Gratuitous Violence

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown Rare
Onslaught Rare

Combos Browse all

Gratuitous Violence

Enchantment

If a creature you control would deal damage to a creature or player, it deals double that damage to that creature or player instead.

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Gratuitous Violence Discussion

ZtheGreat on Ishi-Ishi vs. The Universe

4 days ago

We're getting into the range of less-budgety things (assuming that's what you were going for) but Price of Glory, War's Toll, Crawlspace, Tangle Wire really slow opponents down.

Caged Sun and Doubling Cube if you want to win with big mana X spells. Also, Demonfire forces the damage through

Rite of the Raging Storm can help lower life totals.

Furnace of Rath, Dictate of the Twin Gods and Gratuitous Violence. I think these really help what you're trying to do here.

Tormenting Voice, Wild Guess, Cathartic Reunion, Staff of Nin, Loreseeker's Stone and Daretti, Scrap Savant. These are all card draw, and red generally needs all the help it can get. Bonus to Staff, Daretti and Stone for being repeatable. Plus, Staff pings. Daretti also does all the artifact goofiness, which generally gets you some value, even if you don't primarily use artifacts.

Divergent Transformations and Indomitable Creativity are spot removal that people won't hate you for, because it gives them something else.

Blasphemous Act is one of red's best sweepers. It always does work for me.

Journeyer's Kite is repeatable "ramp", and also, Deck Thinning is Deck Winning. Armillary Sphere can ramp you as well.

Isochron Scepter + Last Chance/Final Fortune + Sundial of the Infinite = Infinite turns

Chandra, the Firebrand and Pyromancer's Goggles copy instants and sorceries, which ties back into your "blow people out with X spells" subtheme. Mirari does this as well.

Cascading Cataracts and Darksteel Citadel are great in decks that destroy lands.

Mystifying Maze and Maze of Ith are good stall tactics for a creatureless deck. Glacial Chasm as well.

djewell on F*ck You.

2 weeks ago

The reason i say that it's not good as a Voltron commander is because of the text on the card, as well as the rule of how one loses to commander damage. from the MTG comprehensive rules:

    903.14a A player that's been dealt 21 or more **combat damage** by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)

"Combat Damage" is the key word.

From the MTG rulings on Saskia found on gatherer:

    11/8/2016 The damage that Saskias ability causes a creature to deal isnt combat damage.

So therein lies the problem, Saskia is no better than the average commander for killing via commander damage. Sorry to rain on that parade :(

I would say, though, that she still puts out a TON of damage and therefore you might be likely to win by just straight damage through her alone. The buffing artifacts are your saving grace there.

HOWEVER, This is still a good deck and can put out a ton of damage! We just need to up the damage output a bit with some more cards.

Dictate of the Twin Gods, Gratuitous Violence and Inquisitor's Flail will capitalize on that damage output as well. Strionic Resonator will do the same OR ALLOW YOU TO CHEAT SASKIA'S EXTRA DAMAGE ABILITY TO SOMEONE ELSE!... or copy the triggered ability on say ... Hydra Omnivore

speaking of fun stuff, Blade of Selves would be great for your Malignus or Hydra Omnivore. Not so much on Saskia unless you fancy killing off your commander due to the legendary rule.

You could also use some more trample in case your hard hitters get blocked. the damage that rolls over more than likely will still do a hefty amount. Archetype of Aggression is always my go-to.

I think you need more target changers in this deck. You have one which blinks Saskia, but otherwise you need to kill her with one of your removals if you want to change target player any time soon. Legion's Initiative might be good for ya. Emancipation Angel or Kor Skyfisher aren't as good.. but at least doesn't send your commander to the command zone like removal would.

now for what you don't need...

Mina and Denn, Wildborn is much better for landfall triggers. If Land Tax is the only reason you have it in there, i think the slot could be filled in better ways. at least you can get out Burgeoning and Exploration when you have 1 mana, actually ramping you to Saskia. I feel like especially since your only card draw is either Land Tax or Phyrexian Arena that you won't see her ability very frequently. Granted you do have card tutors, its probably not a card you are going to want to tutor for anyways.

You mentioned in your omissions tab that you don't want Leonin Abunas in your deck because you would much rather move forward with your deck than worry about lost artifacts. I would counter this by pointing out that you are running more slots with graveyard recovery than you would with that one card. Sun Titan can only return one per turn and only in the late game. Glissa, the Traitor is not terrible.. but taking up a slot. and relies on other creatures entering graveyard. a lot of your removal is exile, so you can't control that trigger very well. also Eternal Witness is good utility, don't take it out but it shows the slots you are using for artifact recovery. slots that could be used to press the attack forward.

