Desperate Ritual

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom 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
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Desperate Ritual

Instant — Arcane

Gain

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.)

Desperate Ritual Discussion

Folke on Zada tokenstorm

2 weeks ago

ya_boi_walt Thanks for the commment! I should definitely find room for Spark of Creativity , and will think about Desperate Ritual and Pyretic Ritual . I didn't include them since I found the (usual) net gain of only 1 mana a bit underwhelming, but they could possibly come in clutch, especially since they lack prerequisites.

ya_boi_walt on Zada tokenstorm

2 weeks ago

Looks like a pretty good list so far. If I were you I would add in Desperate Ritual and Pyretic Ritual . Also you need to have as much card draw as possible, your missing Spark of Creativity and Expedite !

dingusdingo on Solitaire

1 month ago

Narset isn't considered tier 1 due to color identity (no G or B really hurts), mana cost, and lack of consistency. Slotting enough topdeck tutors to make it "go" reliably eats away slots that should be filled with ramp, removal, or counterspells. The high density of extra turns required to consistently hit one in the top 4 means you'll wind up with them sitting in hand as expensive dead draws unless you're already comboing out with free turns for a win.

Sarkhan also has a point about your damage output. The only way you're getting kills is empty deck + Nexus or Beacon. With both of them countered or exiled or in hand, your combo stops. Also consider that 19x4=76, so unless you've magically drawn or milled 10-16 cards, you'll run out of turns and swings before hitting empty library. You could always hit Nexus or Beacon the 4 extra times required to achieve empty library state, but you're leaving your fate to chance. Also consider, you could just entirely whiff on your first 4 drawn and have to pass the turn, or really at any point in the combo chain. You should also consider that without any combat buffs or even first strike, any 2 power critter with first strike OR any 2 power critter with 4 or more toughness makes you really sad.

I think you're missing out by not running a suite of wheels and red mana rituals to help power out early Narset. Wheel of Fortune Timetwister Windfall should be included for sure, if for no reason but to neutralize runaway card advantage of opponents on turn 1. Great for refilling hand after dumping rocks and rituals too. I would also include Rite of Flame as it lets you hit many 2 cmc rocks on turn 1. Pyretic Ritual and Desperate Ritual are also options but rather slot heavy for what they give you. Seething Song is nice ramp but gives an overproduction of red that makes it hard to turn it into Narset.

Your lack of counterspells means its really easy to shut off your combo turn. Swing and reveal a free turn, it gets countered, and you're left twiddling your thumbs hoping someone doesn't win before your next turn. Similarly, you can't protect Narset from pyroclasm effects or wrath of god effects. Null Rod or Stony Silence or the new Collector Ouphe coming out before you've played Narset means you are going to lose before you can draw enough lands to get to 6. You run two cards that can remove either of those cards, and 3 that can counter it. Similarly, Kataki, War's Wage and Manglehorn also cause big problems. And please don't try to tell me you just go too fast to be stopped by them. Stax pieces also cause immense problems for this deck, just like your other deck, because your removal is so low. Turn 1 Trinisphere makes this deck cry big sad tears. Stranglehold means you have to flip into your only 2 answers or also cry big sad tears, you can't tutor to them and you run almost no draw. The list goes on.

I asked this on your other deck too, but what decks are you playing against? You keep saying you play against competitive decks in a competitive league, but there's just no way you're facing optimized decklists and players who make correct choices based on board/hand texture if this and your other list are big winners at the table. Are you pubstomping 15 year olds in your small town of 1,000 people? That's really what this list looks like. The fact you continually archive comments that are literally only days old on this list and your other because they contain criticisms of your list speak a lot about what it is too, and it makes it hard to find actual discussion on your deck because you keep stifling it. This is just a pubstomp list to snag those +1's and views from casuals, nothing more, you even have a +1 button in your description ffs.

For real though, stop tagging your pubstomp lists as competitive and talking mad game about the cEDH community. Your deckbuilding philosophy is "let the rest of the pod stop others from winning" and it really shows man. Your opinion about turn 4 means nothing because the meta revolves around the turn 3 board state. You have a real head-in-the-sand reaction to critiques of your deck, and calling us "sheeple" for realizing only certain commanders are actually viable at the premiere competitive level is rather childish. Yes, its cool to make lists for commanders to try to make them relevant, but there is actually a power level difference that gives a strong edge to certain commanders and decks. Spend some time and learn the meta before shitposting and making me write paragraphs. Again.

And yeah, I'd love to see some step by step instructions. I'm not confident this deck gets to empty library state from one swing, or even 2 or 3 swings. Also stop assuming that hitting a piece of MLD is the same as an extra turn, using MLD then passing leaves you vulnerable to the dorks and artifacts that are EXTREMELY common in cEDH, you're just handing games over to competent players who realize MLD is a viable strategy in cEDH and appropriately diversify their mana base.

lagotripha on Budget replacement for manamorphose in ...

