Destroy target nonblack creature.
Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2019 (C19)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dark Withering Discussion
1 month ago
First suggestion: Fuck you. Play red.
Again: Fuck you. Play red.
4 months ago
first off, cut your Evolving Wilds for Swiftwater Cliffs. You want your tapped lands to tap for both colors. The Ash Barrens can be cut for basics as well. It seems like you are trying to make two different themes work, Ninjas and madness. Both are totally playable, but in the same deck, they take up each other's space. I recommend cutting the Ninjas. That frees up 7 slots in mainboard and one in side. You should fill these slots with efficient discard engines like Insolent Neonate, Faithless Looting, and Merchant of the Vale.
7 months ago
Hey, you can do a lot with a $60 budget for upgrades. For non madness, do you still want to play the Worldgorger combo? Again this combo will be at least $20 of the $60 budget. Without the combo you could make plenty of other upgrades for $20, but the combo makes your deck much more competitive.
For multicolored decks I always start with allocating enough of the budget for the manabase, to add some playable lands. I figure I need to have a good manabase otherwise what's the point in making the deck if I can't consistently cast cards. For your deck I would start with adding these lands:
- Graven Cairns
- Dragonskull Summit
- Smoldering Marsh
- Foreboding Ruins
- Tainted Peak
- Emergence Zone
- Jund Panorama
- Opal Palace
- Canyon Slough
- Temple of Malice
If playing non madness, still play some madness cards that become better when you discard them with Anje. There's really reason to not take some advantage of playable madness cards with Anje as Commander.
- Avacyn's Judgment
- Bloodhall Priest: only if playing Worldgorger.
- Anje's Ravager
- Muck Drubb: especially if you choose to play Worldgorger.
- Psychotic Episode: especially if you choose to play Worldgorger.
- Big Game Hunter
- Asylum Visitor
- Fiery Temper
- Dark Withering
- Archfiend of Spite
- Call to the Netherworld
Other advice I can give will be determined on if you want to play the Worldgorger combo. I'm basing it on the combo because your deck can look quite a bit different if not playing the combo.
1 year ago
Nice list! You might consider giving these cards a try: Stinkweed Imp , Death Denied , Shattered Crypt , Call to the Netherworld , Dark Withering , Grave Scrabbler , Psychotic Episode , Helm of the Ghastlord , Vanishing
1 year ago
It's a pretty nice start, with some key discard cards already in there. In the tests I've done, I feel the discard theme is not doing quite enough right now. You need the powerhouse cards such as Zombie Infestation to really start doing things, but you should have some more powerhouse cards. I must admit, though, that I'm not quite sure what other powerhouse discard cards would be.
I do have some other suggestions. Replace Frilled Mystic with Diplomatic Escort or Stronghold Machinist . While they don't do the exact same thing, with the Escort and Machinist being tap abilities, they do have the additional effect of adding to the discard possibilities. Frilled Mystic is pricey in terms of mana, so you'd be better of playing a normal counterspell if that is what you really wanted.
Underrealm Lich could be amazing. For every card you draw, you essentially get to draw three and choose one that best fits your current needs. It does fill up your graveyard very fast as well, but I think that'll be helpful the majority of the time.
Taigam, Sidisi's Hand could be very nice. It's essentially a card without downside, as you'll have your commander out most of the time anyway, which means it's just an extra card. You'd even be able to choose which effect to activate first, which means you draw to seven with Damia and get another card with Taigam. The activated effect is a decent way to get rid of threats on the board, as long as you fill your graveyard quickly enough. Combined with some more graveyard filling effects, it could be very useful.
Tasigur, the Golden Fang is a nice political card, and also has synergy with the graveyard theme in these colours. It fills it up, and you can make some nice deals. Should be fun.
Brawn is an awesome card in this deck, as you'll be able to use the big creatures you have, such as the growing Chasm Skulker or Oneirophage, and actually smack people really hard. It's another great card in a graveyard synergy deck, so it should work well.
In case you need more removal, Dark Withering is a madness removal spell. Not the best, but madness cards are quite rare. A general tip would be to pay close attention to the new Commander 2019 set, because one of the decks will be Madness themed, which means there'll be new madness cards and reprints soon. That's nice for the price of cards as well.
