Demonic Dread

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Alara Reborn Common

Combos Browse all

Demonic Dread

Sorcery

Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Target creature can't block this turn.

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Demonic Dread Discussion

Squirrel_of_War on Foretelling the End

3 weeks ago

You need to be able to cascade into Living End, is there a reason you aren't playing Demonic Dread or Violent Outburst?

Phoenix-2063 on Restore Balance To The Force

1 month ago

In my experience Demonic Dread is too situational as a four of as you can only cast it with a creature in play so it also gets worse once a restore balance goes off, hence it's just a one of to shore up the cascade. Also Ardent Plea is the better option of the three available at 3CMC since it'll stay around for added exalted value, blue's a splash but a pretty integral one to be honest plus we'd have to use a blue producing border post anyway to keep the numbers up so may as well utilise it.

Pulse isn't perfect but it does kill anything so do personally value it over another wrath, had looked at Anguished Unmaking so may be something i test out again but felt the life loss was a bit too much for spot removal and not wide enough over the pulse to merit the instant speed. When playing against aggro i've found the life gain invaluable plus the maple sac outlets the finks, hunt master and even batter skull give us are great to force gargadon out quicker, game two the firespout works nicely without exiling my finks.

Never underestimate the value of a main deck blood moon especially game one and when you can drop it turn two off a sprite guide, just the look on your opponents face is worth it lol

TristanTaylorsVoice on Living End

3 months ago

Source: Played deck since 2011

After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.

On Architects of Will:

Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.

While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.

Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.

Tldr Play Big Creatures, they'll do you wonders

On Ricochet Trap:

The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.

Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.

Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.

IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).

http://tappedout.net/mtg-decks/spider-aggro/

TristanTaylorsVoice on Spider Aggro

3 months ago

From Undead_Assassin's list:

Source: Played deck since 2011

After playing this deck extensively for over half a decade, I have concluded that your plan B of landing threat after threat is far more reliable than comboing as fast as possible and spamming Ricochet Trap out of the board. Because we are not the fastest combo in modern (infect/affinity), I prefer a more resilient approach to Living End that focuses on larger cyclers.

On Architects of Will:

Architects of Will is the third one mana cycler available in jund and allows Living End the most consistency into getting 10 power into play by turn 3. In addition it can stack your opponent's deck to hope you can make them dead draw or help you find even more of your redundant deck.

While it does provide 10 power on turn 3, a cheated 3/3 into play is far less powerful than a 3/4, you fail the Lightning Bolt test, the new Fatal Push test, and now lose against many more creatures in combat than before. Because it's feebler and is easily killable, in practice it only increases your clock against decks with 0 interaction. Also, a turn 4 attack would still enable a defacto kill by turn 5 (with the exception of multiple Simian Spirit Guide, so a turn 3 Living End can provide the same amount of damage as a turn 4 Living End on average. Therefore, I would argue that Architects of Will speed bump is irrelevant, but overall makes your kill more vulnerable.

Compare Architects of Will to Pale Recluse or Jungle Weaver. The latter cost 2 whole mana, so a turn 3 living end would provide 1-2 less power overall and be on less bodies, however spiders are huge! Imagine a Tarmogoyf or Celestial Colonnade trying to go toe-to-toe with these in combat (reach is awesome!). Now imagine it's late in the game, the game has grinded down to the point where you're low on, out of, or unable to cast Living End safely. An Architects of Will can't even be hardcast, let alone present a late game threat. But what does your opponent do against a hardcast Jungle Weaver? No creature gets past it aside from unreasonably large Tarmogoyf, they have to kill it. Jungle Weaver is more than capable of killing the opponent on its own.

Tldr Play Big Creatures, they'll do you wonders

On Ricochet Trap:

The problem with Ricochet Trap is that it doesn't stop spells that can target multiple permanents, such as Cryptic Command targeting your spell and bouncing a land, nor does it interact with opposing graveyard or cascade hate. A more effective plan against the expensive interaction of modern is to simply hold Violent Outburst on their turn, fire it, and then use Demonic Dread or a second Violent Outburst while their mana is overloaded to force your dudes into play. Fulminator Mage, Beast Within and Simian Spirit Guide all play well into this mana denial plan.

Another way for you to beat countermagic is to play draft commons every turn. Once you get 2-3 monsters into play it's going to force your opponent's hand: they're either going to have to wrath your board and tap out or pick them off one at a time when you slam another one next turn.

Tldr Ricochet Trap is not necessary to beat control, forcing their mana or not comboing off and playing fair beat countermagic just as well without dead cards.

