Drag to the Underworld

Drag to the Underworld

Instant

This spell costs less to cast, where X is your devotion to black. (Each in the mana costs of permanents you control counts toward your devotion to black.)

Destroy target creature.

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Set Rarity
Theros Beyond Death (THB) Uncommon

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Legality

Format Legality
Pioneer Legal
Duel Commander Legal
Magic Duels Legal
1v1 Commander Legal
Leviathan Legal
Vintage Legal
Canadian Highlander Legal
Commander / EDH Legal
Arena Legal
Frontier Legal
Standard Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Highlander Legal
Historic Legal
Brawl Legal
Modern Legal
Block Constructed Legal
Pre-release Legal
Unformat Legal
Legacy Legal
Tiny Leaders Legal

Drag to the Underworld Discussion

BRG24 on Insatiable Thirst

5 days ago

Hello again, just a follow up to my previous comment. Looking at your list as it is now, I agree that Key to the City doesn’t look like it would do too well. The card works really well when you have a high number of cards with madness to ensure that the discard isn’t a tempo loss for you. Here, however, there are only three unique cards with madness, and actually rushing out an Asylum Visitor without getting its extra value is often a bad play, making most plays off of Key feel bad. Regarding the untap ability though, you only ever want to be activating it late game when you’re low on cards and up on mana, most of the time it’s irrelevant to you.

As I see it, and you may massively disagree with me here, your deck is, while on one ultimate strategy of playing aggressive with vampires, split in how it gets there. You’ve got your madness/discard package and then your more generic aggro vampire package, and personally it doesn’t seem like both can be the deck’s focus and you need to pick one or the other. Some cards (Asylum Visitor or Stensia Masquerade) probably make it into both versions just off their raw power but that won’t be the case for everything. Having built both versions of vampire aggro in pioneer and modern, hopefully I can give some helpful advice.

Firstly, if we start by looking at the straight aggro deck, cards like Lightning Axe, Fiery Temper and Thrill of Possibility don’t really seem to synergise, and you probably also have better alternatives for your one drops. Knight of the Ebon Legion is a very solid card to replace perhaps the Insolent Neonate as it scales much better into the game. Gifted Aetherborn is incredible as a two drop, and Drana, Liberator of Malakir feels like a must in this type of deck if your budget can accommodate her. Sanctum Seeker and Champion of Dusk are great late game cards that let you close out games as well. Black has really good removal options as well, perhaps my favourite being Drag to the Underworld, although that does put you in heavy black, but that might not be the worst thing with all the support from Ixalan, but Olivia's Bloodsworn and Stensia Masquerade would certainly justify a red splash. There are many other good cards, these are just some of my favourites.

If you decide to go down a more madness/discard based route, other cards become weaker. Weird as it may seem, but Sorin, Imperious Bloodlord is not all that great of a card for this strategy in my experience, since it lacks any synergy with discard, and cheating a vampire into play often isn’t worth it since your curve tends to be very low. Thrill of Possibility is another card I’d recommend against, using free discard outlets instead is far better for your tempo. I’d replace these with more units with madness, as I’ve said before Incorrigible Youths and Bloodmad Vampire being my favourites, with Voldaren Pariah  Flip being a great finisher or stabiliser. Call the Bloodline is another interesting discard outlet you might want to consider, of course alongside Furyblade Vampire and Key to the City, which now becomes better now that you can curve it nicely into strong turn three aggression. If this is the route you choose to take, the discard outlet slots are quite flexible, so experiment and find those that fit how you want to play.

I’ll put the links to my two lists here for if you want to have a look:

I understand that you want to test your current build first, and your testing may prove me wrong entirely. These are pretty big changes that I’m suggesting, and they may lead the deck away from what you are envisioning for it, so please feel free to completely ignore these recommendations. I wish you luck with the deck and hope that this has been helpful to you.

BRG24 on To Hell and Back/// Mono-Black Devotion

1 week ago

Nice deck. If you’re going for black devotion, Drag to the Underworld just seems to be a really good removal option. Hope this helps

Azeworai on Tinybones the card thief

1 week ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

ilovemydoghisnameistuna on <PRIMER> Shirei, Guiding the Dead </PRIMER>

1 month ago

I'm surprised I don't already have Mutilate in the deck!