Abandoned Sarcophagus is a nice card for all the cycle cards you have in the deck, as you'll get to cycle them as well as cast them from your graveyard.
Psychic Possession is also a great card in combination with your commander, as the downside of skipping your draw step doesn't do anything for you, so instead you'll get to draw a lot of extra cards for each card your opponent draws.
Overall, I think that adding a graveyard theme to the deck could make the discard theme a lot better. You already have a few cards in your deck that allow you to cast or return cards from your graveyard, so why not add more and allow the two themes to complement eachother? Sidisi, Brood Tyrant could be a starting point to look for some more cards.
Best of luck, and happy deckbuilding :)
1 year ago
Wight of Precinct Six could be cool for this especially in multiplayer. Discard also always works well with Madness, maybe at least some Murderous Compulsion or Dark Withering for the sideboard to remove anything that does get through.
1 year ago
The overall combination is definitely better suited to a commander deck, especially under Markov since you can make use of all three major vampire colors and the Bloodlord of Vaasgoth , which plays all kinds of dirty with vampire tokens.
Regarding Keeper, the buff it provides is monstrous if you can get it flipped, but I don't especially care for it in a R/B Madness deck due to its low to the ground and swing nature -- Keeper is a much more midrange-y card, and I certainly recommend it more in a token based deck, alongside the Aristocrat.
I didn't even think to use Jump-Start cards in a Madness deck, but that's a pretty good idea -- discarding for an upside then using it as an outlet later is pretty sweet. Makes me rather sad there weren't more viable options printed, because the cost on Risk Factor makes it hard to hit a Madness trigger off of it, and Maximize Velocity is only sorcery speed. :(
When it comes to the Gorger, granting Madness to your other creatures is a hell of an upside, but in my testing I've found it is more difficult to plan around than I'd like, since you often don't have one in your opening hand, and they are extremely easy to kill. It's one of the major reasons I've been toying around with the Neonate again, just for a second one drop in the deck for more consistent turn 1 pressure.
I don't think I mentioned it before, but Call the Bloodline is another interesting option; I don't like it for a traditional red/black Madness deck, but it is quite nasty in a mono-black control variant I run alongside things like the Voldaren Pariah Flip, Murderous Compulsion , and Dark Withering -- you might look into that with how black heavy your list is, especially since you can work in Psychotic Episode for some Madness handhate and make better use of the Highborn, Condemned, and Captivating Vampire you are running.
1 year ago
Hello Dete! Thanks for all the suggestions!
When I was putting this together, I thought really hard about adding a bunch of really small evasive creatures, so I could get the oddsmaker trigger reliably. But her whole deal is gambling, and reliable isn't a gamble. I thought it would be way more fun if I put in creatures that were easy to block, and forced my opponent to make some very difficult choices.
So I use a lot of first strikers - they can get blocked, but a your creature's probably going to die and mine will probably live. Do you wanna sacrifice a creature to prevent me from drawing?
Imagine getting attacked by a 2/2 rats. You're going to block with your trinket mage, to a) kill the rats, and also b) prevent me from drawing two cards. Then I hit my rats with the Brute Strength -- now your mage still dies, my rats live, and I'm still drawing my two cards. Next time I attack with the rats, you're gonna have an agonizing decision to make - Do I have another combat trick in my hand? Am I bluffing? What do you do?
And that's the goal! That's what's fun for me while playing this deck. Gambling, and forcing my opponents to gamble with me. The deck would probably be better with reliable card draw, but I do alright for myself, and I have a ton of fun doing it. :)
As for removal; a deck like this can only dedicate a few spots to it--the overwhelming majority of cards need to be small aggressive creatures and combat tricks. The removal I've already got (Fiery Temper, Alchemist's Greeting, Ichor Slick, Dark Withering, Murderous Compulsion, Murder, Terminate, Diabolic Edict, Aftershock, and Psychotic Haze) are the very best cards I could fit into those slots, for this deck archetype, I think. For a more control-ey, less aggro deck, nothing's better than Crypt Rats, Pestilence, and Evincar's, for sure. But I think they'd slow me down and kill more of my creatures than my opponents', in this deck.