Duress

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Common
Ixalan (XLN) Common
Eternal Masters (EMA) Common
Dragons of Tarkir (DTK) 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) Rare

Combos Browse all

Duress

Sorcery

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

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EMA

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Recent Decks

Duress Discussion

multimedia on Grixis Midrange

2 days ago

Hey, you mention in the description part of the main goals are to fight BR Aggro and Mono Red unfortunately your card advantage energy cards, Siphoner and Virtuoso, are not good in these matchups because Goblin Chainwhirler wrecks them. He's the main card in both these red aggro decks.

If the meta you play in is more BR Aggro and Mono Red then UW Control these are not good cards to play in these matchups. If this is the case then I suggest more control main deck and sideboard part of the midrange energy plan.

In Control matchups however both are good especially Siphoner. Consider adding more control elements main deck less midrange and sideboard the midrange strategy of Virtuoso?

Disallow has already been suggested, there's also Syncopate. There's 17x blue sources in the manabase this is enough to play Disallow, but Syncopate is only one blue, it will be much easier to cast. More Supreme Will is also an option. Try 3x Syncopate and 2x Will?

For the sideboard I suggest leaning on Duress and Negate for control matchups because both can hit Teferi or Karn. Virtuoso for nonChainwhirler matchups. Try 3x Duress, 3x Negate and 3x Virtuoso?

Good luck with your deck.


stensiagamekeeper on caution: contents may bite

2 days ago

first off, really cool deck. Something about running a deck with eight more of the same rodent than lands seems like everything that's awesome about magic to me. As far as the deck is concerned:

  • 4 Opt with only 4 sources? Risking a card being uncastable just so you can replace it for something else seems kinda bad.
  • Something I've found useful when playing this archetype is to play a lot of support cards with odd CMC for the sake of efficiency. Ruin Raider, Dreamstealer, Duress(essential against cards like Lost Legacy or Ixalan's Binding) or just tapped dual-lands are all a good use of every second turn.
  • I'm not that sure whether secret salvage is that great here. You're around 37% to have 5 lands on turn five (assuming you can cast Opt and Cartouche of Knowledge) and around 57% on turn 7 not to mention Scavenger Grounds or The Scarab God fizzling it. Dreamstealer or Ruin Raider might possibly be better value engines although admittedly less flavorful.
  • In the sideboard for against decks that both go wide and can remove Tetsuko Umezawa, Fugitive you might want Make Obsolete as both killing 1 toughness creatures and making 1 power creatures unable to trade with a rat is super relevant (you probably won't have the ascend for Golden Demise most games so I disagree with people saying you should run it).
  • Finally I'd suggest being aware of instant speed removal on Tetsuko Umezawa, Fugitive during combat if your opponent has expendable creatures untapped. A legitimate strategy might also be to hold the umezawa until you can untap with lethal while your opponent is tapped down/you know they have no interaction. Also not attacking with Umezawa to avoid Seal Away/Gideon's Reproach/'pump spells' could be right in certain scenarios.

HillyerGames on American Control

2 days ago

DankStompy.. Thoughtseize is widely considered the best spell in its Role compared to Duress for the costs,Rebound,& fetch capability. I Agree.

razelfark on Rat Colonie Mono Black

4 days ago

I like that you are trying to be unique and not use the blue combo with Tetsuko Umezawa, Fugitive. I think you need to address some issues by not using such a creature with your build.

First issue is that Metallic Mimic only offers your creatures a benefit if it is on the board in the early game. If it is not, then it would have been better to have drawn another Rat Colony then it.

The other creature Ruin Rat offers no support to your deck other then a 1/1/ deathtouch body that might remove a card from your opponents grave when it dies. Overall a lack luster card.

Cards you may want to add to the deck idea would be things like Duress and Doomfall so you can pull field wipe spells from your opponents hand before then have the chance to use it against you.

Personally think the black blue version of the deck is the stronger version because it offers you ability to get in unblocked and offers blue support spells to protect the rats.

Best of luck with the deck.

Beydin83 on Ground and Pound

6 days ago

@rei10 I was going to make a sideboard with Duress, Doomfall, Angrath, the Flame-Chained.

