Instant — Arcane
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.)
|Have (3)||metalmagic , TheAnnihilator , shadowninja1099|
|Want (2)||nafgan , Frostmourne657|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Duel Decks: Mind vs. Might (DDS)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Champions of Kamigawa (CHK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Desperate Ritual occurrence in decks from the last year
All decks: 0.18%
Commander / EDH:
All decks: 0.01%
Desperate Ritual Discussion
1 week ago
Basically all red draw requires a discard. Expedite is one exception. Red tends to handle draw through exiling the top of your library and giving you the ability to play those cards for a turn or two like what Etali does.
1 week ago
In order for you to go infinite, you need to have a copy of a spell that copies the Mage because as soon as the original copier resolves and creates a copy of the mage, it's no longer on the stack and Dualcaster can't copy it again.
Also, this deck could easily be made modern legal; you don't really care about your graveyard (Faithless Looting) except for Rite of Flame, which is also banned, and could be easily replaced with Pyretic Ritual or Desperate Ritual and be even better because it can directly ramp you into Dualcaster Mage. I think Faithless Looting could be replaced with Thrill of Possibility or something in its ilk.
1 week ago
1 week ago
First of all, the people at WOTC are just people. Have they received some training that makes them better at knowing how to make games fun/interesting for people?
No, because fun/interesting is subjective. People can't even agree on basic things, like why humans exist, much less what they enjoy. No one really no knows best, except with lots of experience/good fortune, and if you ask most MTG players, they don't even like many of the decisions that WOTC makes. I don't want to create a game based upon marketing rather than strategy, and that is exactly what WOTC did.
About the life points, MTG, including competitive MTG, has inherent randomness. When you draw 7 cards at the beginning of the game, the cards you shuffled do not care if they cooperate with you or not. They are cards. You could get a good or bad hand, and so could your opponent.
The whole "opponent drawing a good or bad hand" is what the roll of dice is trying to imitate, as well as make the game less predictable. If the "opponent" dealt exactly 4 damage each turn instead of rolling a d6, once people found a way to pretty consistently win, they would never play the game again, because they would predict they would win.
Lastly, I honestly do not think the other criticisms were very valid. Saying my idea is "similar to Hearthstone" is not only oversimplifying, kind of pointless, considering millions of people play that game. One could easily argue that Hearthstone is badly designed, but you did not explain very well how it draws parallels to the game, and in what ways that is bad. If you said that my idea was "too linear, because, similarly to Hearthstone, players are guaranteed to have exactly this much mana at each point in the game", I would see your point. However, I disagree with that because the amount of mana you have at any given point is not always necessarily going to be 2, due to playing lands, especially if you play cards such as Desperate Ritual, which you are not guaranteed to draw whatsoever, especially if you play multiple cards like it (you could potentially draw multiple).
Also, I think you wildly overestimate how difficult it would be to keep track of ending turns. At the cleanup step, you would simply put everything back into that turn's deck, except the commander. Everything face-down and shuffled. I have seen far, far more complex things happen in MTG before.
If you don't like my idea, fine.
Lastly, if you ask me, Horde format Magic sounds pretty garbage in terms of design, so that's why I say mine is better. Again, fun/interesting is subjective.
2 weeks ago
If you can ritual, play red 1 drop, mutate drakkis onto it returning ritual, then return the creatures to hand you quickly get infinite storm count.
This offers combo lines with Banishing Knack/Retraction Helix/Blistercoil Weird, which also serve as a damage combo outlet and disruption in a pinch. Theres also the old Izzet Guildmage/Desperate Ritual/Lava Spike combo.
1 month ago
I've run into the exact same problem as you described, admittedly (lack of creatures, or having too many, and then not having enough mana replenishers during the combo turn). However, I did some research online, and some people (including myself) have come up with quite intriguing solutions.
