Decree of Pain

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander 2013 (C13) Rare
Commander's Arsenal (CMA) Rare
Scourge (SCG) Rare

Combos Browse all

Decree of Pain

Sorcery

Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.

Cycling (, Discard this card:Draw a Card.)

When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.

Decree of Pain Discussion

ShreddedByCrows on [DC] Aristocratic Cycle

3 days ago

Hey @Senomar!

Thanks a lot for your input. I was quite busy those last weeks so I couldn't really pay attention to what was happening there, excuse the late answer.

Since I made it up with this first testing version - smthg like 3/4 months ago - the deck has faced several changes...

You are right about the curve; it was just too high, slow and inconsistent for the format. On the beginning, I wanted to stay on a midrange / tribal approach with a creature-heavy decklist that used Varina as an engine to put pressure on the opponent by creating dozens of zombies, adding a loot effect to ensure better late game options, but I must admit that it felt really casual. Some cards like Anointed Procession or Endless Ranks of the Dead that didn't bring on any kind of direct impact on the game when you cast them for such an high-cost proved to act like horribly weak tools against competitive DC lists I had the chance to confront to.

The idea of building up a control archetype revolving around Varina's ability to create an army in the late game you're suggesting seems neat, I may consider some changes in the upcoming week in order to see if it could be more viable than the actual list I'm running (both come quite close to each other, in terms of deckbuilding... the hardest part of it will be to find room for considering more lands).

I completely abandoned the previous statement of the decklist: every creature that didn't immediately synergize with Varina and every slower card have been cut. However, I think this tribal strategy could work nicely in an EDH (not competitive though) pod.

As you can see atm, even if it's still not great, I focused my objectives on a Cycling strategy. Transmute Artifact searches mostly for Fluctuator , but could be used to get any other needed artifact. I also tried Reshape and Fabricate for more consistency, but I felt like I didn't need all those pieces, as they relatively slowed me down when I preferred less specific tutors.

The main issue that's restaining the list is that even if you're able to cycle between 10/20 cards really quick, there's no valuable point at doing so. Varina's ability (token creation) is slow without great mana generators. And I didn't find something anything interesting as a combo/interaction that synergized with the initial idea of looting and that would provide me access to a large amount of mana.

Rooftop Storm is becoming clunky now, but it still got its powerplays. The obvious combo with Gravecrawler , Wayward Servant and Phyrexian Altar (I may reconsider Ashnod's Altar and Plague Belcher to fluidize its potential, if I manage to find them places).

Hollow One and Archfiend of Ifnir impressed me so far. You have less control on the board with this iteration than before, and they help greatly against aggressive decks. If they are too slow or not useful, you can just cycle them away. Archfiend of Ifnir is a bit overcosted though, if I discover cards that oils same kind of synergies at the lowest cost, I could replace it.

I tried the ''Decree Circle'' but none was good enough. Decree of Pain was slow and clunky, bad in most cases. Decree of Justice has nothing to do there, and wasn't worth the few times I was able to cast it. Decree of Silence is obviously the best Decree I can play in those colors. It was a blast against Control / Combo archetypes and a poor card when you face an aggressive / midrange deck. However, I liked its potential with Academy Rector and I want to give more playtest time (I could even consider Solemnity ).

Some cards underperform and are cuttable but I want to test them a bit more as I don't know what to replace them for. In this category >

  • Bolas's Citadel / Mana Severance > unreliable combo that eats too much LP for DC (even lifegain through Varina considered)

  • Rebuild > I like when the cycling cards are playable on their own. This one is poor as we play a lot of artifacts. I never got in a situation where this was helpful. Could be nice with cards like Mycosynth Lattice , but I sincerely doubt about it being a convincing argument.

  • Vizier of Tumbling Sands > not a bad card on its own, but I got through situations where as good as the other cycling cards.

I certainly forget some factors, I will try to keep editing the list more seriously this weekend.