Meurth on B/W Modern Lifedrain

1 week ago

Hmmm interesting. I'd say the 3x Wrath of God is definitely overkill with all those AoE destroy sorceries already. Maralen could be risky lol. Some discard spells maybe? Duress, Divest etc

Chasedrk1 on Dimir Midrange Dominaria

1 week ago

I appreciate it multimedia thanks for the upvote.

I have tested all 3 of the sideboard options you went over rather extensively. Negate+Duress is 2 cards to do less than Lost Legacy-negating the card disadvantage in most cases. Sorcerous Spyglass is a dope card I currently use as sideboard in my mono-white midrange. I have not tried it in this build.

That said, Moment of Craving is really strong against mono Red, green and b/r aggro decks. The 2 life gain cant be over stated in getting to the late game an assisting with card advantage against the faster decks.

Force_of_Willb on Shade of the Past

1 week ago

There are many ways to build mono black, and there aren't many different cards that I can suggest that haven't been included in your maybe list. Typical builds of mono black that has had some success in modern include Zombies or Vampires. The deck formula is usually the same. ~22 lands, ~26 creatures (8 1-drops, 8 2-drops, 6 3-drop, 4 4+ drops), and ~12 disruption spells consisting of discard and removal. Some problems I see with your current deck is that the curve doesn't flow as your lowest creature CMC is 3 and you would only have about a 17% chance to have one in hand by turn three. Another problem with mono black is that it runs out of gas compared to other colors, your current build has only 2 draw spells (and not a great one at that).

If i was to build i would try out something like this: Creatures (in order or preference):

1 - drops (8): Gravecrawler ($) or Bloodsoaked Champion / Dread Wanderer (budget) - recursion, threats that continue late game and can recover after a sweeper (maybe even one you cast yourself)

Shadow Alley Denizen - makes other creatures difficult to block (worse against other black deck matchups)

Typhoid Rats - unfavorable to block, trades favorably on defense late game

Hex Parasite - Usual for removing counters / killing plainswalkers (Meta Choice)

Vampire Lacerator, Guul Draz Vampire, or Cryptbreaker, Diregraf Ghoul - choices if you build vampires or zombies

2 - drops (8): Bloodghast, Scrapheap Scrounger - recursion threats

Gifted Aetherborn - Vampires - difficult to block, gains life, good on defense

Most modern decks use Dark Confidant $$$ - some budget options to help draw cards could include Glint-Sleeve Siphoner, Pain Seer

3 - drops (6): Vampire Nighthawk is the best option in the three spot and should be a 4x of.

if building zombies you have other options, usually they use the 3 spot for lords DeathBaron ($), Diregraf Colossus, or Lord of the Accursed (budget) pumps and makes blocking harder.
Geralf's Messenger can remove 4 life without even attacking, trades favorably once and gets bigger - downside is the coming into play tapped. or Plague Belcher which is good if you have a gravecrawler to target the negative counters.

Ruin Raider and Grim Haruspex can hep draw you cards to keep you gassed.

4+ Drops (4): These are you finishers, if budget is not an option than Phyrexian Obliterator is the choice.

For zombies you could try a combination of Gray Merchant of Asphodel and Korlash, Heir to Blackblade as the legend multiples rule doesnt really count against him. Grave Titan could be an option too.

Vampires the choice is Vampire Nocturnus

Budget considerations include values cards like Nekrataal/Ravenous Chupacabra or Desecration Demon which has seen some success before.

For your removal package you need to think about a balance that supports your deck. If you are playing aggro with creatures that have recursion than hand disruption that targets instants and sorceries are weak. I would focus on creature removal with high kill spells and Harsh Scrutiny. If your creatures are weak to removal or have high amounts of evasion then the protect package Duress would be better. Obviously cards like Thoughtseize which targets both is better, but stick to one type that best suites the deck you build and place the other type in the sideboard.

For lands I would cut to 22, they can be all swamps but you can try out cards like Leechridden Swamp/Piranha Marsh/Desert of the Glorified/Ifnir Deadlands/Scavenger Grounds (meta choice) or Terramorphic Expanse/Canyon Slough/Fetid Pools if speed isn't too important

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