Players can't gain life.
Damage can't be prevented.
All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)
Printings View all
|Commander 2016 (C16)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Everlasting Torment occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Everlasting Torment Discussion
3 weeks ago
Build a Selesnya deck and run things such as Darksteel Mutation , Lignify and Song of the Dryads . If you want to make it Bant instead and have counterspells, you now have access to Imprisoned in the Moon . There is also Humility , Overwhelming Splendor , Kasmina's Transmutation and Kenrith's Transformation .
Basically you're going about the deck in the wrong way. Stop trying to "kill" him and start trying to "out pace" him.
You can also prevent him from even gaining life; Leyline of Punishment , Erebos, God of the Dead , Stigma Lasher , Forsaken Wastes , Everlasting Torment , Witch Hunt , Havoc Festival , Rampaging Ferocidon , and Archfiend of Despair .
You're going to want solid enchantment removal. For those, you have; Tranquil Path , Back to Nature , Paraselene , Bane of Progress , Primeval Light , Tranquility , Rampage of the Clans , Fracturing Gust , Austere Command , Tempest of Light and Merciless Eviction .
I'd highly recommend you go Bant and just ignore the Rakdos options I have given you, but those are there in the event you want some extra possibilities.
So you have two things here; Prisons & Mass Removal. They are working against each other, so you want something that protects your own boardstate; Teferi's Protection , Avacyn, Angel of Hope , Darksteel Forge + Mycosynth Lattice , Starfield of Nyx + Eldrazi Monument , Soul of New Phyrexia , Heroic Intervention , etc.
I'd recommend you run all of them, actually. Put Tuvasa as your Commander so you always have access to card draw. He basically turns your first enchantment each turn into a cantrip (Trading 1 card for 1 card).
1 month ago
I have three questions regarding this card: Wall of Shards
1.) I have Wall of Shards and an Everlasting Torment on the battlefield. Because my opponents are unable to gain life would I be unable to pay for Wall of Shards 's cumulative upkeep cost and be forced to sacrifice it? (I know this has been asked if it works with Tainted Remedy , but is "Players can't gain life" also a replacement effect or something else?)
2.) I have Wall of Shards on the battlefield and my opponent has Aegis of the Gods on the battlefield. Wall of Shards never specifies targeting an opponent when paying for the cumulative upkeep cost. Can I make the opponent who controls Aegis of the Gods gain life?
3.) I have Wall of Shards on the battlefield and two opponents. Upon upkeep I put a second age counter on Wall of Shards and pay it's cumulative upkeep. Can I pay the cost by making both my opponents gain 1 life each? If so do both opponents gain life at the same time or must I choose priority? And if there is priority can I cast spells between each instance of life gain such as recurring and casting a single Punishing Fire from the graveyard multiple times?
3 months ago
Wake of Destruction is a maybe but Nightmare Incursion is definitely staying. I've exiled 15+ cards with. Not to mention adding Sadistic Sacrament on top of it for those that decide to incur Rakdos' wrath early haha. I am looking at AEther Snap as it has been underwhelming as of late. Even though on paper the card is insanely good. Everlasting Torment is another that I haven't cared for. It's in there for the "damage can't be prevented" aspect, but that just hasn't mattered recently. Not to mention I have other instant speed sources. I like the idea and am willing to try it out king-saproling. Thanks for the comment man!
4 months ago
In terms of budget lands, Graven Cairns is cheap because of multiple printings, and fixes both ways instantly. Foreboding ruins, dragonskull and a couple of these will run fine, even if it doesn't leave space for Ghost Quarter and friends.
When assessing lands its also worth looking at hate cards too- Blood Moon , Ghost Quarter , Field of Ruin etc. Mono red ignores them almost entirely, while the more colour requirements your deck has the more they are punished by them.
That said, Black/red offers a lot in terms of sideboard.
From Thoughtseize / Duress to Kolaghan's Command / Rakdos Charm , tech like Rain of Gore / Everlasting Torment and kill spells like Angrath's Rampage , Dreadbore and Terminate , there are a whole suite of tools that become available. If your meta calls for those tools it can be completely worth it.
In terms of strategy, that toolbox lets you take it to the midgame more consistently. If your idea of goblins is activating krenko, black red is where you want to be, because it can keep him on the field. If you want to rush as fast as possible, the question is whether Munitions Expert and the sideboard tools is good enough to be worth it. Siege as a 4 drop is more suited to a midrange 'value' goblins, which likes saccing goblins for direct damage- but its not the same deck.