I think the most competitively viable solution would be this - (and yes, I also now agree that more colors may be both necessary and useful) - tutor for Selvala, Explorer Returned with the buffet of black tutors available, try to play targeting cantrips that give creatures haste (or any other good way of giving her haste works too), then focus on playing the targeting cantrips that untap stuff.
This solves the issue of not having enough mana, and works well because your opponents most likely will be unable to do much with all the cards you're putting in their hand, as you'll most likely win that turn. If you really wanted to be creative, you could play elements of Lantern Control in that deck to optimize your Selvala taps and plan on milling them out, which is great synergy.
Another possibility (this one was not my idea), (also yes, it sounds ridiculous, please bear with me) is - Arcane Tribal. Basically, Arcane is normally terrible. However, with the way the rules are currently built, there just so happens to be some insane interactions with Zada. Say you have, Tazri+Zada and a couple other creatures, and you play Ideas Unbound. Your opponents think "OK? So what?" Now imagine that you Splice on Hundred-Talon Strike. For 2 mana, you just drew 12 cards. If you tap Tazri for the Splice (whatever), target Zada, you will give all creatures the first strike - as well as draw 3 per creature. This can also be applied with other cards, like Desperate Ritual - (of course, there are other splice cards, some you want to target, some not, some you want to play first, some not).
The main issue with this idea is that it requires more mana at the beginning of the combo - and more importantly - lowers consistency. However, what's more epic than playing ARCANE TRIBAL in cEDH? It would also require a lot more skill to use, however, would totally catch people off guard.
One last idea I had (this one is especially half-baked) is Additional Combat Tribal. There happens to be one card, Seize the Day, which both targets a single creature, and gives additional combats (and even has flashback!). One could tutor for it with black, play a lot of creatures with keywords such as vigilance, flying, haste, etc. and simply beat face. Hard. You could even play untapping targeting cantrips and cards that give mana for combats, such as Neheb, the Eternal and Sakiko, Mother of Summer.
Thanks for reading. If either of these sound like good ideas, feel free to try them. Luckily, with 5 colors, there are many, many possibilities, so eventually only one needs to work well to matter.
1 month ago
Kalamata If you get to 4 experience counters then you can cast Desperate Ritual, Pyretic Ritual, or Seething Song and copy it with Reiterate. At four counters Mizzix will reduce the spell and buyback cost to just 2 red mana (Desperate Ritual, Pyretic Ritual, and Seething Song will produce more than 2). Therefore you produce infinite mana, rack up your storm count as high as you want, and then cast Banefire for the win. The storm count only really matters for Temporal Fissure, and Thousand-Year Storm is more of a bait than a mandatory win con (I usually win without it), but that's the main combo.
You can grab almost all of the pieces with Firemind's Foresight (Either Mystical Tutor (To grab Banefire), Whispers of the Muse (assuming you have 5 experience counters), or a counterspell for 1, Desperate Ritual for 2, and Reiterate on 3).
Past in Flames, Mystic Retrieval, Snapcaster Mage, and Mizzix's Mastery give you redundancy and let you keep going even if someone stops or counters you (Though that is part of the reason we run so many counter spells).
All in all, the deck plays very quiet and unassuming until it's ready, at which point it explodes.
1 month ago
linkzero Well, this is a bit awkward. Valakut was in an earlier iteration of the deck, but it wound up getting cut because I felt that the land entering tapped was too slow, as this deck keeps a lot of 2-land hands and we want to topdeck something with immediate use. In fact, Myriad Landscape is the only tapped land I feel comfortable running, as it ramps me well enough to mitigate all of the tapped lands.
Mana Geyser was also in an earlier version of the deck, but I wound up cutting it because it wasn't getting me the mana I needed. I thought that the slot would be better served by more ramp, in the form of Arcane Signet, which was new at the time.
I only had one slot for a Downhill Charge-type effect, because they aren't really very good. I chose to run Blazing Shoal because it's an Arcane spell, so if I get Shoal and Desperate Ritual in my hand, I can add for each creature I control.