Curse of Vengeance


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

Printings View all

Set Rarity
Commander 2016 (C16) Rare

Combos Browse all

Curse of Vengeance

Enchantment — Aura Curse

Enchant player

Whenever enchanted player casts a spell, put a spite counter on Curse of Vengeance.

Whenever enchanted player loses the game, you gain X life and draw X cards, where X is the number of spite counters on Curse of Vengeance.

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Curse of Vengeance Discussion

keatsblue on Literal Everlasting Torment

1 month ago

Yeah, seriously thought about adding Ghostly Prison and Sphere of Safety. The only problem with Curse of Vengeance is that it won't be as effective due my anti-lifegain components.

ZendikariWol on Literal Everlasting Torment

1 month ago

Okay. Now that I'm seeing this deck's vision a little more clearly may I suggest the vows (eg Vow of Duty)? They would be immensely helpful in prompting opponents to kill one another. Not only that, but how on earth do you go on without Ghostly Prison and Sphere of Safety? Yes, they draw hate, but what can your opponents do about it? Also maybe Curse of Vengeance would be fun?

Deathbend on Martha Stewart's Home Cooked Deck

1 month 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

colton815 on About triggers abilities that "look ...

1 month ago

this is really a silly question. the Curse of Vengeance is exiled before you lose the 3 life, so its never on the battlefield when you lose to begin with. it should be painfully obvious that it wouldnt still trigger.

Tyrant-Thanatos on About triggers abilities that "look ...

1 month ago

In your specific example, Curse of Vengeance would not trigger. It only triggers when you lose the game. Not when you have 0 life, when you lose the game, which doesn't happen until SBAs check and say "hey this guy/gal has 0 life, he/she loses the game". So regardless, by the time you actually lose the game, the curse has been exiled.

As for spells and abilities "looking back in time" so far as I'm aware (and I could be very wrong on this), the only time this happens is when a card is looking for information about an object which no longer exists. Fling for example, has to "look back" to find the creature's power.

Argos on About triggers abilities that "look ...

1 month ago

Hi there, I'm having some issues here: Suppose I'm playing a multiplayer game. Im being cursed by another players aura: Curse of Vengeance and I'm at 3 life. Suppose I want to do an ultimate sacrifice by exiling the aura and killing myself with Anguished Unmaking. Does it triggers anyway?

I know that some trigger abilities look back in time after an event (rule 603.10), but in this case the sequence would be: Anguished Unmaking resolves, I go to zero life, game checks for any trigger ability, then state-based actions (SBA) are checked, and I lose the game..

The key question is: triggers abilities that "look back in time" after an effect occurs, do they wait for SBA to check and then look back? Or they look back before any SBA are check (just after finishing some event)?

Sorry for my English, it's not my native language.

Terag13 on Ultimate Value Lifegain

3 months ago

Ajani's Mantra for Karlov triggers every turn.

Archangel of Thune for everyone to get big.

Baneslayer Angel because who doesn't want a demon and dragon killing angel.

I don't want to tell you about this but Batwing Brume

Cleansing if you want to be a ahole.

Boon Reflection Curse of Vengeance Nyx-Fleece Ram Patron of the Kitsune Purity Serra Ascendant

Juppe on Queen Marchesa: Politics, Aikido, and Control

3 months ago

precociousapprenticeThanks for the huge analysis. I get some of your points and I think the main problem between our positions is that I simply run a different form of Pillowfort.. Usually nobody is actually able to attack me, so giving my opponents 2/2 zombies is actually good to let them kill each other or work out something in their circle while I sit behind my pillow fort and beeing not attacked/considered as a threat at all.

Therefore Curse of Shallow Graves and Curse of Disturbance are a lot better in my list than in yours..

Regarding Curse of Vengeance I have to admit that I never tried out playing this paticular one.. After I return to my home playing group (due to being abroad for half a year right now...) I surely can say more how people really react to this kind of "threat"/reward".

Duelist's Heritage is as good as you said but may be considered as too powerful being on your side of the field, I think. Curse of Bloodletting is actually a lot better than you think. Not only putting a metaphorical but an actual red target sign that says "if he/she gets outhanded, just kill him/her, it's a lot easier now". I usually put that thing on the one who's already ahead of everybody to make it easier to take him out and lead the group in that direction..

Probably I'm going to cut Trespasser's Curse as it doesn't really mark somebody as a target, as you said :) Suture Priest on the other hand is too oppressing for the whole table and marking myself as a target, therefore not good at all but a good example for effects that are similar to this curse.

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