Dread Presence

Dread Presence

Creature — Nightmare

Whenever a Swamp enters the battlefield under your control, choose one —

  • You draw a card and you lose 1 life.
  • Dread Presence deals 2 damage to target creature, player or planeswalker and you gain 2 life.
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Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

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
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

Dread Presence Discussion

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!

pistolpeteiii on Vito Corleone, Gain and Drain Mafioso

1 week ago

I think you are dipping into too many styles of play with your deck selection. If you streamline into a certain style of build I think you will have some more success. Looking at the choices of cards you've picked, I think a Mono-Black aggressive style Vito deck would suit what you are looking for.

Early turns you can play creatures such as; Vampire of the Dire Moon (4), Serrated Scorpion (4), Priest of Forgotten Gods (4), Yarok's Fenlurker (4)

Your mid-game would be; Vito, Thorn of the Dusk Rose (3), Ayara, First of Locthwain (3), Dread Presence (4)

And finishers in the form of; Nightmare Shepherd (4), Gray Merchant of Asphodel (3)

Pack some removal in the form of; Murderous Rider (3), Eliminate (3)

and then 21 Swamp and there's your deck! (Castle Locthwain if you've got em)

elk88 on Yarok Lands EDH

2 months ago

Hey fmastrome2008!

Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.

Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.

Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.

Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)

Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!

Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.

Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).

SleeplessPr1nce on Ladies & Gentlemen, Mister Konrad Twitty..

3 months ago

It's always good to see another Konrad player; he's become one of my favorite decks.

I like your list; you've got a lot of bombs but you really need some more card draw. Even a little Phyrexian Arena or Dread Presence can go a long way. Even some one-off spells like Ransack the Lab or Funeral Rites could help too.

You might also think about investing in some mass reanimator like Living Death or Wake the Dead. But the one card that put my Konrad deck over the top was Heartless Summoning. The mana reduction is great and even though it'll just kill your 1/1 creatures, their deaths are more valuable than their lives anyway. Hope this helps.

shwanerz88 on Black...life matters!

4 months ago

Looks nice, Vilis, Broker of Blood would be my first recommendation for additional card draw on theme. Dread Presence is another good option. Bontu's Monument & Whip of Erebos would be other good additionals for life gain.

SplendiferousPotato on Windgrace Landscaping Company, Inc.

4 months ago

It makes me happy that my ideas for cuts are echoed in your suggestions.

  • I had been suspecting that I could cut one of my two "has P/T equal to the number of lands you control" big beaters, and the better one is definitely Ulvenwald Hydra. It fetches any land straight to the battlefield, and has reach. Trample would be nice, but I remove threats so well that I will always have a target.
  • I've had a Rogue's Passage out in time for a big swing with a Multani or Ulvenwald Hydra, and in fact, I used to run RP just for those conditions, but I no longer think it is necessary. If the only beefy creature in the deck is Ulvenwald Hydra (assuming I cut MYA, which is likely), I think I will put Valakut in for Rogue's Passage. Doesn't make sense to run an evasion utility land for one creature, and if I need to tutor a win condition in the late game, it sure as hell won't be a big creature. There are too many other easy ways to win.

- If I make the following cuts . . .

  1. Multani, Yavimaya's Avatar comes out, Dread Presence goes in.
  2. Rogue's Passage comes out, Valakut, the Molten Pinnacle goes in.
  3. Nissa, Vastwood Seer  Flip comes out, Prismatic Omen goes in.
  4. Wayward Swordtooth comes out, Dryad of the Ilysian Grove goes in.

. . . it actually solves a lot of the problems I used to have with the Valakut win condition. I used to have such a hard time achieving Valakut triggers because I didn't have enough ways to stick the "all lands are mountains" effect necessary. But with these cuts, I have redundant Prismatic Omen effects, and I may be able to just accomplish it incidentally by playing the Dryad as a normal Wayward Swordtooth "extra lands" effect.

I also want to thank you for your advice. You clearly know what you are doing, and this deck has been my pet project (and also the first EDH deck I've taken seriously and built entirely myself). I appreciate your input greatly, and I hope you bring your insights to any decks of mine you find interesting!

  • (Stay Tuned - I am in the initial stages of a Prime Speaker Zegana Hydra tribal deck that may end up being better than I initially planned)
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