Cursed Totem

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Classic Sixth Edition (6ED) Rare
Mirage (MIR) Rare

Combos Browse all

Cursed Totem

Artifact

Activated abilities of creatures can't be played.

Price & Acquistion Set Price Alerts

6ED

MIR

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Cursed Totem Discussion

Sgtpopnfreash on Oloro, Ageless Ascetic Life Gain

2 weeks ago

Looks like this deck could use cards like Aven Mindcensor and Cursed Totem

Rahvin_dom on Talrand

1 month ago

Profet93

ETB abilities are definitely more of a challenge. If you're facing lots of that I might suggest Torpor Orb to shut that down entirely. Not super political, but there are only so many functional Stifle cards.

Other stax abilities can be used too without affecting Talrand. If you face lots of reanimation, then something like Grafdigger's Cage can help a bunch. Cursed Totem shuts off mana dorks and a huge number of commanders.

And looking over the cards I agree that I have perhaps too few of the flexible bounce abilities, focusing too much on specifically creature bounce. I can probably fix that.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 month ago

Shadow12721

Welcome back! Glad to hear you've been having some success with it!! :)

Re: Sorcerous Spyglass vs. Pithing Needle - Full disclosure, I have no experience yet with the Spyglass yet, so I can only offer some theorycrafting on how to choose between the two... hopefully it is helpful!

In my mind, it all comes down to how much information you have vs. how much information you need. If you have the information you need, Needle is better; if you don't, Spyglass is better.

  • For threats on-the-board, Pithing Needle is obviously better choice since all the information you need is already available (on the battlefield)
  • Threats in hand are either (a) those you know about, or (b) those you don't. Pithing Needle is the better choice if you already know what you need to answer before it is played or even seen. For example, if you know your opponent's deck ahead of time and are aware of a "crux" on all their combo paths (i.e. Isochron Scepter), you can simply play it proactively to shut them down ahead of time (you can often make inferences about their plans by paying attention to their plays/drops, tutors, etc). In these cases, you might not actually need to see your opponent's hand to answer their biggest threats, so Needle seems the better choice. However...
  • Sorcerous Spyglass is the better choice if you don't feel you have enough information to answer threats-in-hand proactively. This might happen if you are playing against unknown decks (i.e. if you play new opponents at your LGS a lot), OR if your opponents have a variety of combos that don't share pieces between them. In these cases, you need the extra information to make the right play
  • Consider, however, that if you're already paying for Spyglass and you don't know ahead of time what you want to name, it might be worth considering a more general/versatile answer such as Cursed Totem or Damping Matrix. A Pithing Needle effect is a killer precision strike against a key activated ability; but if you don't need that absolute precision, it might be better adopting a more general answer at slightly greater cost.

KingMathoro on Countering Breya, Etherium Shaper?

1 month ago

So you're running the The Locust God for your R/U deck. Whose in charge of the G/W deck?

Because currently your main ways of dealing with her with the R/U are probably going to be things like Swiftfoot Boots, Lightning Greaves, Null Rod, Damping Matrix, Cursed Totem, Pithing Needle, Encrust and also save all the counterspells in the world for Breya. Just keep her off the field. Yes I know the Totem and Matrix mess with you too but you really just want his trigger. Not his ability per se. Once I know what you're wanting to do with the G/W deck then I give you some more options. Because I don't want to recommend a card recklessly without seeing what the deck is supposed to be doing.

Leptys on Gitrog Dredge Combo [Primer]

2 months ago

@Makkimakki234

It loses to Rest in Peace effects including Leyline of the Void, creature theft like Gilded Drake, and extraction effects on Dakmor Salvage (especially Praetor's Grasp because that way you can't take it back via Riftsweeper). Cursed Totem/Linvala, Keeper of Silence will also slow down Gitrog considerably, especially Linvala because it's so hard to remove with our particular removal suite.

Those are the "special tech" against the combo itself, but really the most glaring weakness of the deck is removing Gitrog when it hits the table or countering it. The main goal for Gitrog is to have a discard outlet and the general on the field at the same time, so it's important to make sure that never happens. Gitrog also is a very powerful value engine, which is why it should be removed as soon as it lands, as getting extra draws and dredges can quickly win the game for her. In short, run more cheap creature removal and cheap board wipes.

Instant-speed grave hate works as well, but it's harder to pull off and you will need more than one instance of it. Scavenging Ooze helps here, as you can repeatedly try removing Dakmor or Kozilek in response to the shuffles depending on the situation. Mainly your target should be Kozilek, but if you're sure the Gitrog pilot can't put any lands to the graveyard in response to your exiling activations, then go ahead and target Dakmor instead. Just remember that the pilot will have more and more resources to nullify any exiling effects targeting Dakmor the more lands they draw, so be sure to target Dakmor immediately when they start going off if that is your goal.

Zeitloup on Unesh Ball

2 months ago

I'd work in Delayand Flusterstorm.

Cursed Totem/Grafdigger's Cage/Windfall are also pretty decent suggestions.

PartyJ on Nath of the Stax Leaf

2 months ago

Hi,

I will highlight a few cards which I think are not optimal for your Stax build:

  • Doubling Season : Too expensive for what it does. It only gives you an extra token, which is not a big deal in the mid/endgame of the game when playing Stax. It's a card that does nothing the turn it comes into play, which is not threatening at all for your opponents
  • Dosan the Falling Leaf : Im not fan of this card, since you suffer from it as well having 11 instants
  • Joraga Treespeaker : Is too slow if you ask me. The levelup can only be played on sorcery speed and most of the time you want to use your mana to play other threats.
  • Parallel Lives : Mainly the same as with Doubling Season. I feel it takes a place which can be used more efficiently.

Cards to consider:

  • Abrupt Decay :Great and effective removal spell that can eliminate nearly any threat that you oppose. So diverse!
  • Cursed Totem : In EDH it is a great Stax effect for stopping MANY commanders. The impact is great in multiplayer.
  • Necropotence : A great draw spell that refills your hand like crazy...
  • Golgari Signet : Easy include for ramp and color fixing.

Also the amount of lands seems too tight. To avoid mana screws, based on your decks cmc, I would at least suggest 32 lands as minimum.

Hope I am of help for you :-)

PJ

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

2 months ago

Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.

First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.

Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.

Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.

Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.

Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.

Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.

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