4 months ago
Everlasting Torment is another option in case you have players who run with damage mitigation cards such as Riot Control Defend the Hearth Deflecting Palm Druid's Deliverance etc, which would be a giant road block to cards that let opponents choose to "take damage" or do the other thing. Dash hopes, risk factor, vexing devil, sword-point diplomacy, sword-point diplomacy, and torment of scarabs, leave your cards in the control of your opponent through choice, which can then be mitigated, when they draw the right cards. Everlasting Torment strips them of that choice with possible mitigations
6 months ago
Zakuzelo, thanks for checking out my build. Lately I find myself running Wickerbough Elder more often than Necroskitter . Necroskitter isn't as useful as it was when I was running Fate Transfer . However, it is theoretically handy if I side-in Everlasting Torment . Problem is, Torment is usually countered or destroyed before anything can happen. So you are right, in practice, I could likely open up the space to something else. That "something else" is the mystery. I have three tutors now, so running one-of answers is always an option, but not ideal. I don't want to muff up a good thing, but at the same time I feel like there is something I could put in here to really make it a very painful deck to deal with. It already is a pretty hated deck, mostly because it's not straight-ahead or as predictable as some other modern builds. So I want to keep it diverse. I've been thinking about going back to Throne of the God-Pharaoh , or possibly even bringing Crocodile of the Crossing back. Also tossed around Cryptolith Rite for extreme ramp. I'm just not sure if the process of replacing cards will ever end with this build. It plays on a pretty good level, but I want to make it a pretty amazing build.
6 months ago
I hope at least some of this is helpful!
First of all, 1x Bojuka Bog can be a mainboard land that fulfills the same utility as Tormod's Crypt. An additional 1x Scavenger Grounds can supplement the Bog and add flexibility. If you're planning on shelling out crazy cash for shocks and fetches, you might as well add 1x Urborg, Tomb of Yawgmoth , too.
I second UndeadxPenguins in moving the Leylines to the sideboard. I might go even farther and say that Leyline of the Void might not be worth it. Generally speaking, I prefer spells that apply to all opponents - IE - I'm excluded from the effects.
Multiplayer burn is basically impossible. I totally understand wanting to make a Rakdos burn deck instead of a Boros one. I, too, feel a seemingly innate desire to break convention. Additionally, I've had the fortune of pulling a full set of Dragonskull Summit s from booster packs, so I've trying to build a multiplayer Rakdos deck. That said, neither red nor black are colors I use regularly or primarily and I'm sorry to report my efforts have yet to yield any results I'm particularly pleased with. For reference, my most recent attempts are: Tainted Aria and Forgotten Elements. One take-away from those decks Aria of Flame and Priest of Forgotten Gods - each says "...any number of target players..." or "each opponent" - there aren't hoards of cards that have language like that, so any spells that strike your fancy that have language like that are going to be good. All that said, I doubt you'll ever be able to deal damage fast enough to more than one opponent with any consistency. That doesn't mean you can't make a darn mean deck, but that perhaps it would be better to forego the goal of speed in favor of broader, repeatable effects.
I think one way around the obvious limit of trying to deal out 40 or even 60 damage with a burn deck in a multiplayer format is to include more passive threats - dropping some instants in favor of creatures and enchantments - I'm thinking spells like Eidolon of the Great Revel , Harsh Mentor , and Manabarbs . While, like spells that say "all opponents," there aren't a ton of these sort of spells out there, there are some good ones.
Since you're running so few creatures, perhaps it would also be worth considering board wipes as a means of dealing with multiplayer threats. Blasphemous Act comes to mind, as well as the eternally popular Damnation .
Angrath, the Flame-Chained seems like a possible fit, though I question the CMC viability.
I suggest you add "Multiplayer" to this decks hubs.
I don't put any stock in TappedOut's "Competitive Meter." I showed with my deck, 100% Competitive, 100% Loser that the Meter does not take into account the interaction between cards. So if you make changes and the Meter says it's less competitive, I wouldn't worry at all.
Sideboard: Everlasting Torment , Dismember - deals with indestructibles, Extirpate / Surgical Extraction , Geth's Verdict - deals with Hexproofs and Shrouds, Pithing Needle , Ratchet Bomb , Elixir of Immortality .
8 months ago
kamarupa hey thanks for the input! I like Ratchet Bomb and Everlasting Torment as options in the side board. Will add. You think Sign in Blood is better than Plunge into Darkness ? I looked at it and I figured plunge was more flexible, but I'm not sure. Bump in the Night is a good card no doubt but I kinda wanted to stay away from more conventional burn spells and rely more on using my creatures as a way to get reach. May be not as competitive but more fun to me. Priest of Forgotten Gods I have considered. I don't know I feel like I want to be on the attack with my creatures and I feel like priest slows the aggression down. You think it would be a decent sideboard fit? Thanks.