At the beginning of enchanted player's upkeep, Curse of the Pierced Heart deals 1 damage to that player.
Curse of the Pierced Heart Discussion
5 months ago
5 months ago
Whenever more than one replacement effect attempts to modify a certain event, the affected player or permanent’s controller decides which one to apply. After that, if there are still applicable replacement effects, they are then applied.
In this scenario, the order of the replacement effects don’t matter. What’s important here is that one Curse of Bloodletting ’s effect will be applied, doubling the 1 damage from Curse of the Pierced Heart . However, the replacement effect from the second Curse of Bloodletting is still applicable so it doubles again, for a grand total of 4 damage dealt.
6 months ago
Hi Zequen! Thank you for your comment :)
Wow, that combo is neat! I may try it one day, actually I already have Havoc Festival in my collection!
You're right, I lack small creatures, so I'm considering addition of more Rakdos-enabling possibilities. Often I ramp pretty fast, so casting 5 or 6-mana-cost creatures isn't a problem. I also have a lot of draw to help me drawing more or less anything I want!
Your example of Curse of the Pierced Heart isn't good because it works only on enchanted player's turn, it should work on my turn to let me cast Rakdos, Lord of Riots . Honden of Infinite Rage would be better in that matter. I am focusing on methods that don't use additional mana resources, like Earthquake or Pestilence . I once used Nettle Drone and Gut Shot but I tried to remove all cards that would be not generic or flexible enough. Cryptolith Fragment Flip looks reasonable :)
I will consider adding Indulgent Tormentor , but Bloodgift Demon is better, and already present in my deck :)
In my opinion there is no such thing as too much mass removal :D It's just too good when your opponents are faster than you.
Xantcha, Sleeper Agent is interesting. I'll look for her in my friends collections! When it comes to Mana Geyser and Neheb, the Eternal I don't think I'd use that large amounts of red mana. My deck consists mostly of colorless and black creatures, and I don't think it would have big impact on my plays :)
Thank you a lot for your advice!
6 months ago
Let me introduce to you my favorite rakdos combo Havoc Festival + Wound Reflection . With this they have a turn to find an answer or the die. With the alternate win condition section I assume you aren't against them and this one has value when not together as well.
For comments on the deck. You have no early game power creature wise. The smallest creature you have is Solemn Simulacrum . Considering you have alot of rocks and ramp it may be ok. But to me it looks like you want to act fast and you have like 3 card that can get the damage in to allow you to cast Rakdos, Lord of Riots . Which is what helps you cast end game spells. Many people try to solve stuff like this with Earthquake like effects, or if you are desperate Curse of the Pierced Heart . You can also lols people with Pestilence or similar effects. As you can essentially use it to fulfill Rakdos, Lord of Riots damage opponents requirement, then you can use it to effectively pay 1 Black Mana to reduce the cost of your creature spells by 3.
I would be careful with all the field wipes, you have many great creatures and field wiping alot is counter productive to that strategy. I would replace the field wiping demons to Bloodgift Demon and Indulgent Tormentor instead, as they would be great adds to the deck as the could fulfill the damage requirement and give you card advantage.
I would Personally try adding in Xantcha, Sleeper Agent , as it is card draw and while it is out you can pay 2 extra to cast Rakdos, Lord of Riots . Following the game plan of Rakdos, Lord of Riots you should think about Neheb, the Eternal as well, as it plays the game of damaging people to get "Mana" to cast big spells. A surprise card you can get people with is Mana Geyser as it can easily get you like 12-17 Mana on turn 5 in a standard commander game (4 people).
7 months ago
Darth_Savage, Thanks for your feedback! This is actually kinda inaccurate. I mainboard Fiery Temper, not Curse of the Pierced Heart. I usually don't get enough black mana to use Alms of the Vein, in my experience. Also, the 14 lands may seem too low but has yet to be a problem Frankly, I just mulligan to at least one land and a Faithless Looting, or Runaway Steam-Kin and Simian Spirit Guide. I need to get Blackcleave Cliffs for my mana base as well.
