Greed

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Legends (LEG) Rare

Combos Browse all

Greed

Enchantment

{B}, Pay 2 life: Draw a card.

Price & Acquistion Set Price Alerts

C13

7ED

6ED

Ebay

Recent Decks

Greed Discussion

FancyTuesday on Does Safe Passage prevent Greed's ...

2 days ago

Please use double brackets to link cards you're asking about. For further information check out the formatting tips page.

Safe Passage
Greed

Safe passage will not save you from Greed's activation cost because Greed does not do damage, you pay life. Damage causes loss of life, but loss of life isn't damage. Furthermore, because the payment of life is in the cost side of the ability, if you can't pay the life because you don't have the life or something is preventing you from doing so (like say, Platinum Emperion) then you cannot activate the ability.

Monti_Jones on Balthor's Demonic Cult

1 week ago

bradtheimpaler13 Thank you for commenting!

Yes I saw Liliana's Contract and while it looks good I think this is a win-more card for this deck. Let me explain why: Drawing cards is always good but it is not the kind of card draw this deck needs. I mostly want steady card draw like Phyrexian Arena and Greed to have a constant supply of Apostles. Drawing 4 once just isn't enough to crank out sets of 6 Apostles consistently. On top of that, the win clause paints a huge target on my head even if I am nowhere near to reaching the condition. When I finally get enough demons to trigger it, I either have tutored 4 times or have reanimated a graveyard full of demons. If either happens I am so far ahead, I can win on the spot most of the time. Waiting for my upkeep again only gives my opponents another turn to mess everything up again. Best case scenario I can imagine for this card is when my opponents forget about it (people never forget about win-the-game cards) or I have instant mass reanimation of at least 4 demons, it which point I would have won anyways most likely. Liliana's Contract is neat but unfortunately not good enough for my deck.

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 week ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

Maaloufler on Ayli, Eternal board wipes

1 week ago

i would run Erebos, God of the Dead over Greed. The indestructibility and opponents not being able to gain life seem too good to pass up especially for the same cost. Also, Erebos, God of the Dead can be used as a creature when the devotion is right.

precociousapprentice on Marchesa, Political Queen of Pillows

2 weeks ago

MegaMatt13, I think all the changes look very reasonable. I have yet to put Virtus the Veiled into play, so I have no comment, but your explanation sounds very reasonable. I addressed Curse of Opulence over at my deck, mainly because it serves as an explanation for why I keep it, not as a reason that you should. As for more draw cards, I struggle with that, too. I consider Phyrexian Arena regularly, I recently was considering Read the Bones, and I think Greed is great. I would probably consider Erebos, God of the Dead over it, mostly for the indestructible and the late game finisher option, but the lower activation cost of Greed is worth considering, and the flavor for Queen Marchesa is pure win.

I like what you are doing here, and I will await hearing about the results.

Bye the way, I am considering killing some more of my babies in an effort to keep up in a stronger meta. Queen Marchesa still wins way more than she should, but I look at my competition, and see some adjustments that can be made. Evolution or Extinction, there are no other options.

xTEDDYx on Prossh, the Magnificent King under the mountain

2 weeks ago

Awesome! But flavourwise, why not throw some Greed in there? :D

NV_1980 on Mogis, God of Demons

2 weeks ago

Hi Blackheart6004,

I think your theme is nice. There are two things I would change:

  1. You have few ramp options, but quite a number of expensive creatures and spells in this deck. I'd seriously consider more artifact mana-rocks like Talisman of Indulgence, Commander's Sphere, Fellwar Stone, Worn Powerstone and Thran Dynamo. Another idea is to either make the demons cheaper to cast with a card like Urza's Incubator or cheating them into play with a card like Belbe's Portal.

  2. I would add more draw options like Greed, Underworld Connections and Phyrexian Arena.

Regards,

NV_1980

sleeper_agent007 on Toxic Love [Pharika Budget Enchantress]

3 weeks ago

Looks good, man. I have been working on my own version of Pharika Enchantress. Here are some ideas:

Color fixing / Ramp

  • Abundant Growth fixes mana and draws 2 with an enchantress in play.
  • Fertile Ground, Overgrowth are classic aura ramp.
  • Elemental Resonance in any deck that plays a green God from Theros.
  • Draw

  • Mourning, Whipsilk are draw engines in your deck.
  • Bequeathal two cards for 1 mana.
  • Casting of Bones fits the theme and let's you dig deep.
  • Phyrexian Arena, Dark Tutelage, Underworld Connections, Greed provide steady card draw throughout the game.
  • Fruit of the First Tree as a flavorful alternative to Harmony?
  • Creatures

  • Curse of Disturbance free armies are good.
  • Druid's Call on Pharika would also be good.
  • Verdant Embrace can be even better.
  • Genju of the Fens is a mana sink that dodges sorcery speed mass removal that could also help you close out the late game.
  • Power boost

  • Exoskeletal Armor, Nighthowler, Herald of Torment, Eternal Thirst give you a significantly better chance at winning with commander damage.
  • Removal

  • Gift of the Deity is a one sided wrath every turn if Pharika is online.
  • Lingering Death gets rid of Avacyn, Eldrazi, and other annoying indestructible things.
  • Nyx Infusion is a flavor win.
  • Traveling Plague moves fast in a multiplayer game.
  • Toolbox

  • Shade's Form is one of those hidden gem cards. Mana sink or Mind Control. Not bad for three mana.
  • Spreading Algae can act as TechEdge on crack. I mean, I see Urborg in like 90% of my games. Algae will do some work.
  • Unnatural Hunger not great against token armies but can be solid against other decks.
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