1 month ago

Manamorphose is one of a kind- there aren't any clean swaps for it. Its why an uncommon got valuable.

You are either picking a card advantage tool or a free spell, and you will want to adjust your list for it.

SSG, Wild Cantor doesn't trigger pheonix, etc. Mind Stone offers draw and ramp, but is enough slower that it really matters. Battle Hymn / Desperate Ritual can be fun to ramp hard, but is card disadvantage. Burning-Tree Emissary is a free creature, but its not the same.

If you are prepared to restructure a little more of the deck there are good options, but you are basically looking at Gut Shot / Mutagenic Growth , Rift Bolt (to get a suspended spell then two others) or just playing more burn cards.

achilles777 on Eye of the Storm

1 month ago

I might recommend a couple cards to help improve this. Isochron Scepter creates infinite mana with Dramatic Reversal . Also, Ad Nauseam is another excellent card advantage card you might want to consider. You're a little light on counter spells but that may very well just be user preference. Desperate Ritual seems like an add in for sure, also some cheaper cantrips like Brainstorm , Ponder & Serum Visions which will get that storm count up, then maybe add in Grapeshot for the finish.

Sarios254 on Let's take a hack at it

2 months ago

I think you build a casual deck not a modern deck, so here are a few upgrades for u that would make it more powerful, but not to pricey:

Only a few suggestions.

Mondo1212 on Feather The Redeemed

2 months ago

Here ya go, Derrick,

Where is Gamble

Ramp or extra mana

Fellwar Stone , Fire Diamond , Marble Diamond , MindStone, Sword of the Animist , Thought Vessel , Hardened Berserker , Treasonous Ogre , Neheb, the Eternal , Neheb, Dreadhorde Champion Desperate Ritual , Pyretic Ritual , Seething Song ,

Target spells that are dope

Coordinated Assault , Enrage , Otherworldly Outburst is cool and you can loop it if the creature you buff dies making a token, Samut's Sprint , Titan's Strength , Accelerate , Aleatory , Chaotic Strike , Stun , Niveous Wisps , Carom , Formation gives banding which is spicy, Spiritualize , Stave Off , Bathe in Light , Feat of Resistance , Chaos Warp target tokens to get permanets from your deck for free, and is good removal.

Heroic/Prowess Creatures cuz value

Vanguard of Brimaz , Fabled Hero , Tethmos High Priest , Leonin Iconoclast , Arena Athlete , Akroan Line Breaker , Monastery Swiftspear , Soul-Scar Mage , Dragon-Style Twins ,

these are some cards I think you should look at, don't need all and some might not fit exactly but if you like them then put them in. Cut some lands you can go down to 34 if you add in more artifacts, which go great with paradox engine.

Cards I think you should replace: Emerge Unscathed rebound fucks with your commander it exiles them not letting you put them back into your hand; Aurelia's Fury really expensive to get any good use out of it, or if you want protection during your turns run Grand Abolisher or Silence ; Expose Evil is too slow of a draw engine Mentor of the Meek with the tokens you make is better for drawing; Burnished Hart and Solemn Simulacrum are meh, better to go with artifact ramp that can feed the paradox plan, plus artifact ramp is cheaper and faster; speaking of artifacts Boros Cluestone and Boros Keyrune are good flavor options but aren't that good as other artifacts; Inferno Titan and Sun Titan are good creatures but don't fit into the game plan as well better to put things that help with the gameplan.

Oloro_Magic on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

2 months ago

RedPandaMaster:

I would argue the lands are the most crucial as at the end of the day you do need to make your colors for this deck very effectively, and you need the duals for helping your Pentad Prism math. With your remaining starting budget I would get all your scry lands, the artifacts (or else you will never win quick enough without them), Simian Spirit Guide , and the actual wincons. Anything left over after that should go to cantrips and Spoils of the Vault , unless of course it is enough to buy a few of the other lands. As for the 2 remaining Pact of Negation , for the time being you can get away with running 1 Echoing Truth and 1 Desperate Ritual in those spots, that should save you some money until you can upgrade them and if control isn't a problem where you live this should be decent for now. You can also throw a Solemnity into the deck for the time being seeing how your ability to stall will be hampered by your lands.

Keep me updated on your progress I am always willing to help out as well!

P.S. Lotus Bloom not petal (I wish) make sure you don't accidentally buy the wrong card ;)

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Desperate Ritual occurrence in decks from the last year

Modern:

All decks: 0.18%

Commander / EDH:

All decks: 0.01%

Red: 0.16%