Decree of Pain
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.
|Have (3)||metalmagic , Thunderbeard , orzhov_is_relatively_okay819|
|Want (11)||Gootono , Ulberth , brownwaterboys , mattilainen , Raumance , Veneficus , slowmotionjones , spaceyjdjames , Rabu , Oliviridian , lytselld|
Printings View all
|Commander 2017 (C17)||Rare|
|Commander 2013 (C13)||Rare|
|Commander's Arsenal (CMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Decree of Pain occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
UBR (Grixis): 0.6%
Decree of Pain Discussion
2 weeks ago
Whirlwind_2100: In all seriousness, I should test Angrath. But I feel like Liliana, Heretical Healer Flip might be better in that slot -- I can play her, drop Kroxa and let him self-sacrifice, then flip her and get a token. Her +2 is pretty great, and both of her minus abilities are brutal.
I really don't want to pay 9 mana for a board wipe, though. (And if I did, Decree of Pain is my go-to.) Last One Standing isn't really meant to deal with one huge voltron threat, it's meant to be a very low-cmc answer to a large number of distinct mid-sized threats.
1 month ago
All solid points. I recently won a game because the new player decided to use Chaos warp (he's rakdos, warp is his only answer to enchantments) on his 1/1 instead of my Lurking Predators which already got me 2 beatsticks.
I think a large issue is threat assessment. Most people don't have the capacity (IMO) [sometimes myself included) to determine who is the threat. I played another game where Player A played Army of the Damned so someone cast Decree of Pain , even though they saw me tutor for Avenger of Zendikar + Cradle + Genesis Wave. He didn't understand....so he paid the ultimate price :)
1 month ago
Jace_Nalaar you are absolutely awesome for this bro!
Now I do already have Increasing Vengeance in the deck. My meta usually runs 6-8 players and usually always blind. as for Consecrated Sphinx the last game I played I literally drew 20 cards before my next turn. (Thank God for Reliquary Tower )
I keep forgetting about Temple of the False God TBH I'm putting it in my buy list as we speak.
Instant/sorcs: Chain of Vapor Looks fun and could be interesting if they wanna copy. - With my larger play group Counterflux is needed to knock out the large or confusing stacks that are played to maintain order in a sense. - And you're probably right on the other recs (except Increasing Vengeance ). Thank you Jace_Nalaar
Artifacts: Nothing to change here for my personal playstyle
- Decree of Pain is HEAVY but can't really afford Damnation but I would like a cheaper board wipe, only reason I run it is for the draw. - Cabal Ritual is on the buy list can't wait to put it in. Entomb is wanted just need an excuse to break down for it.
- Narset's Reversal , Cabal Ritual , Dramatic Reversal , Isochron Scepter , Laboratory Maniac and Jace, Wielder of Mysteries are currently next in line for purchase
Jace_Nalaar please let me know what you think. Thank you
1 month ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!
2 months ago
I added the cycle lands to the deck which aids its speed. The cycling takes care of enough of the card draw to make Ancient Excavation not needed. Decree of Pain is a powerful tool but I am trying to keep the deck budget and that is slightly out of my range. I added some others to the sideboard. Thank you for your help.
2 months ago
also good cards to consider
2 months ago
Also Phyrexian Arena , Dark Prophecy , Grim Haruspex (Who is a Wizard), Ob Nixilis Reignited , Decree of Pain , Greed , Necropotence , Underworld Connections , Erebos, God of the Dead , Night's Whisper , Sign in Blood , Read the Bones , Baleful Strix , Mind's Eye , Staff of Nin , Tamiyo, the Moon Sage .