Decree of Pain

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
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.

Price & Acquistion Set Price Alerts

C13

CMA

SCG

Ebay

Recent Decks

Load more

Decree of Pain Discussion

Squirrel_of_War on Meren, my first EdH

5 days ago

Its a good list, there are a few choices that could be replaced im my opinion. Cards like Birds of Paradise and Fyndhorn Elder are great but not as good in commander. When I make my card choices I pretend I'm in some crazy scenario and I'm staring down defeat on my opponents next turn, if I draw any card right then I want it to be something that could have an impact to the game. For example if you draw a BoP late game you probably aren't going to be very excited but if you draw a Gray Merchant of Asphodel it could completely change the game. I like big, fun interactions and if you look at my list you'll see that. As far as other suggestions for you, Crux of Fate is good but not in here, maybe run Decree of Pain for that sneaky instant speed removal for tokens and weenies or game changing card draw with your removal. Maybe toss in Krosan Grip in case someone decides to drop a Torpor Orb too.

dbpunk on This deck has HUGE tracks of land

2 weeks ago

Natural Affinity or something that hits your opponents lands might be a good option, because then you could cycle Decree of Pain or do something similar, and destroy all your opponents lands.

eddywaters1 on Ghave a Little Bit (of my Hate to You)

3 weeks ago

I think I'll take out Decree of Pain for Austere Command. Makes a lot of sense to be able to choose what I wipe out since I like to keep a suffocating board state up. Thanks for the suggestion. For the same reason I think I'll try to make room for Merciless Eviction.

Vesuva is definitely worth considering as another land that can potentially tap for all my colors. I just don't like how it's a tap land that can also be weak in the early game.

TheNamelessG8T0R on The Ur-Dragon EDH

3 weeks ago

The deck looks pretty good! Here are the cuts I would make to bring it down to 100 cards:

Monastery Siege: This card provides less card advantage than we'd like. The tax on targeting is redundant with the Asceticism and the Scalelord Reckoner in the deck.

Nihil Spellbomb: This can be brought back in if you are facing a lot of graveyard-based decks, but it can be cut for a first draft. You already have 5 other single-target removal spells, which should be sufficient anyway. If you want to bring it back in, cut another single-target removal spell.

I would also replace Armillary Sphere with another land. The sphere does not provide true mana ramp, and another land would help greatly in ensuring that you hit your land drops on time.

Other cards/upgrades I would consider include:

Swan Song, Heroic Intervention, Teferi's Protection: These can protect you against board clears, which can be devastating.

Patriarch's Bidding: Insanely strong in a deck where everything is expensive.

Dromoka, the Eternal: Bolster can get out of hand very quickly.

Hellkite Tyrant: Almost everyone uses artifacts in EDH, so this will almost always have something good to steal.

Karrthus, Tyrant of Jund,Dragonlord Kolaghan: More haste.

Lifecrafter's Bestiary: Very powerful and underrated card draw enabler. The scry alone is decent.

Maelstrom Wanderer: Not a dragon, but INCREDIBLY powerful in this deck, the haste is amazing, and cascading into 2 dragons is a real possibility. If you have Ur-dragon out, you'll be in a very strong position to win.

Skyshroud Claim,Nature's Lore: If you upgrade the mana base to include some lands with basic land types (shocks, BFZ lands, Amonkhet cyclers), then these become very powerful and efficient ramp cards.

Merciless Eviction,Decree of Pain,Toxic Deluge: Good board wipes.

Dragon Arch,Cryptic Gateway,Belbe's Portal: more ways to cheat dragons onto the battlefield.

Sarkhan the Mad: His -2 ability can usually take out a player.

Balefire Dragon: Acts as a mini board wipe.

City of Brass, Reflecting Pool: Good lands that can tap for any color.

WrathofCod on Saskia's Blitzkrieg

1 month ago

@ Blitzak Glad you appreciated my opinion on what you have done so far! Overall, I really agree with the point you are making, specifically with Sunforger. I was confused why you weren't running it at first, but now I completely understand your reasoning! As far as cuts go there are many, but there are probably 5-6 cards that might be worth letting go of. Overwhelming Forces - Decree of Pain is just better, besides it seems too expensive for what you are trying to do. Rakdos, Lord of Riots - The mana cost is incredibly color-intensive, has the same cmc as you commander making it awkward to curve out, and the cost reduction is not amazing since the majority of your creatures are cheap and require lots of colored mana. Yahenni, Undying Partisan - Stats are not great for the mana you pay, and although it does have haste, I feel like there are both better sac outlets and 3-drops. Glory-Bound Initiate - While it is an AMAZING card in standard, I have never been impressed with this card in EDH and feel like it's mediocre stats combined with the fact that it needs to exert to gain lifelink makes it suboptimal in your deck. And finally Garruk Wildspeaker - While he is a great card in some decks, I don't know if your deck is built to maximize the effect he provides. In addition, he paints a target on your back and the ability you want him most for is his ultimate. Anyways, these are just a few small suggestions and my opinion, so feel free to do with them whatever you like! Best of luck man!

arkstudios on Everyone sacs

1 month ago

Evolving Wilds can go, you really don't need it for a 2 color
Apprentice Necromancer is one of my favorite cards for this. It just fits so well
Reclamation Sage is a staple for this deck
Lake of the Dead gives you some incredible mana ramp
Toxic Deluge / Decree of Pain / Some good board wipes that you'll need
Maelstrom Pulse / Last major card you'll need, protects you from token deck players.

multimedia on Super Friends Commander/EDH

1 month ago

Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.

My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.

You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.

For a budget $30-$40 manabase I suggest playing:

Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.

I recommend this manabase and adding a ramp package of:

Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.

To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.

Good luck with your deck.


Load more