DerektheRed on Need Help with 3 Decks

2 weeks ago

looks like your commanders are Ghave, Sharuum, and Tariel, respectively? (you can indicate it in the deck editor by putting * CMDR * after the card name, btw)

First place everyone will send you is EDHrec - maybe it's already been mentioned? Here are the pages for those commanders:

-Ghave, Guru of Spores

-Sharuum the Hegemon

-Tariel, Reckoner of Souls

Those are all fun choices - Ghave and Sharuum are combo machines, and Tariel is underplayed IMO. Off the cuff, I'll say for Ghave your current decklist needs more sac outlets, more ramp, and more removal. Sharuum is on the right track - also needs more ramp and removal, and look for things to flicker Sharuum and artifacts with sac/ETB effects. Tariel is a personal fave - fun take on control, blowing up everyone's creatures and bringing them back on your battlefield. Two things that deck needs are ways to protect your commander (e.g. Bastion Protector , Lightning Greaves ) and all the ramp. She's a 7 CMC commander, so you really don't want to cast her twice if you can help it, plus a lot of the biggest/best spells for Tariel are also high CMC ( Rise of the Dark Realms , Decree of Pain ) - this deck has to ramp like crazy to play consistent.

Happy brewing.

Sinken on Making a Mess with Kess!

3 weeks ago

I ended up cutting 5 of the ones you mentioned here, after having had a drought from EDH for a while. I'm still considering cutting all big CMC permaments and Cruel Ultimatum + Decree of Pain in order to play Ad Nauseam . But then I'd also have to replace Blasphemous Act which is a slight problem because there's always someone playing a creature heavy deck in my group. But it would also help with the inclusion of Bolas's Citadel , which I plan on testing out

Hoobynobber7395 on The First Good $10 Commander Deck on Tapped Out

2 months ago

so on tcgplayer the deck is $4.51, you can add some board wipes that target all creatures or everything, like Life's Finale , Plague Wind , or Decree of Pain , some are more than .25c but you can remove a few lands and stay under 10, I bought and played the deck and this is where some of its weaknesses were, not enough things to destroy enchantments and get rid of a board full of creatures, especially if someone has an enchantment that doesn't let you target their creatures

Ripwater on Scarab God Zombie Tribal

2 months ago

Hey SirHerpaderp

Training Grounds is an auto include. You should not doubt about it.

Some cards I would add are:

These are just some suggestion (I know they can be a problem budgetwise).

Things i would cut:

  • Corpse Harvester In my opinion a bit too slow and a bit too expensive
  • Geth, Lord of the Vault Your commander does it better
  • Midnight Reaper Think there is better draw then this guy
  • Stitcher Geralf A bit underwhelming and he exiles the targets you want to exile with your god
  • Josu Vess, Lich Knight Way to expensive and you have Army of the Damned.
  • Dark Salvation Way to expensive
  • Dread Summons For the mana you pump into it, it's not a guarenteed hit. For that amount of mana you can cast other stuff or activate your God for more value :)
  • Vanquisher's Banner I would run a Consecrated Sphinx for this
  • Coat of Arms Would get another mana rock for more activations on your god/or another counterspell to protect him. Don't think you need the coat and often it can work against you.
  • Hopefully these tips will help you a bit and don't underestimate the power of your commander, really play him in a bit of a aggro/control version. But always keep mana open to activate him!

    Gorky on Skittles the Aids Dragon

    2 months ago

    I'd recommend running atleast one ore two more boardwipes, while Crux of Fate is great with Skithiryx stuff like Damnation , Mutilate , Black Sun's Zenith and Decree of Pain should be considered aswell. :D

    Expedition Map can help you find Urborg or Cabal Coffers if you are missing one of the two.

    If you are looking for more consistency Beseech the Queen is a nice 3 Mana tutor and Diabolic Tutor get's the job done aswell.

    Hope any of this helps you :D

    Load more

    Decree of Pain occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.06%

    Black: 0.56%

    Rakdos: 0.29%

    Golgari: 0.2%

    U/B/R (Grixis): 0.6%