Cut / Ribbons


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet Rare

Combos Browse all

Cut / Ribbons



Cut deals 4 damage to target creature.


Aftermath (Cast this spell only from your graveyard. Then exile it.)

Each opponent loses X life.

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Cut / Ribbons Discussion

Molochos on Hapatra's Creature Circus Agressive Control V3

1 day ago

thanks I think I cut 2 Cut / Ribbons for 2 Grind / Dust and then sideboard the others against ramunap red

JassemT on Jund Negative Counters

2 days ago

Mr. Bombastic. Thank you for your suggestions, and taking the time to jot them down. I've gone through them, despite having tried some of this when I first built the deck, until I see some of this on paper I can't be certain of some things. Though there are some of your suggestions that which I've already play tested through, which have worked they're ways out.

For your mana section. Attune with Aether, Aether Hub, and Harnessed Lightning have already been play tested out. Their usefulness is lost against Solemnity, which is a commonly sideboarded card against me. Most of the deck can be worked around Solemnity like Cut / Ribbons where Harnessed Lightning fails, and I do have enchantment removal. But, having it in the deck doesn't mean it's in the hand when needed. Also, 3 more lands is unnecessary, especially if you recommend 4 Attunes; cause this will cause the deck to flood out. (Take it from the person who plays the deck.) I'm noticing I have a rare mind set on mana, and I'm a rare person who is willing to take a chance at a slower pace Mana, for the other odds of untapped dual land entry. If I get a Blooming Marsh, one of the "Show Lands" and a Bicycle Land. I can turn 1 a Soul-Scar Mage and turn 2 a Hapatra, Vizier of Poisons. Let's stop there with that example. But I've had plenty of games of getting to 5 mana, all duals, and entering all untapped or the first one being tapped. I can live with that. Plus, the ability to ditch the Bicycle lands later, or pitch them with Hazoret the Fervent is nice.

For the Creatures section. Ammit Eternal is a strong creature. It synergizes well with only some of my deck. I can't speak for yours. With out Hapatra, Vizier of Poisons or an Obelisk Spider out, there isn't too much pay off to the Ammit. Which to skip ahead, if you haven't tried the Spider I would recommend it, especially if you get 2 of them out together. It's not just a synergy piece. The Spider helps deal with flyers, slows down RDW, and can survive a Sweltering Suns, much like an emptied Channeler Initiate. Hapatra, Vizier of Poisons is a key piece to the deck, can help get things started or can help catch up mid-game. Though once she's unable to get through to hit the player, her usefulness wears out. Unless there is an Ammit out, then I get a snake each time the opponent plays a card. Haptra can also recharge the Channeler Initiate, which is fun and helpful. Now I will humbly disagree with you on the Harsh Mentor. I would imagine some of this has to do with local meta. Against Man-Lands, B/G Energy, Electrostatic Pummeler, RDW's Ramunap Ruins and sh*t like that, he's a life saver and usually the "unsung hero". Plus, not EVERYTHING has to be synergistic. If that were the case, the version of this deck that's primarily Black and Green is more synergistic. Yet, the ones I've played against can't complete, even though they can compete. Same thing back to Hazoret the Fervent. Not every piece need be synergistic, some just helps win or close the game. Now I'll be fair that Samut, Voice of Dissent is really just a curve and flavor card, much like Glorybringer (Even though a Glory, with a Soul and Hapatra is fun.. but a lot of effort just for a snake.) If I make the Green/Black version of this, the Crocodile of the Crossing is a shoe in. But I'm not, so he isn't. He gives me snake, a single moment of drain, or a charge on the Channeler... I'll take Indestructible over that.

The rest section. Sweltering Suns doesn't have to only be fired off with a Soul-Scar Mage, Hapatra, Vizier of Poisons and an Obelisk Spider out. It's has a great use of clearing out insane boards like RDW's, Zombies, and that crazy B/W Token-Death-by-a-Thousand-Cuts. So, it's not really a dead card, perhaps just one that needs more experience behind it. Plus, it cycles for those few times when my board is crazier than theirs. For your thoughts on going wide, I think you've failed to notice that there is NOT a Nest of Scarabs in the deck. It was, then got worked out due to the value of Deathtouch against a Bristling Hydra. Sometimes I can go wide with some snakes, but they're more for defense purposes. For the Skysovereign, Consul Flagship, it is a new addition to the deck but it's done some work. You seem to be contradicting yourself at this point, where you mention going wide yet feel there isn't a way to crew 3. Ever seen a Skyship piloted by 2 snakes and a spider? It was hilarious. My next act will be Prowessing up Soul-Scar Mage to crew. Also, the damage it deals synergizes very well thanks to the Soul-Scar Mage, in the same way Glorybringer, Chandra, Torch of Defiance's -3 ability, and Samut, the Tested's -2 ability does. It doesn't have to kill everything, even if it just makes things smaller. An Exerted Glory with a Soul turns Rhonas and Kefnet into 1/1, kills Hazoret, and turns Oketra and Bontu into over-hyped 0/2. For Samut, the Tested, it comes back to mixing it up. Her -2 ability can produce 2 triggers of a Hapatra or Spider, whereas Chandra's -3 only produces 1 trigger. Her +1 ability on Hazoret is a kick in the teeth. Also plussing her on Soul-Scar Mage and swinging in with just him is a great way to catch people off guard, whether they block or not cause any or a combo of Shock, Abrade and Blur of Blades can sneak through more damage than was expected. Oops, the Blur of Blades is a sideboard update I've yet to do. I'll tweak this in the evening.

