Duress

Duress

Sorcery

Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

Browse Alters
Set Price Alerts Price Chart

M20

Show All Prices

Trade

Have (0)
Want (9) TheAsianMongoose , BaconTrail , avry , scha2202 , illsv , Sabisent , BeowulfBjornson , baron_voldaren , aristen

Printings View all

Set Rarity
Core Set 2020 (M20) Common
Core Set 2019 (M19) Common
Iconic Masters (IMA) Common
Ixalan (XLN) Common
Eternal Masters (EMA) Common
Dragons of Tarkir (DTK) Common
Duel Decks Anthology (DD3) Common
Modern Event Deck (MD1) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
Premium Deck Series: Graveborn (GRV) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common
Duel Decks: Divine vs. Demonic (DDC) Common
Seventh Edition (7ED) Common
Urza's Saga (USG) Common
Promo Set (000) Common

Combos Browse all

Legality

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

Duress occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Modern:

All decks: 0.08%

Black: 4.39%

Golgari: 0.36%

Legacy:

All decks: 0.43%

Standard:

All decks: 0.15%

Golgari: 0.46%

Rakdos: 0.38%

Duress Discussion

Shakespearienced on POST OPAL BAN - Lantern Control 5-0 list!!

2 weeks ago

How do you feel about Specter's Shriek? I'm running a budget list with 3 Duress and 2 Harsh Scrutiny and I'm not sure if it's worth running.. It can help you get under Ensnaring Bridge quickly too. But it takes 2 of your cards to take one of theirs (most of the time.)

Any thoughts?

janushif on Honorless Meren cEDH

2 weeks ago

pao2 Great work on the deck! I love it, I used to play the old Honorbru version, but I soon felt that the stax heavy build was too slow and not as entertaining to play unlike this list.

In terms of ways with dealing with Flash Hulk, I do not see other options than discard and Plague Engineer. How do you think that Plague Engineer fits into the deck? Sadly, it does not deal with the Spellseeker line, howeover it provides utility similar to Minister of Pain.

Plague Engineer can kill either Cephalid Illusionist or Nomads en-Kor. The card can also be used against most mana dorks if named elves. What do you think of this card as a possible inclusion?

The other options would be Duress , Thoughtseize or Praetor's Grasp. I am not sure that these options are as good as Plague Engineer, given that it strays away from the creature fokus of the deck. But I think I will test them out myself. How you considered som of these cards in the list given the current meta?

On a side note, spore frog can also be useful against Najeela.

jakeelephant006 on my fav card from oath is back baby

2 weeks ago

If you're looking for budget options, you could replace Thoughtseize with Duress, Specter's Shriek, Despise, Harsh Scrutiny, Agonizing Remorse, or Divest. Even Brain Maggot or Kitesail Freebooter would work. Those also work as replacements for Thought Erasure. Dig Through Time can be replaced with Treasure Cruise or Drawn from Dreams. Fatal Push could be swapped for Murderous Cut, Doom Blade, Cast Down, Ultimate Price.

For the lands, you can always run cards like Dismal Backwater, Dimir Guildgate, or Submerged Boneyard to replace some of the pricier dual lands and Evolving Wilds or Warped Landscape to take care of Fabled Passage.

pistolpeteiii on Rakos Self Hate (This Deck Is Gonna Eat Babies!!)

3 weeks ago

I really like the deck, I think it plays nicely in the current meta.

That being said, I think Flame Sweep looks kinda weird in the side board, as you're likely to be able to trade with early aggression well enough. Its a sweeper that kills everything on your side as well, so it's kinda a non-bo. I'd suggest Duress to make your match against control a bit easier as you can remove their sweepers/planeswalkers proactively. Same reasoning for the Drill Bit, but it provides a great T1 option or allows you to double spell on T2. Or alternatively, you could run something like Fry or Lava Coil to diversify some of your removal options.

Fe_Gui on RBW Reanimator Twist

3 weeks ago

I see what you are going for, but can I ask why not use Buried Alive or Entomb? A turn 1 Entomb + Griselbrand + Exhume will finish the game really fast... Also, by "tutoring", you can use less creatures in your deck, and open slots for cards like Duress, Collective Brutality, Sign in Blood, Lotus Petal... Disruption is always good, extra draw will fuel your Zombie Infestation and Lotus/Rituals let you chain cards off a Griselbrand activation by giving extra mana.

Against grave hate, I recommend Pithing Needle, Phyrexian Revoker... cards that shut down Tormod's Crypt, Deathrite Shaman and similar. Against counters, Boseiju, Who Shelters All is really good, also Pyroblast.

For the creature-package, I have a few suggestions... Anger gives everyone haste, Sheoldred, Whispering One is a Reya on steroids, and Sire Of Insanity.

Hope this helps!

musicman3310 on Mono black midrange

3 weeks ago

Actually, Duress and Agonizing Remorse could go against control too. Ritual of Soot for aggro decks as well.

Poseidon31 on Grixis Control pioneer

3 weeks ago

Thoughtseize over Duress to hit more threats.

Tzefick on Pattern Recognition #136 - Counters

1 month ago

I think counter magic is perfectly fine as a concept. It's a way to deal with issues, before they actually become an issue and it examplifies one of blue's main weaknesses: Difficulty in dealing with the board. I used to hate counterspells when I got into Magic again (during Lorwyn, damn Faeries), as they simply seem like a disability to play the game; "I want to play something." - "You may not". I have since accepted their place in the game and their importance.