Sakura-Tribe Elder is not terrible.. but if you are looking for recurring mana, i'd just as easily put in a Birds of Paradise or Sylvan Caryatid

Silverblade Paladin does indeed give double strike, but is limited to one creature and assumes that it will not be destroyed, i think you can do better than that. the moment you put it out, it's a target. One substitute that comes to mind is Duelist's Heritage which will work not only on Saskia, but also on any of your other hard hitters like Malignus (one hit kill someone) or Hydra Omnivore, striking everyone for massive damage. Not to mention that it's the same mana cost with 1 less white mana symbol and won't be destroyed by your creature board wipe.

Vigor is a very fun card.. and yet.. I imagine never works the way you want it to, but acts more as a deterrent. They probably just won't block. The only real utility I can see in it for you in an actual game is that you can block with Saskia due to her vigilance. Maybe that's reason enough? I dunno, i've not played against or with a vigor yet, so you'd know better there.. just pointing out how I imagine it going down. Pathbreaker Ibex might be a better option for you! that with Malignus is just disgusting.

You have enough card tutor that it might be worth getting rid of Akroma's Memorial and put in Eldrazi Conscription (less chance for repetition of double strike and more chance of damage.. and the annihilator 2 is nice. Not to mention trample so your damage gets through.

I feel that Basilisk Collar is a bit of a dead card in your deck.

AND THAT'S IT! whew. That was a lot! Do me a favor and give me some things to think about! check out my decks, Nana Tana's Getrekt Stew and Stop Hitting Yourself!! Thanks!

holybreep on Dragonlord Scion

3 weeks ago

checking out this list and offering my constructive criticism :D

Please keep in mind that this is just my take on Scion, there's definitely a lot of ways you can build it, so these comments are going with the train of though that being voltron for the win is the most efficient path to victory :D

I'll break it down by category:

Lands:I'd probably cut minamo and high market. From there, I think 36 lands is fine, and I'd play 2 of each basic to play around non-basic hate and to take advantage of some other effects from cards I'll mention later.

I'd also consider running ancient tombs in place of Crystal Quarry, cascading cataracts just seems like a better version

Sorcery:I feel like these should mostly be either- Powerful board wipes- Powerful card draw- Stuff that will win you the game

My reasoning for this is that this deck probably draws stuff it doesn't want to/can't play, and those cards end up being dead in the hand for too long.

In your list, I'd probably cut:

  • 1x Channel the Suns - this card takes up a slot to net you 1 mana. If you're fetching right and have mana rocks, this card is basically dead.

  • 1x Fearsome Awakening - very slow reanimation spell, the 2x +1/+1 counters aren't an upside worth paying 5 mana for in my opinion.

  • 1x Skyshroud Claim - you can probably find a better rate for ramp + fixing, a 4cmc sorcery seems like too steep of a price to pay.

Sorceries I'd consider bringing in are:

  • Maelstrom Pulse - relevant vs tokens
  • Akroma's Vengeance - flexible boarwipe thanks to cycling.
  • Time Spiral - re-gas or reconstitute a weak hand.
  • Rite of Replication - either copy the best threat, or make 5x of one of your dudes. Basically wins you the game with Scourge of Valkas if kicked (basically a super Valakut - 6x5x6 = 180 damage, since each copy Valkas will see 6 dragons entering the field at once)
  • Bring to Light - essentially a tutor
  • Moving on to Instants:I'd cut Lure of Prey and Sarkhan's Triump. Feels like this deck wants to basically win with Scion getting through with commander damage, ultimately a voltron approach to victory. With that being said, I think you can jam a lot of high impact instants. These come to mind:

  • Pact of Negation

  • Path to Exile
  • Swords to Plowshares - life gain doesn't really matter if you're winning with 21 commander damage.
  • Disallow - gets rid of tricky stuff, and its a solid counterpell overall
  • Fact or Fiction - fills the GY, digs 5 cards deep at instant speed for 4cmc.
  • Savage Beating - for 5 or 7 cmc, you win the game
  • Hatred - seems decent in EDH, with 40 life, you're basically trading off 5cmc + 15 life to either win the game, or to knock someone out of the game (commander damage).

Enchantments:Cuts, due to low impact, in my opinion:

If I were jamming Scion, I'd probably want my enchantments to do 1 of 3 things - either keep me alive, protect my dudes, or act as a damage multiplier or grants evasion so I can win via commander damage.

Stuff that keeps you alive:

Stuff that protects my dudes:- Asceticism - you already run this, nothing else off the top of my head atm.