IN CONCLUSION my best experience with Living End has the occasional derp turn 3 draw but true mastery of the deck comes from knowing when to hold your cards, forcibly constrain the opponent's mana, and when to pretend you're not a combo deck and slam draft commons. I hope my write up was worth your read, here is my current list for reference (pro tip: Urborg, Tomb of Yawgmoth makes Street Wraith unblockable).

http://tappedout.net/mtg-decks/spider-aggro/

Wahrghoul84 on Living End

4 months ago

The deck actually goes off on turn 3. This allows turn 4 kills and that's exactly where you want to be in modern. For anyone unfamiliar with this deck and how it works here it is... There are 8 cards in the deck that have "cascade". 4 copies of Violent Outburst and 4 copies of Demonic Dread. "cascade" is a trigger. It goes not the stack when the spell is CAST. It doesn't matter if the spell is countered, cascade still resolves. You then exile cards from your library until you hit a SPELL with a lower CMC then the spell with "cascade" had. Lands are not spells so they don't count. All the "cascade" spells have CMC 3. The only card in this deck with a CMS lower than 3 is Living End. Living end has no mana cost so it's CMC is zero. You may then cast that spell from exile without paying its cost. Living End goes immediately on the stack. It does NOT get suspended. It's important to note that Violent Outburst is an instant. It also does NOT need a target so you can cast it during your opponent's combat step. "Cascade" ignores timing so the fact that Living End is a sorcery does NOT matter. It will be cast immediately during combat and will cause your opponent to sacrifice all their creatures so you won't take damage from the attacks. This also puts your creatures from your graveyard on to the battlefield so they can attack when your opponent passes the turn to you. As a side note, the way Living End works is by putting the creatures in all graveyards into exile, then all players sacrifice all creatures, then put the creatures they exiled this way into the battlefield. "Cascade" also exiles cards from the top of your library, so the card you hit is cast FROM EXILE. In this way, Grafdigger's Cage can NOT stop any part of this from working. I have been playing this deck for a long time. There are a lot of small things that you should do as far as sequencing goes to maximize your plays. If anyone has any questions or wants any pointers, feel free to ask. Living End is a powerful deck that is much more competitive than most realize. I have taught the players at my LGS to respect the dead... because the dead SHALL rise again!

Simon_Williamson on Need help for fun deck ...

4 months ago

How about Living End, or another cascade combo? have a combo piece with a CMC of 2 or less, and a bunch of Elfs, Shardless Agent, Violent Outburst, Demonic Dread, basically just all your cards will eventually find your combo piece. Other combo peices might be Hypergenesis,

lagotripha on 1 OF DAM BETTER DAM TIER 1.5 TURN 1 KILL LAND DECK

9 months ago

I'm not a huge conjorour's closet fan- most of the time I find that mimic vat just works better, but my current land destruction plans run them mostly as disruption. I would want to be running Goblin Dark-Dwellers myself, but charmbreak/exarch is still very strong.

Anyways, my next suggestion is silly and functional- 3Demonic Dread/4Violent Outburst for Boom/Bust- but also as a way to pack 8 single copy 'golden bullet' 2-cost sideboard cards and play like you have 8 of them at three mana- and half at instant speed- thats a lot of Rest in Peace and Back to Nature. or four spells with two copies. It'd mean swapping the birds or being able to cascade into them, but Harrow,Grinning Ignus Rift Bolt Search for Tomorrow could mitigate that.

grimcase21 on [Primer] Burning Recall: A Waste Not Brew

10 months ago

At Nightdragon779, I considered a wheel effect in the deck a long time ago and tested it, but then i kept running into two problems. Consistency and speed, for something like Reforge the Soul which has miracle, I wish I could choose to cast it for its miracle cost. Sometimes I would miracle it on turn 2, before I could play a Waste Not and then I would be forced to wait and thus lose the miracle cost. There is no Brainstorm effects available in modern or else I would put it in.

With modern being a very fast format Wheel of Fate, and waiting 4 turns seems a bit much, as you might be dead by then. I also want to cascade into it with cards such as Demonic Dread or Violent Outburst but I can't hit it reliably as Waste Not is CC 2, and thus missing what we what to hit (Wheel of Fate).

Another wheel effect I think above somebody mentioned was Dark Deal. It curves out well, Waste Not into Dark Deal, but my opponents usually react first cause I used all my mana to cast dark deal, unless I'm playing the storm version. Which is another deck entirely, and not the focus of this deck.

However great suggestion, wheel effects, though very powerful in conjunction with Waste Not are just too slow for a competitive modern deck. This is where EDH shines, where the games go on much longer than 4 turns and where you get to do some awesome gimmicky things. For modern, for combo, unless it's excessively fast or very cost efficiency is hard to pass in order to beat those top decks. (The deck my friend plays is G/U infect, very unforgiving)

Keep the suggestions coming though, always interested in what the community can find to contribute the deck. :D

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