I run the Gurmag Swiftwing for its flying. It's replacing Falkenrath Aristocrat. I understand the Pyromancer Ascension and Quest for Pure Flame, but it is my response to Lantern Control, which tends to prevent me from getting any burn spells. The Curse lets me use attrition against them.
Reckless Rakdos (Ideal) Is the better version of the deck.
9 months ago
Flip Mesa Enchantress Sphere of Safety Open the Vaults Torment of Scarabs Curse of Exhaustion Curse of the Nightly Hunt Curse of the Pierced Heart Curse of Oblivion
Curse of Vengeance Curse of Shallow Graves Open the Armory Chromatic Lantern Arid Mesa Isolated Chapel Norn's Annex
10 months ago
Some of the mechanics of this deck different than typical Burn, Pyromancer, Storm, Goblin, or Hollow One decks. In 8-Flame you want to increase the number of damage triggers on a specific turn while you benefit from +2 damage and double damage modifiers.
I'd like to clarify the use of several cards for StopShot and anyone else who's been wondering about card choices.
Regarding Monastery Swiftspear and prowess triggers, there are actually 14 noncreature spells and an additional 20 lands that can be used as "retrace" targets of the noncreature spell Flame Jab. That means more than half the cards in the deck can trigger prowess!
Unfortunately Curse of the Pierced Heart must deal damage during the opponent’s turn when it should not or cannot be modified by either Quest for Pure Flame or The Flame of Keld, respectively. If Curse of the Pierced Heart trigger on it’s owner’s turn after the draw step, it could be a staple in this deck.
The graveyard card sources for Grim Lavamancer include the 8 self-sacrificing creatures Spark Elemental and Keldon Marauders as well as the 8 Flame enchantments, the 4 Flame Jabs (only one Flame Jab needs to remain in the graveyard for “Retrace”) and some of the 20 "Retraced" Mountain cards. The Scorched Rusalkas can sacrifice your other creatures on demand. Most of the deck and go to the graveyard and fuel the two Grim Lavamancers!
Scorched Rusalka has more good uses. It can sacrifice itself and other creatures you control after combat the same turn that Quest for Pure Flame and The Flame of Keld are increasing damage. (You can achieve as much as 6 damage for each creature sacrificed with just one Quest for Pure Flame and one The Flame of Keld modifying the damage!) Scorched Rusalka's ability can also be done at instant speed in response to removal. Scorched Rusalka helps fuel Grim Lavamancer.
Having cleared up reasons for card choices, I do appreciate your advice. Goblin Guide, Fanatical Firebrand, and Goblin Grenade are attractive options. I may try them later in a goblin variant of the 8-Flame deck!
10 months ago
Hmmm, given noncreature spells don't even make up a quarter of your deck I doubt you are getting much advantage using Monastery Swiftspear's prowess ability. I'd recommend cutting it for Goblin Guide or Fanatical Firebrand.
Impact Tremors is only really good if you're spamming tokens or using something like Norin the Wary. Once in top-deck mode you'll only be playing one creature for turn if you're not drawing lands or non-creature spells. I would run Curse of the Pierced Heart over it, because it's much more consistent and deals damage practically the turn it comes into play.
Grim Lavamancer is only really good if you find it easy filling up your graveyard. Most burn decks run a bunch of burn spells and fetch-lands to fill up the yard so that they always have fuel to burn. Yours lacks this and you definitely don't want to exile a flame jab if you can help it. There are some discard effects, but I don't think it would sustain a lavamancer for enough turns that you'd want it to. Maybe consider Flameblade Adept, but more discard effects would probably be preferable for it too.
Scorched Rusalka is kind of dinky. I understand sacking the Marauders and Elemental for value does seem good, but for 1 damage doesn't feel like that good of a deal. I think Hellspark Elemental would end up dealing far more damage for you.
I think if you were to running Goblin Guide and Fanatical Firebrand with your Goblin Fireslinger and maybe cut out two mountains for 2 Mutavaults you could probably justify running Goblin Grenade which would probably help give your deck more of an edge.
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