Disfigure

Legality

Format Legality
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
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) None
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Zendikar (ZEN) Common

Combos Browse all

Related Questions

Disfigure

Instant

Target creature gets -2/-2 until end of turn.

Price & Acquistion Set Price Alerts

A25

DDR

ZEN

Ebay

Recent Decks

Disfigure Discussion

Thescarabbob on Welcome to Death TV

1 week ago

This is an interesting list. I personally would just max out on utility spells, such as Sol Ring and Lightning Greaves, remove all the creatures and replace them with instant speed destroy such as Murder and -X/-X spells such as Disfigure, avoiding X where possible as you can't cast these from the yard, and exile based removal. I would then go up tutors and add in revel in riches and other non-creature finishers as they're hardest to interact with. In all, you want to streamline and generally have the game on a lock by turn 5, making you kingmaker. This is all personal opinion, but it's what I would suggest.

Kjartan on 8RACK - Competitive

2 weeks ago

you put Disfigure in your deck instead of Dismember

Silverdrake on UB Control

2 weeks ago

Hey there, welcome back to the game! I've been playing for several years now and I consider Uxx control decks my forte. Unless you're planning on shelling out a ton of money on lands I'd recommend you stick with just Blue/Black. I agree that you could probably use some boardwipes, the best of which that you have access to being Damnation. Obviously that card has a reasonably large price tag with it, so you can also look at budget options like Drown in Sorrow. Tasigur, the Golden Fang is a wildly powerful card, but he needs a bit of support in the form of effects that fill your own graveyard to really be effective - ill get to examples in a bit. You've got a bunch of options to replace counterspell with- Logic Knot and Spell Snare are two of the best early-game counters in modern, besides Mana Leak. There's also something to be said for Remand, although it fits much better in a tempo deck than it does in a control deck. A bit more mid game you have options like Supreme Will and Disallow, and for mid-late game the best counterspell is Cryptic Command. Watch out for that triple blue though, it can be hard to cast! To replace Gitaxian Probe you've got some options, but I'd say your two best options are Opt and Thought Scour. If you're planning on running cards like Tasigur and Logic Knot, I'd say you definitely want 4x Thought Scour. Hitting yourself with it puts 3 more cards in the bin, which is effectively 3 free mana for those cards. Powerful stuff.

Now, for my personal suggestions: Duress and Despise are both ok options if you're rolling with this deck on an extreme budget, but for a bit of cash you can pick up a set of Inquisition of Kozilek, which is a vastly more powerful card. If you wanted to spend even more you could look at 2-3 Thoughtseize, which is arguably even more powerful. Jace Beleren, aka "Party Jace" is a fun card and nice in commander, but in a competitive 1v1 format like modern, his +2 all too often winds up being more helpful for your opponent than it is for you. I'd recommend cutting him. Doom Blade is a really hit-or-miss card; sometimes you go against a black deck and half your removal is turned off. I'd recommend looking at Fatal Push as an alternative. You've got budget alternatives to that as well, like Disfigure and Cast Down. I love the Grave Titan as a finisher, but Phyrexian Obliterator is pushing your luck. The four-black cost is difficult to manage unless you're running mono-black, which you certainly aren't. I'd recommend cutting it for more Grave Titans or some Tasigurs, but if you're set on keeping it in you'll want to run 1-2 Urborg, Tomb of Yawgmoth so your islands can help cast it.

Lastly, just remember: most of the time when people on this site comment on your deck they'll insist you're doing one thing or another 'wrong', when in fact there's no wrong way to build a deck. Anything anyone has to say (including myself), no matter how well informed or experienced they are, is nothing more than an opinion. Whatever you have fun with is what you should play :) Whatever you decide on, good luck!

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 month ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

stormtroper543 on UnBlockable Cipher

2 months ago

Thanks, I will definitively take the Counterspell and the Disfigure for the deck.

As I want to use the enchantments for cipher I don't think ninjas will play a good part on this deck, in fact, I have considered removing my own. This "bounce" for my own creatures don't combine well with the cipher. Same goes for Vapor Snag And as the basis is for unblockable creatures I don't think faeries will make a good deal. (I have to say I love faeries and that's been a difficult choice to keep them out...)

Diabolic Edict maybe for a future sideboard?

yaeldemers on One Cursed Night

3 months ago

Nice brew, if you want to add better creatures and lower your mana curve, I'd suggest swapping Witch's Familiar and Bloodhunter Bat for Gifted Aetherborn and Vampire Nighthawk. For consistency, I'd go down 2 Leechridden swamps and add some more low-cost creatures or spot removals. Then, that Darkblast could be changed for a Tragic Slip or Disfigure (same goes for Doomblade)! Finally, I'd suggest adding a bit more curse/aura/enchantment main board such as Curse of Disturbance instead of Accursed and Bitterheart Witch.

Overall, that's a great deck you got here,Cheers!

captainamerica on UnBlockable Cipher

3 months ago

I would play Counterspell, Ninja of the Deep Hours, Faerie Miscreant, Latchkey Faerie, Diabolic Edict, Disfigure, and Vapor Snag to start.

I have a very similar deck that you may be able to make use of. The link is here. This is a UB Deep Hours Aggro list, and it wins often.

The best part of magic is having fun, so nothing I have said is a command.

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