I also own several Tragic Slip and at least one Nightmare Unmaking, so I'll add those to the list. Drag to the Underworld is a good idea.

RiotRunner789 on <PRIMER> Shirei, Guiding the Dead </PRIMER>

1 month ago

Tragic Slip is a great budget removal and with the amount that stuff should be dying, should kill almost anything.

Drag to the Underworld should be a kill any creature for a BB.

Then their is also Terror. Simple and effective.

As far as board-wipe removal there is Nightmare Unmaking, Mutilate, and Dead of Winter. Though Dead of Winter isn't quite budget since you would need to change to all snow-covered swamps.

WUBRG97 on [[Primer]]-God of the Rising FULL Moon! Butts Up!!

2 months ago

Hi VexenX

It seems to have been quite a while since this deck have been updated. Is it possible we might see an update in the future after we have gotten some pretty cool new toys for this deck like:

And i had some questions about cards you might consider adding or why you have them in your deck at the moment.

  • Rooftop Storm: Although 6 CMC is high, it can net you mana quite quick with the amount of card draw you have and with only 3-non zombies it should be possible to benefit from it quite often.

  • Endless Ranks of the Dead: The upkeep trigger is not amazing as it is lowering the amount of zombies produced by quite a bit. But if going wide with more zombie token generation do you think it could be slot in?

  • Noosegraf Mob: This one confuses me a bit. 5x 2/2 zombie tokens for 6 mana, that relies on your opponents to cast spell to produce them and the noosegraf just dies. How has it performed? I can see it do some good work but i have never really expected this card to be that good.

  • Josu Vess, Lich Knight: How often has this guy been good? 4 mana for a 4/5 zombie is okay, but not amazing, and his kicker ability is good, but not amazing as it costs the same as a flashback Army of the Damned and you get 5 less zombies. But how has he performed?

  • Havengul Lich: It seems to be a cheaper less on theme scarab god ability, but still quite good, what do you think of this card?

  • Grimgrin, Corpse-Born: If you can get him up and running he can definetly be a beater, but how has he performed.

  • Geth, Lord of the Vault: Seems really good, is he mostly used to get other ramp pieces or can he be used to get other creature threats?

  • Kindred Dominance: Could be a one sided board wipe and only cost 1 more mana than Life's Finale, would this be worth a slot for a board wipe?

The deck still looks amazing, but would be nice to see an update soon and how you would adjust with these new cards :D

DRmagic2017 on Scarab God Tribal

2 months ago

Hello! Vanquisher's Banner for card draw and Grimoire of the Dead as a potential wincon. Liliana Vess as a tutor. Liliana, Dreadhorde General is the best but she's expensive too. Removal: Hero's Downfall, Vraska's Contempt, Eat to Extinction, Erebos's Intervention, Drag to the Underworld, Price of Fame, Murder (why not?), Necrotic Wound. Take a look at board wipes too: Ritual of Soot, Languish, Black Sun's Zenith, In Garruk's Wake, Plague Wind. They are not as great as Damnation but on the other hand they are much cheaper. Good luck!

Swilliam on mono black aggro devotion haste

2 months ago

Drag to the Underworld is good in anything exclusively black. With the number of one drops you are playing, you might consider including Shadow Alley Denizen for more evasion. For good two drops, Kitesail Freebooter helps deal with opposition boardwipes that this deck can be susceptible to. Otherwise some card advantage may be needed. A couple Pain Seer, Glint-Sleeve Siphoner, or Blood Scrivener may be good for that. You could also replace one of your various one drops for Foulmire Knight. They are all certainly better than Scrapheap Scrounger because that card doesn't play well with the other cards that recur themselves and it removes from your devotion count if you choose to play any cards with it like Gray Merchant of Asphodel. Drana, Liberator of Malakir is a great way to buff your whole team considering you go pretty wide. Murderous Rider is removal on a stick to add to the copies of Fatal Push. Also, you have no way to recur Deathless Knight, so maybe look at other undercosted beaters like Pitiless Horde, Rotting Regisaur, or Master of the Feast. If you want to stick to the haste theme though, Yahenni, Undying Partisan is excellent.

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