Devour Flesh

Devour Flesh

Alters

Instant

Target player sacrifices a creature, then gains life equal to that creature's toughness.

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Devour Flesh Discussion

teotherlegoguy on Tainted Remedy! (Side Effects may include...)

1 day ago

Oops, forgot about Devour Flesh, but thanks for taking the suggestion.

Raze999 on Tainted Remedy! (Side Effects may include...)

1 day ago

teotherlegoguy that is a very good suggestion and I think Ill definitely make room for abrupt decay soon, I do run Devour Flesh as extra creature removal. Thx!

Raze999 on Tainted Remedy! (Side Effects may include...)

5 days ago

The reason why I run Devour Flesh is because its a removal spell and it causes my enemy to gain life which they will technically lose because of Tainted Remedy. Ill definitely side something to rid of leyline though! Thx!

Paimon on Monoblack Meltface

6 days ago

Needs more edict effects Chainer's Edict, Devour Flesh and the like.

Daedalus19876 on 2015-06-24 update of A Tainted ...

1 week ago

The Netherborn Phalanx searches for Beacon, so cutting copies of Beacon or Phalanx wouldn't be horrible. You almost have TOO much looking for it right now. But with Timetwister rotating in, maybe that's not a bad thing...

Thinking about it today, it's CERTAINLY worth cutting the Devour Flesh for a board wipe (which you are light on), because it actually no longer matters if they gain life or not before the coup de grace. 12 removal spells isn't too much, but some of it probably should be board wipes rather than spot removal.

I still think that a few Greater Auramancys can protect your other weak point, the enchantment itself, from spot removal.

Primal Command is much worse now since the 7 life doesn't matter any more, since you can't point it at the opponent, so there are better things for those slots.

As Clawed6 said, you can cut a Sylvan Scrying and still be pretty sure that you'll get Boseiju either by drawing it or the Scrying. Expedition Map also has the potential to do this; I'm not sure which would be better.

You can absolutely cut a Tainted Remedy, since a second copy of it is a dead card and you have a full playset of tutors just to search for it.

I'm still playing around with this; I'll try making my own copy of it on my profile in a few minutes. :)

I posted a link to this deck on another Magic forum I frequent, and a comparison was left to a modern deck from a few years ago called ANLS (Ad Nauseaum Lightning Storm). Might be worth checking out, though I wasn't extremely impressed. This seems much tighter and cohesive.

Clawed6 on 2015-06-24 update of A Tainted ...

1 week ago

You already brewing with cards before they come out? You going to get them banned before we get to play with them :P

I would add another land to go to 23 - its a midrange to control oriented deck trying to cast a 6 mana spell to win the game. You have Birds of Paradise for ramp but it will be targeted for removal. You have quite a few fetches plus Sylvan Scrying which will thin your deck so going to 23 should work.

I think you are running too much removal in mainboard - 12 removal spells and in addition you have the 4 Wall of Shards to block. The weakest are the 3 Devour Flesh, I know it is a combo if you have Tainted Remedy out but they can just sac their smallest creature. And if you use it before Tainted Remedy is out then it only will turn out good if you then find Tainted Remedy and Beacon of Immortality. 4 Path to Exile, 3 Abrupt Decay, 1 Maelstrom Pulse should be enough.

With the three spots freed up by those changes, you could: Run some CC 1 discard so that you have more to do than just Birds on turn 1 (since Path is bad idea on turn 1), like 4 Thoughtseize / Inquisition of Kozilek (to proactively protect your combo for the win or rip a threat, can drop 1 Sylvan Scrying as you only really need your Boseiju a bit later). Or, you could accept a possible bad turn 1 if you don't have a Bird in your opening, and run 3 Lingering Souls to stretch their removal a bit and provide road blocks for attacking creatures.

Daedalus19876 on 2015-06-24 update of A Tainted ...

1 week ago

So, my net suggestions:

-2 Beacon of Immortality, -3 Personal Sanctuary, -1 Plains, -1 Forest, -1 Tainted Remedy, -1 Devour Flesh

+2 Greater Auramancy, +3 Ghostly Prison, +1 Boseiju, Who Shelters All, +3 Sylvan Scrying

Plus Leyline of Sanctity, Nature's Claim, Choke, etc in sideboard.

Personal Sanctuary...will not at all help with life gain. I don't understand how it is supposed to help; your lands do life loss, not damage, so it's not prevented.

Daedalus19876 on 2015-06-24 update of A Tainted ...

1 week ago

My suggestions based on the current state of the deck: -2 Beacon of Immortality, -3 Personal Sanctuary (it really, really sucks), -2 lands (24 plus a playset of birds is pretty damn high), and maybe -1 Tainted Remedy? You don't want to draw multiples of Beacon or Remedy, and you have LOTS of tutoring. Maybe cut a Devour Flesh, after testing a bit? I'm not sure how good it would be, if most major decks could sacrifice a small thing unless you play it T2.

If you're worried about burn, +Leyline of Sanctity (it's nearly strictly better than Personal Sanctuary imho, and you don't want to compete for T3 slots with your main enchantment). You have so many enchantments already that I almost want to suggest Greater Auramancy to protect your major enchantments, and Ghostly Prison to let the game go long enough to actually get to play Beacon. If the number of enchantments continues to grow, Mesa Enchantress might be worth it to go digging for your wincons, but I doubt it.

If you want some ramp to make the wincons come faster, Cultivate and Kodama's Reach are good. Boseiju, Who Shelters All might be worth it to ensure Beacon of Immortality resolves, since you really have no other wincons. If this is a worry, Sylvan Scrying could grab it in the several empty turns between when your enchantment ETB and when you can play Beacon.

For removal, I still think you might be happier with +1 Abrupt Decay and/or +1 Primal Command, or maybe Dismember if you feel like you need any more post-testing. And don't cut Nature's Claim from your sideboard, whatever you do: it hates well on Merfolk, Storm, and Splinter Twin decks. If those are common in your meta, might even want to main-board it.

Also, I am confused about the purpose of the Urborg there. It's great, but you can't fetch it and with your expensive manabase it feels like you can fix for whatever you need already.

Hope all of this helps haha!

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