Desperate Ritual

Legality

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

Printings View all

Set Rarity
Duel Decks: Mind vs. Might (DDS) Uncommon
Modern Masters (MMA) Uncommon
Champions of Kamigawa (CHK) Common

Combos Browse all

Desperate Ritual

Instant — Arcane

Add to your mana pool.

Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

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Recent Decks

Desperate Ritual Discussion

Wizardhat91 on Harmless Offering Combo

2 days ago

Through the Breach seems sub-optimal here. Maybe to stick out a Steel Golem for instant blocking, but that's the only card you'd do that with. If you want to splice it onto Desperate Ritual, you need six mana to start, since you have to pay the splice cost when you cast the ritual rather than after it resolves. Through the Breach does help you get Dralnu, Lich Lord out there, but if you're paying five for it you might as well put Chromatic Sphere/Star in that spot since it serves the dual purpose that Manamorphose does. In general I think that a lot of carefully chosen removal, sweepers and draw spells would better suit the offering combo than mana acceleration.

Dralnu's jank payoff seems meager with lightning bolt. Suppose he's your offering and your opponent doesn't play Duress, Inquisition of Kozilek or Hymn to Tourach. Three timely land drops, exile SSG, cast Desperate Ritual, Manamorphose and Dralnu. Don't want to block with him. If he doesn't get bolted while under your control, turn 4 mountain, resolve Harmless Offering and then Lightning Bolt. Opponent sacrifices Dralnu and two of their smallest losses, one of which could have been Black Cat. The transaction cost you five cards, but cost the opponent only two cards or Spirit tokens. Path to Exile in response to your lightning bolt in that scenario would just suck. I would add Shivan Meteor if I was intent on harmlessly offering the Lich Lord.

Criticism always sounds so negative so I want to add that there's a lot I like about the deck too. I'll hand it to you for trying out a tricky style, I'm starting on a similar one.

strangewayshwc on Tibor and Lumia take to the sky!!

2 weeks ago

McToters! Thanks for the feedback! I should definitely consider adding more draw power, perhaps even tutors like Gamble. I also feel I should make the deck more red to enable Tibor and Lumia's damage dealing trigger, so perhaps I'd add Seething Song and Desperate Ritual effects? High Tide is not a bad idea either. Thank you for the +1 :)

Oloro_Magic on Procellam Legit [[Ad Nauseam]]

3 weeks ago

Flooremoji:

First off; thanks for the upvote!!! It's much appreciated. As for your question the problem you are mentioning is really a non-issue in most scenarios. It really is up to the pilot and their own awareness. It essentially means we have to wait an extra turn to combo off if we have no mana other than the two available in my build of the deck--more on that to come. The times at which we play Ad Nauseam also become interesting as we technically can't do it at our opponents end step anymore with no mana up. A minor inconvenience but workable. Having two guides out can suck but if it happens you just have to be aware and make sure you have the necessary mana to go off. As mentioned earlier however there are other ways of combating this, one notable example being that some lists play a Desperate Ritual to combat this problem; this allows us a further way of winning that turn but in my opinion is surplus to requirements.

Xica on Mono-Red Reanimator Modern

4 weeks ago

Bloodrage Brawler is a trap!

It dies to most 1 mana removal in the format, leavibg you 1 mana and 1 card short compared to the opposing player. Its a disaster waiting to happen.

Being mono red or budget is no reason to include the worst (eh... second worst, afetr Avatar of Woe) option in the deck. You have acess to cards like Grim Lavamancer for 5$ - its the second best thing after the all around banned and restricted Deathrite Shaman. Red has plenty of great cards, but that minotaur at best should be nothing more than a passing sideboard idea for racing in non-interactive matchups.

If you want to use you rituals to cast early Demigod of Revenge i would advocate replacing 4x Simian Spirit Guide & 4x Desperate Ritual with 4x Vessel of Volatility as its mora consistent and will provide you with 4 cards to do something more useful.

lagotripha on Red Wizard-Aggro

1 month ago

@ Flooremoji

The combo is Desperate Ritual spliced onto Lava Spike, which is a sorcery. You need six mana to activate it, but you're copying the spliced lava spike (which is a sorcery generating 3 mana) while it is still on the stack, so you can deal 3 damage an arbitrary amount of times.

Its neiche, but its very playable as the cards serve other purposes.

Flooremoji on Red Wizard-Aggro

1 month ago

lagotripha Izzet Guildmage does not go infinite with Desperate Ritual, you have to pay three to get three and desperate ritual is a instant so you would need mana filter to make blue mana. You would need Mycosynth Lattice and Training Grounds.

JakeHarlow on Jori En, Ruin Diver: Spellslinger

1 month ago

@ Annexus:

Thrilled to hear that you enjoyed the explanation!

