Grave Consequences

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Grave Consequences

Instant

Each player may remove any number of cards in his or her graveyard from the game. Then each player loses 1 life for each card in his or her graveyard.

Draw a card.

IPlayAnIsland on

6 years ago

In that case...

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

7 years ago

After some playtesting, I think I went the wrong direction with my latest changes. Grave Consequences was a total waste. The Meren of Clan Nel Toth deck deftly played around it like it wasn't there. Each card he wanted to keep only cost him one life, and the rest of them he just let go. The player appreciated my change, but that was too much. I added Shred Memory and will consider Samurai of the Pale Curtain as an alternate but easier to take out Rest in Peace. I may also try Stonecloaker for repeatable grave hate. I can put in the lesser cards than Rest in Peace because I was asked to play nicer, but expecting to play a crazy graveyard based deck, then asking for people to not play any graveyard hate is a little much. Shred Memory is also an uncounterable tutor for a large number of really important spells, so will never be a dead draw. Samurai of the Pale Curtain is vulnerable to spot removal or wrath effects, so he can play around it if he faces it.

Citadel of Pain in my meta has been less than helpful. There is less of a non-basic land base than some metas, and there are fewer reactive or control decks, so a lot of lands are tapped, and it often gets 2-3 damage per turn, and I get hit as well. Not what I had hoped. I was going to try Price of Progress, but the dominance of 2 color decks makes this of limited value, and I get it worse than most. I may change focus a little with that slot and put in Toil / Trouble. The modal nature of this spell makes it never a dead draw, and hitting someone for a full hand may accomplish the same thing as I had planed for Citadel of Pain, but also expand who I can hit with it. I have also considered Sudden Impact for the same effect, but I want to see if the modal nature of Toil / Trouble makes it more valuable than the instant speed and Sunforger tutorable nature of Sudden Impact. We shall see. Due to the smaller number of control or reactive decks means that Grand Abolisher is less than helpful most of the time, and so may get the axe soon as well.

I am sort of on the fence with Slumbering Dragon. It is hard to tell how much that one is working. It may be, but it actually never works out to be a wincon. It is strictly a Rattlesnake and spot removal bait. We shall see if another wincon catches my eye for playtesting in that slot.

Wheel of Fortune has been one that I find I rarely play when I have it. As a reactive deck, I often have cards that sit in my hand until I find the right time to play them. Wheel of Fortune is counter to the strategy of holding cards for when they will be most effective. I am looking for alternatives if people have suggestions. I want large card draw all at once for little mana that doesn't require me to dump all my cards. Please speak up if you have a suggestion.

I am always looking for amazing wincons that fit the theme of this deck. Cards that attack people for specializing or overreaching with common strategies, things that attack people for doing things that all decks do, or symmetrical damage that is outsized compared to the mana investment. Damage that is not dependent on connecting with an attack is best.

I may also bring in Felidar Sovereign. An alternate wincon is always good to have, and one that supports itself but is also synergistic with the rest of the deck is perfect. Another lifelinker for Hatred is also welcome.

Anyone who sees something I have missed that would fit here should also feel free to suggest things. As people who have followed this deck know, this is an evolving deck. It will continue to evolve as I tune it.

Simplyafish on Queen Marchesa: Politics, Aikido, and Control

7 years ago

I like the switch to Grave Consequences. I too have a Meren deck in my Meta that can get a little oppressive once in a while, and this seems like a great addition that doesn't end their game plan completely.

For Increasing Vengeance, since it only copies a spell you control, is the flashback cost worth the benefit of not being able to use your copy effect on an opponent's spell? You need to pair it with another game-turning card in your hand, but I've found that Reverberate can swing things just on its own, as a reaction. I also personally love Wild Ricochet, but I see that with your tight low mana base it might be just a tad too much.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

7 years ago

Just a minor update after some play. There is a Meren of Clan Nel Toth deck in my meta. Not an overpowering beast, and fun and exciting to play against. Just a fair and fun casual deck that is great to have in our meta. The player of that deck expressed frustration at the ability of Rest in Peace to totally hose that deck. So I am adjusting the list slightly to compensate. A goal of this deck is to win, but only in ways that are fun for everyone, even those I beat. I want to maintain the deck's ability to punish graveyard antics, but I realized that Rest in Peace is a little out of character for this deck. I want cards that punish as many archetypes as possible, but not shut them down completely. I want to punish overcommitting to a strategy, and exploit the strengths of each opponent, not shut down any deck. I typically just want to do damage to them for pursuing their strategy, not just shut it down. I replaced Rest in Peace with Grave Consequences for the time being, but may look for cards that punish playing cards from the graveyard, not just punish those with lots of cards in the graveyard. I am happy to take suggestions.

I also changed Reverberate to Increasing Vengeance, since I won't be removing my graveyard anymore. I will think about adding Past in Flames as well, just to see how it works out. We shall see.

HarroHunter on

8 years ago

Ok I lied. I would consider replacing the dash creatures with cheaper cantrips like Grave Consequences (cards that draw a card). You can only dash a creature once per turn but you can play as many cantrips as you want.

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