Dark Tutelage

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
2011 Core Set (M11) Rare

Combos Browse all

Dark Tutelage

Enchantment

At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost.

Price & Acquistion Set Price Alerts

M11

Ebay

Recent Decks

Dark Tutelage Discussion

lagotripha on Kefnet The Mindful

3 days ago

You considered trying to stick Dark Tutelage and Phyrexian Arena? It'll let you worry less about many-for-one cryptic/damnation plays and help keep khefnet turned on, while dedicating less space to cantrip-control spells. They're fairly resilient sources of card advantage all told, and playing the long game the life loss might be an issue, but shouldn't be backbreaking.

SynergyBuild on Omnipotence Comes With An Iron Grip

3 days ago

Darkshadow327 while I agree many decks that don't run Painful Quandary should, it is generally worse than a card like Oppression or Bottomless Pit, yes, those are symmetrical, and affect you, but you know you run those types of effects, so you can run more cards like Dark Confidant, Phyrexian Arena, Dark Tutelage, and other ways of drawing extra cards to compensate. Also, with Oppression no player that is trying to win the game that turn and will just take 15 from the three cards that they need to drop to win the game can do that, you have to discard cards if you have them in hand, and random discard is so great against combo lists, so Bottomless Pit is an incredible stax card too. I'd say Painful Quandary is simply cute, not nearly as powerful.

synacksa on Aminatou - Dare you to blink

6 days ago

sarahlindsay You could play either, Dark Tutelage is nice cause you can put lands on top and not lose any life. The Downside is, that you if have a miracle in hand, you can't put it on top, cause you don't technically draw it with Dark Tutelage. It has the upside of being much cheaper $ wise and easier to cast

ghostfire86 on Kaalia, Beyond Heaven and Hell

2 weeks ago

lords2001,

I use to run Rune-Scarred Demon, Aurelia, the Warleader, Sorin, Grim Nemesis, and Iroas, God of Victory. Each have their benefits, but all of them I've found underwhelming for what the deck needs as I pilot it.

The best of points, as I've stated previously in the comments, is that Aurelia, the Warleader does not give benefit the turn it drops. She must survive another turn, if dropped by Kaalia, before she is even viable. A rule that I've learned to follow is creatures that are dropped by Kaalia Must have ETB or static effects to be useful. Every arch type has a set of rules that are to be followed to gain maximum benefits. Take for Legacy Red Burn for example. I wrote an article on the deck a few years back on the topic with rules in which was intended to guide beginners through the process of card selection:

The Art of Legacy Burn [http://www.essentialmagic.com/em2/Doc.aspx?hDocID=318]

Rune-Scarred Demon is a great beater with the tutor add on, but if you look at my list you'll see that it's Swamped with tutors. What I run into now days is the need for immediate removal options of permanents or increased damage to drop a threat quickly from the pod. Demanding Dragon is not the best of cards ever printed, but it serves both of the purposes that I've set forward. Opponent takes 10 damage from it the turn it drops, or they sac a creature and take 5 damage. Either way its a win for me.

Iroas, God of Victory, where to begin....This card for Kaalia I've found to be a tragic disaster for my build. He is nothing more than an overly priced menace enchantment with built in a Dolmen Gate that I'll virtually never acquire devotion for due to my high use of black permanents. Furthermore, I get more use out of his replacement, Moat and it's back up Magus of the Moat, in this evasive flyers deck.

Sorin poses a problem for me. Grim Nemesis is to slow and without the use of deck manipulation the primary increase is not worth it. You basically pay 5 for card draw and it won't pay for itself in the long run due to resources devoted to protecting him and set up to effectively make use of the first ability. The other two abilities.....I'd rather run Nahiri, the Harbinger. Sorin Markov, to drop one opponent to 10 life, I've considered, but the triple black with no way to sneak in makes the idea difficult to swallow.

Dark Confidant and Dark Tutelage have yet to kill me in any game that I've played. The card draw is fast and penalty is minimal due to the large array of cards in the deck that have 3 or less cmc. The probability of getting hit for a large amount is very small. Yes I have had games where I've hit two in a row for 7+ life lose, but the amount of damage output for the card advantage makes up for it and the decks ability to shut most opponents down.

Ob Nixilis Reignited was under consideration, but the idea was dropped after a previous revision.

MrManlyMagikarp on whatever the new jund commander is

2 weeks ago

without any lifegain cards like Dark Tutelage and Sylvan Library can become dangerous so id look out for those two and id also switch one of your removals for Go for the Throat for more options with the same cheap price. also when it comes to land based decks i personally think Nissa, Vastwood Seer  Flip is the best out of the others with the same name

Struyk on Maralen's Tale of Woe

3 weeks ago

Love it! Was looking for a nice Liliana's Contract deck and I just found it! Needs more Hexproof cards though, you CAN NOT play her without being able to counter the next spell... Enemy will just take one of their control spells and kill her.

Urza's Incubator is really good but too expensive for my taste :(

Searching for Ob Nixilis, Unshackled then playing him for 13 damage is pretty broken haha

Dark Tutelage you can't play this unless you want to kill yourself

Corrupt is really really bad for it's cost

I would remove Rune-Scarred Demon, Exquisite Blood, Living Death and Urza's Incubator for my budget

And then remove Unhallowed Pact / Unmake the Graves / Twilight's Call / Omen Machine / Hythonia the Cruel / Grip of Desolation // Druidic Satchel / Price of Knowledge because they either don't fit in the deck or are just weak / too slow

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 month ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

sleeper_agent007 on Toxic Love [Pharika Budget Enchantress]

1 month ago

Looks good, man. I have been working on my own version of Pharika Enchantress. Here are some ideas:

Color fixing / Ramp

  • Abundant Growth fixes mana and draws 2 with an enchantress in play.
  • Fertile Ground, Overgrowth are classic aura ramp.
  • Elemental Resonance in any deck that plays a green God from Theros.
  • Draw

  • Mourning, Whipsilk are draw engines in your deck.
  • Bequeathal two cards for 1 mana.
  • Casting of Bones fits the theme and let's you dig deep.
  • Phyrexian Arena, Dark Tutelage, Underworld Connections, Greed provide steady card draw throughout the game.
  • Fruit of the First Tree as a flavorful alternative to Harmony?
  • Creatures

  • Curse of Disturbance free armies are good.
  • Druid's Call on Pharika would also be good.
  • Verdant Embrace can be even better.
  • Genju of the Fens is a mana sink that dodges sorcery speed mass removal that could also help you close out the late game.
  • Power boost

  • Exoskeletal Armor, Nighthowler, Herald of Torment, Eternal Thirst give you a significantly better chance at winning with commander damage.
  • Removal

  • Gift of the Deity is a one sided wrath every turn if Pharika is online.
  • Lingering Death gets rid of Avacyn, Eldrazi, and other annoying indestructible things.
  • Nyx Infusion is a flavor win.
  • Traveling Plague moves fast in a multiplayer game.
  • Toolbox

  • Shade's Form is one of those hidden gem cards. Mana sink or Mind Control. Not bad for three mana.
  • Spreading Algae can act as TechEdge on crack. I mean, I see Urborg in like 90% of my games. Algae will do some work.
  • Unnatural Hunger not great against token armies but can be solid against other decks.
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