In regards to your comments on rituals, it was my own choice not to play them in here. I was testing my list a bit against some of my other decks, piloting both and making the most optimum plays for each. The likes of Seething Song, Desperate Ritual, etc. really pushed things over the top and allowed for very consistent Storm plays on turns 4-6, which, in my admittedly subjective view, was about 1.5 to 2 turns too fast for a "75%" list to be going off. In my view, a 75% tuned Storm deck should be able to go off on Turn 5 off of its very best draw, but more typically go off Turns 7-9. I know that's a pretty subjective metric but it was my best estimate based on my own play experiences in my group's "75%" meta. I found in my testing that the rituals allowed me to push through interaction and provide enough mana to hit the few tutorable, big spells (such as the overloaded Mizzix's Mastery) with far more speed and consistency. So in answer to your question, I'd say yes, rituals certainly make the list stronger, to the extent that I preemptively chose not to include them during deck construction in order to keep with the "fair"/"75%" approach. In their place, I decided to play a few extra cantrips, some "spells matter" creatures (I believe I slotted in Thing in the Ice  Flip and Spellseeker, actually), and an extra counterspell (I think I chose Daze). Essentially, I slotted the rituals out in favor of some more interactable cards that were still strong, but a bit slower. The upside is that while they are slower than the rituals, they do act to stabilize the deck a bit and reduce variance. So, they're not strictly speaking worse. But they certainly are worse choices than the rituals, coming from a strict "building the best UR Storm deck" standpoint.

With regard to Mind's Desire, I really love the card and I wrestled with including it for quite some time. However, it's not quite as essential in this particular build, as it tends to shine best when you have "big mana" spells that it can find, instead of a bunch of cantrips (chaining a bunch of these can still be very powerful, though). It's also at its best when played very early, and this necessitates the use of rituals and cEDH mana rocks like Mana Crypt, etc., which I want to stay away from. Overall, in this particular deck, while it's still a very good card, it's not quite the sort of payoff card that I saw as best in a cantrip-centric deck. I chose to run the Aetherflux Reservoir type cards as payoffs instead. But the jury's far from out on Mind's Desire. It can still lead to some insane Storm plays in this list and I'm still wrestling with it. What are your thoughts on this card?

JakeHarlow on Jori En, Ruin Diver: Spellslinger

1 month ago

@ Annexus:

Thanks for checking out the deck list. I'll try to answer your questions as thoroughly as I can.

The reason I built the deck is that I've always liked Storm as a mechanic. It forces the deckbuilder to solve the puzzle of "going off" before gameplay, so it's got this kind of solitaire-like quality to it that allows you to play Magic without needing an opponent. I also like to play Storm, too, though. Problem is, most opponents seem to dislike playing against it, because it has a reputation for being too fast and consistent to interact with. Plus, the winning turns can take quite a while to execute. So I decided to drop the power level of this deck list. I wanted something that used Storm, a mechanic I enjoy, that members of my playgroup would be willing to play against. Furthermore, I wanted my deck to be interactive enough so that my friends/opponents would actually enjoy playing against it and have a fair chance to beat it. Finally, since the Storm aspect of the deck was toned down, I wanted the deck to have other lines of play and viable ways to win that didn't rely entirely on Storm. Hence the "Spellslinger" aka typical "Izzet spells" sub-theme built into my list.

Basically, my build is a "worse" Storm list because it is lacking some key elements. First, it's lacking black (in Commander, Grixis is the color of choice for Storm, with Jeleva, Scourge of Nephalia being the General of choice). A big omission here is the black payoff card of Tendrils of Agony. Simple red-blue, or Izzet, is simply just worse in this format. I'm also not running rituals, i.e. nigh-uninteractive ramp (though I could play Desperate Ritual etc.), and not running more of the fast mana artifacts such as Mana Crypt, Mox Diamond, Lion's Eye Diamond, etc. Cards like these are competitive storm staples. Choosing not to play these meanswe are going to be slower in "going off," and our means to finally do so are going to be far more interactive than a typical competitive Storm list. Basically, since we are slower, we allow opponents to make more plays and bring more resources to bear to interact with us. This makes the game more enjoyable for non-cEDH opponents because they have a far more equal chance of winning. Not running black also takes us off of the quasi-infinite draw engine that is Necropotence. So, instead of cEDH Storm lists, who typically can go off (with counterspells available to protect them) on Turns 2-4, we are playing a far more interactive deck that can go off on Turn 5-6 at the earliest, but more typically Turns 7-9.

I also decided to have a bit of a "Spellslinger" approach to supplement the Storm theme here, so that we can actually win without Storm kills. We can just play cards like Young Pyromancer and Guttersnipe and win through spell value, or even get crazy with Nivmagus Elemental and eat our own spells to make a gigantic threat on the board. Basically, I wanted a Storm deck that was still interactive and robust enough to protect itself from other tuned, but non-cEDH, deck lists, and cosistent enough to still Storm off by Turn 7-8 (and almost guaranteed to do so by Turn 10). So this deck would almost certainly not beat cEDH lists, but it's still a strong "75%" list that can hold its own against noncompetitive Commander decks of similar caliber.

Basically, this is a Storm deck against which I want my opponents to actually have fun, while not being comically underpowered.

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