The reason I still do dislike counter magic is because it exists to provide a strength to cover a weakness. A weakness that since then has been partially filled out by strong answers to the board over the course of Magic's history. One of the main offenders is Cyclonic Rift , especially present in Commander and other multiplayer formats that are significantly slower than Duel Magic (1 on 1). Other offenders are cards that really should be enchantments, but opted for a more nefarious although simpler route: Curse of the Swine and Reality Shift , and their predecessors; Pongify and Rapid Hybridization .

As said by Berry in the article; Blue has the ability to change something from one thing to another. We have also seen various types of such polymorphing done in enchantment form; Darksteel Mutation , Lignify , Frogify . All of this makes perfect sense in what blue is capable of doing.

However doing a change irreversibly like the Curse of the Swine or Reality Shift, is giving hard answers to a color whose weakness is hard answers - at least on the board. Yeah, you replace them with a creature, but a much weaker creature and if a token, one you can permanently remove by having it change zone.


Another issue with counter magic is the tempo shift. The opponent casts a 5 mana spell, you cast a 2-3 mana counter spell. Suddenly there's a disparity of 2-3 mana in the counterspeller's favor. It is mainly equalized because the blue player must have ready mana, resulting in that player not developing their own board state. However that can again be offset by utilizing instant speed spells or abilities that either advance board state or card draw for the blue player.

If the blue player didn't have these chances to apply disparity in mana spent and benefit, the color would struggle to have meaningful strengths, I know that. However the issue is in finding the fine line between how much mana disparity is acceptable. The cat is out of the bag on this one, as there have already been printed numerous versions of unconditional counterspells that have set a precedent for what blue counterspells are allowed to do and how cheaply.


If you compare a counterspell to a destroy spell, the main difference is obviously zone of application and also timing of application. One proactive, one reactive (well actually both are reactive, but you probably know why I have to make a distinction). Reactive spells provide a lot more flexibility in when you're required to use them. Their main problem is that sometimes reactive spells are too late to cause the same mana disparity that a counterspell does. As soon as that permanent hits the battlefield, an ability may come into effect, be it triggered, static or active. A reactive spell cannot avoid that.

Also take into account that blue can deal with any spell in existence, with the possible exception of spells with Split Second, specifically designed to be uninteractive - and still they can be interacted with . If there's a spell that is uncounterable, you can get creative with Venser, Shaper Savant , Time Stop , Mindbreak Trap , Ashiok's Erasure , there's load of ways to get around "uncounterable". Blue is also the color that will straight up see a threat on the board and simply take it for themselves, with Control Magic , Gather Specimens , Blatant Thievery , Expropriate . Effectively a removal, card draw and threat all in one.

No other color can boast the same catch all mechanic. White comes close for something in the same ballpark, but it is still just a bleak imitation - as countermagic goes. And evidently look at that price tag.


In the earlier days of Magic, blue was not the only user of countermagic. I feel like you could provide other colors with more conditional types of countermagic, to better even it out. And not just anti countermagic like Guttural Response . Blue would still be the best, but not the sole user. - White is a color that protects itself, so something like Hindering Light is the most likely avenue to take White Countermagic, anything that touches my stuff - go away. Think Equinox in terms of templating but not necessarily that specific. Giving their spells on the stack protection from a color or supertype or plain "old" Hexproof. - Green already has an affinity to provide hexproof to their stuff, Heroic Intervention and Veil of Summer , so expanding on that seems reasonable. - Red could go the Fork / Shunt route but is unlikely to get countermagic that straight up nullifies other types of spells than spells with targets. - Black is kinda difficult. The usual is just to tack an alternative payment of life, cards or permanents on an otherwise Blue card. Black already have an indirect proactive answer through selective discard, like Duress . The issue is these are all sorcery speed, so if an opponent suddenly starts drawing a lot of cards, it can be difficult for black to be proactive in time. So perhaps just providing Duress at instant speed through a condition would be acceptable. Something like "Instant Duress may be cast as an instant if an opponent has drawn two or more cards this turn." / "Instant Duress may be cast as an instant if the target opponent has 5 or more cards in hand". Any kind of variation on that.

Of course some would talk about color pie bleeding/breaking, but ain't that already happening by giving blue hard removal (by proxy) and large scale soft board removal? I know some of these issues are mainly aimed at multiplayer formats, but we cannot ignore that Magic has grown to be something else than only Duel Magic (1 on 1). Blue's counter magic is here to stay, but is it too much to ask that the other colors can get even slightly in on the action if not directly, then indirectly by interacting more with the stack?

Green has one of the best palettes available to them for a slightly slower format; mana ramp, card draw, large threats, ability to scale well, protective measures, explosive finishers and a hell lot of combo potential and pieces.

I think Green is only beaten slightly by Black in terms of Commander due to tutors in a singleton format. And because Black can cheat mana costs or pays differently, has access to card draw and good finishers, along many more combo pieces.

Blue is one of the only colors that reliably can stop combo or finishers dead in their tracks. Reversibly, they are the color best suited to keep those combos or finishers uninterrupted. They have the best access to card advantage and resource manipulation. And extra turns.

There's a reason that many cEDH decks are mainly some variation of Sultai colors (Green, black and blue) with maybe one added color or full WUBRG. I think this picture would be more diverse, if more colors became able to interact better. The ability to interact is one of the core foundations and strengths of Magic. Counter magic is a pillar of this interaction, more colors should find a way to do it or something similar.

Load more