Endless Scream

Endless Scream

Enchantment — Aura

Enchant creature

Endless Scream enters the battlefield with X scream counters on it.

Enchanted creature gets +1/+0 for each scream counter on Endless Scream.

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Set Rarity
Tempest (TMP) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Endless Scream Discussion

Forkbeard on Zaxara, the Exemplary: Hydra Infestation

1 month ago

Endless Scream seems like a decent spell buff. Maybe!

Bloodsucker1211 on Zaxara, the Exemplary: Hydra Infestation

1 month ago

Forkbeard I'd also like to introduce Endless Scream. Fantastic little buff and you get a hydra from it.

Bloodsucker1211 on Zaxara, the Exemplary: Hydra Infestation

1 month ago

Forkbeard I'd also like to introduce Endless Scream. Fantastic little buff and you get a hydra from it.

Tzefick on Pattern Recognition #141 - Voltron

3 months ago

I completely agree on White being one of the best supplementary colors for a Voltron strategy, if not for anything else than their affinity for equipments, auras and not letting the opponent do anything on your turn.

I feel like you're not giving enough credit to Green and Black and too much credit to Blue. Mainly because blue-white (as the preference for at least 2 of the colors for your Commander) don't have that good Voltron commanders to blow the other colors completely out of the waters.


Green have ways to protect with Veil of Summer, Heroic Intervention, Autumn's Veil. Green can re-use the graveyard far better than you give them credit for. Which is not irrelevant if your plan goes awry and your Commander ends up dead or countered a lot. Or if all your equipment gets blown up with a Vandalblast.

Green also have a piece of the "my turn, I play, you don't!" with City of Solitude and Dosan the Falling Leaf.

Green has a lot of card draw available to them to substitute blue's card draw. And in certain situations their card draw is more efficient than blue, especially for Voltron. Hunter's Insight, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise. If you choose the aura approach, there's the entirety of the Enchantress group that white also have some additions for.

Green also have a few enchantment affinities like white, with the likes of Sterling Grove, Ancestral Mask, Rofellos's Gift.

And how could I forget about the lovely interaction between trample and deathtouch - you're basically getting unblockable at that point. Hmm, it seems like black is more keen on giving it to creatures than green is.


Moving on to Black, there's a group of surprise cards that Voltron Commanders can take advantage of, like Hatred and Tainted Strike. And the ever-weird Endless Scream that's permanently applied firebreathing. Of course not to mention the best variety of tutors available in Commander.

One way to get past your opponent's defenses is if they don't have any. Black is certainly one of the better to provide in that aspect.

I'm quite certain I don't even do black justice here, but I'll refrain from bloating this response further. I just feel like the ranking is skewed disproportionately.

Azeworai on Karlov to Annihilation

3 months ago

Ah, what is there to dislike about life gain? The deck looks sweet, however, I do have some suggestions.

Whilst Exstort is a lovely mechanic, I feel as if many of these creatures are lacking. Basilica Guards, Kingpin's Pet, Knight of Obligation, Thrull Parasite, and Syndicate Enforcer all just have egregious stats. Similarly, Resplendent Mentor is a five Mana 2/2 that doesn't do something immediately unless you have a board state.

Armillary Sphere doesn't do much. You probably prefer to cast your commander than paying four and finding two basics.

Endless Scream is far too much Mana for what it does in my opinion. Same with Howl from Beyond.

Linden, the Steadfast Queen just seems awesome in here, as does Shadowspear and Loxodon Warhammer. Ivory Tower and Revenge of Ravens could be interesting.

You have quite a bit of creature based removal, thus you may wish for dealing with other permanents. Despark, Generous Gift, and Disenchant are all great.

That's all from me. Good luck!

Bloodsucker1211 on The Prime Vampire

8 months ago

KingOfMist I also saw,some really cool cards for my Rayami deck here. Bloodforged Battle-Axe , Gift of the Deity , and Mask of Riddles are all incredibly good. Endless Scream seems amazing too!

HalbrechtHalbrecht on Death in the Shadows

1 year ago

What you said about Endless Scream and Dauthi Mercenary makes sense. Even as I typed that up, I was thinking you might never get to the late game. But sometimes it's hard to tell just by looking at a deck.

After further contemplating the deck, and doing some actual playtests with it, I have a couple further thoughts that might be worth considering:


First, I feel like the inclusion of Infect might be dividing the focus of the deck, if ever so subtly. Several times in playtests, I'd have 2-3 creatures in play but only one with Phyresis, causing them to hit two different "life" totals (effectively). It was further complicated when I had a Rite of Consumption in hand, as it made sense to put the enchantment buffs on the Infect creature, but that also made the Rite pointless.

So I tried focusing more on Infect, to ensure all creatures I controlled would deal Infect damage, but the only other pauper card that grants it is Tainted Strike . Also, sometimes I'd have only one creature but redundant sources of Infect (the only consolation being the +1 poison from Tainted Strike). Ultimately, I just tried cutting Infect entirely and focusing solely on normal damage, which I personally preferred.


Second, have you considered going with instant/sorcery buffs rather than enchantment buffs? Obviously, voltron can be very powerful when it works, but enchantment-based voltron is hurt a lot more by removal. You seemed to imply that you run into a lot of removal when you said "the opponent has probably removed enough creatures that it's almost impossible to get back into the game".

Going with instants and sorceries presents less optimal targets to your opponent, it usually gives you the same power boost for 1 less mana, and adding in a little card draw gives some resilience to the deck. Basically, you sacrifice a turn or two, but you also can keep the steam going a little longer.


I copied your deck and tinkered with it this afternoon, doing both of the above things. Here's what I came up with:



I playtested it quite a bit, as well as your original version. Although it can't get the turn 3 wins yours can, it will consistently win by turn 4-5. I'll keep my version up for a while, in case you want to play around with it a bit on T/O and see how it compares in your eyes.

I removed Rite of Consumption as it no longer worked as well without permanent buffs. In its place I added card draw.

I also never liked Skittering Skirge any time I had it in hand. It was always a disappointing play for me. In its place, I tried several low-mana evasion creatures, like Guul Draz Vampire and Stronghold Confessor . I found that the former "auto-scales" better for both early- and mid-game, whereas the latter is only good on turn 4 if you actually cast it that turn. But they have different types of evasion, which may make a big difference.

mal099 on Death in the Shadows

1 year ago

Thanks for the +1 and the suggestions!

The problem with Endless Scream and Dauthi Mercenary , as much as I love especially the latter, is that both of these cards are really only useful in the late game, and this deck is not designed to ever get that far - you either win between turn 3-5, or the opponent has probably removed enough creatures that it's almost impossible to get back into the game. The deck also doesn't have any way of defending itself, so by that point, they should have done a substantial amount of damage. Some more playtesting might be in order to see if those cards might have value against control, but I feel like going for maximum speed is still my best bet.

Bonesplitter , again, sacrifices speed for long term viability, but in that case, I feel like it might be worth the cost. Will also require some testing. Same with Infernal Scarring , and I probably wouldn't want to play both. So it's a choice between definitely keeping an equipment after a removal, or potentially drawing a creature, which is often more important... not an easy choice, but I'll keep them all in mind. Will probably go for either Predator's Gambit or Bonesplitter , since I've already bought those.

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