Evasion/game winning stuff:

Now, on to Artifacts:

First, stuff that doesn't pass the initial eye test:

  • Crucible - no obvious synergy
  • Dragon Arch - seems iffy, you end up paying 7cmc to play a multi-colored creature, at which point, you can probably just play the creature. If the creature costs less than 7cmc, you kind of just owned yourself.

Stuff I think is worth checking out:- Chrome Mox- Prismatic Geoscope - this is what those basics will help out with :D- Fellwar Stone - most likely fixes some colors + ramps- Swiftfoot Boots - lightning greaves #2- Credit Voucher - cycles dead cards for potentially not dead cards, for the low cost of 2cmc

Planeswalkers - I noticed you don't run any, I think these might be decent:Sarkhan Unbroken - CARD DRAW + mana fixing/ramp in one? SEEMS GOOD!Sorin, Grim Nemesis - MORE CARD DRAW!? AND with the high CMC of your stuff, the drain should be excellent every now and then.Nicol Bolas, Planeswalker - Takes care of any creature threat + flavor win

CREATURES!!I'd make these cuts on the thinking that they either:A) Don't win you the gameB) Don't advance your boardstate enoughC) Don't provide adequate utilityC) You're never going to be able to abuse their 3cmc payment abilities + you probably will only have one shot with them. Feels like the mana would be better spent winning with Scion.

  • 1x Balefire Dragon
  • 1x Bladewing the Risen
  • 1x Dragon Mage
  • 1x Dragonlord Ojutai
  • 1x Dragonlord's Servant
  • 1x Dragonspeaker Shaman
  • 1x Hellkite Tyrant
  • 1x Karrthus, Tyrant of Jund
  • 1x Numot, the Devastator
  • 1x Savage Ventmaw
  • 1x Steel Hellkite
  • 1x Teneb, the Harvester
  • 1x Tyrant's Familiar
  • 1x Utvara Hellkite
  • 1x Vorosh, the Hunter

Creatures I'd consider running:

Whew, that's all I've got! Again, this is just my take on what I think is the path of least resistance to victory with a Scion deck that's not as vulnerable to GY hate. GY strats are definitely legit, so feel free to jam all the reanimation + tutors too :D

Hope you found some of this useful :D

strembl7 on Rakdos the Defiler

1 month ago

So, proposed edit list

I ran a list with a similar number of ramp spells to make Sen Triplets work, and 3-drop artifacts are really hard on your early game. 2-drops curve out so nicely in comparison. Here are a few changes on that note:

Lose: Rakdos Cluestone for Rakdos Signet

Lose: Cryptolith Fragment  Flip for Fellwar Stone

Lose: Burnished Hart for Coalition Relic because you want as few permanents as possible to maximize value when you have to sac half. It's less mana, and fewer permanents.

Lose: Fulminator Mage for Cultivator's Caravan. Fulminator is really very 1v1 geared, and Cultivator hits hard when you no longer need the mana.

Lose: Tormenting Voice for Cathartic Reunion. I've run both and if your hand is sad enough to want to blow mana on card advantage, you probably want to cycle as much hand as possible. If budget allows, Wheel of Fortune is oodles better, or the "miracle" wheel the name of which I cannot remember.

Lose: Liliana Vess. She is too slow for this deck and doesn't put out enough pressure. Consider something like Earthquake maybe? or any of the suggestions below.

Lose: Curse of Bloodletting for Furnace of Rath and/or Gratuitous Violence for multiplayer and more suicideyness and synergy with the Wound Reflection.

Other possible inclusions:Praetor's Grasp is usually a Sol Ring but can otherwise be the perfect answer if there's a problem on the board.

Lightning Reaver because awesome for multiplayer.

Coldsteel Heart Is a great rock for 2 mana. Take a look at your artifact base when all the edits are done and see where/if you can fit it.

Scorched Ruins is an amazing way to hedge mana against Rakdos if your meta isn't blowing up targeted lands. Or if you have a crucible... ;)

Gamble

Grenzo, Havoc Raiser is so incredibly badass when you're connecting with demons. No backswing to worry about, and more damage to your opponents. In multiplayer this guy is king.

Necropotence suits the suicidey theme and refills your hand better than any card in the game.

Ashes to Ashes is better than Terminate most of the time. Your colors just can't stop Eldrazi once they're out usually.

Rakdos, Lord of Riots I think is really good in this deck.

Give Larceny some consideration after playing the deck a bit. See how much your demons are actually connecting. Great value.

Pain Magnification is a solid include given all your flying shenanigans.

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