Again, thank you for the recommendations and suggestions. I hope I addressed some of them in a meaningful and explanatory fashion to at least help explain my rationale. Something I should put in the Description perhaps, is that this deck isn't meant to be all things negative, the G/B version is more so. This deck utilizes a lot of key Neg abilities to survive, have blockers, and kill Gods and Hydras. Most of your suggestions would more change the deck, rather than improve it. A friend of mine has built the G/B version that contains the stuffs you've mentioned. He's working to splash Red for.. well, red stuffs. I'll certainly put your thoughts to paper to see what it looks like, though my expectations will be based on comparison.

As a small point of fact, the FNM that was the day before your post, I took this exact mainboard to 2nd place in a ~16 ppl field, if that helps give you some confidence in this rig.

Thank you for taking the time to read this.


Pappyy1369 on U/R control

2 days ago

N4kk1 I was just trying to fill in my deck with 4 other cards. I already had two cards that make black mana, just was adding something else in. It does make sense to add more Glimmer of Genius and Abrade.

I probably will not add Cut / Ribbons it was just something I thought might be a good addition as well as the Cryptic Serpent I was just trying to find something that would fill the void of not having 4 Torrential Gearhulk

I looked at your friend's deck and I don't have THAT specific Chandra, but I do have Chandra, Torch of Defiance that I could put in for the time being.

I did play test and only got one game in but I did end up winning it 1-0

N4kk1 on U/R control

2 days ago

Get that Manalith out, it isn't any good in control decks. You don't ever want to tap out for it on early turns and in late game it is useless anyway.

Don't play Cryptic Serpent, not worth it. Add like more Glimmer of Geniuses or Abrades or something.

You have way too many black sources. Cut all black duolands and focus more on U/R lands. You can easily cast Nicol Bolas, God-Pharaoh with only Aether Hubs and maybe playing 1-2 Swamps

Yeah i see that Cut / Ribbons in sideboard but believe me, your mana is so much better without black lands. You don't have as close as much tap lands and you always have both of your main colors.

Otherwise pretty solid list.

Check this list, its my friends deck and i have played a lot against it. It is good deck.:

Blue Red Control

Standard BeachLA


MrBoombastic on Jund Negative Counters

4 days ago

Several suggestions -

Mana base:

  • First off you need to include more lands, at least 24.

  • I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.


  • Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.

  • People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.

  • I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.

The rest:

I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.

dthoreson813 on How to Lose Friends and Irritate People

4 days ago

Took this with some tweaks to a second place last night. 8-18-2017.

It officially ended five weeks of zero wins.

2-0 v. WB zombies

2-0 v. White lifelink - at one point in game 1 I was down 35-5 life. It's a good feeling to know that I can pilot my way out of that situation

1-2 v. RB aggro.

I would have won the last game, but he stole what was revealed to be a counter spell from me with Gonti, Lord of Luxury and used it when I tapped out for what would have been a game ending Cut / Ribbons from my graveyard.

I'm pleased, and this will be my type of deck for at least the next full rotation.

landofMordor on Blood In The Nile

1 week ago

Hey friend. Love this deck idea, especially the Torments. I think it has some teeth and you'll be able to slaughter control decks with it. Your problem here is probably matchups against aggro decks that can empty their hands onto the battlefield before you can empty it into the grave.

To that end, I would concur with a previous poster that sweepers are great, such as Yahenni's Expertise, maybe Bontu's Last Reckoning, or Sweltering Suns. Maybe adding in Trial of Ambition/Cartouche of Zeal over some of your more conditional removal would also help. I would prioritize making Dreamstealer connect over some other forms of discard/removal -- Khenra Eternal and Cut / Ribbons come to mind as cards that could be replaced with a playset of Dreamy and Cartouches to help him connect. Zeal, in particular, means you can sweep on T3 and then land Dreamy and swing for 3 discards on T4. That hurts way more than Glorybringer in my opinion (though I wouldn't cut all your Glories).

For sideboard, Abrade is huge, as is Magma Spray and Glorybringer. I'll keep thinking and let you know if I come up with anything else. Best of luck, and cheers!

keflavich on HOU Mono-B eldrazi

2 weeks ago

Thanks for the feedback. My logic is below:

Blighted Fen is good, but Ifnir Deadlands serves a similar purpose, and I don't think we need more sac lands (unless Bristling Hydra decks become dominant).

Ruins of Oran-Rief is absolutely outstanding with Walking Ballista and great with the other colorless creatures.

Sea Gate Wreckage was in an earlier version, but this version tends not to empty its hand: between the Siphoner and Lili, you often keep your hand full late into the game. Ifnir Deadlands gives a nice mana sink.

The Aether Hubs are the ones I'd most like to remove, but with aggro still apparently dominant a few weeks into the format, having 2 extra black sources to drop those Gifted Aetherborn on turn 2 is important. Later in the game, they turn into a card with Glint-Sleeve Siphoner, so they're not terrible.

The two Scavenger Grounds feel crucial to win the graveyard-based matchups: Zombies, Monument especially. Against red and red/black, they get rid of Earthshaker Khenra and Cut / Ribbons.

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