Herald of Anguish

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Aether Revolt Mythic Rare

Combos Browse all

Herald of Anguish

Creature — Demon

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)

Flying

At the beginning of your end step, each opponent discards a card.

, Sacrifice an artifact: Target creature gets -2/-2 until end of turn.

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Herald of Anguish Discussion

WillySmasher on Tax of the Council

2 hours ago

Thanks for all the good suggestions Scorprix I've changed what I wanted the deck to do but still most of your suggestions will be added.

Firstly Tainted Remedy is a meta call one of my friends plays GW lifegain, I agree with Underworld Connections which may be replaced with Necropotence or a similar CMC draw engine.

Orim's Prayer, Hissing Miasma, and Cliffhaven Vampire all cut, you're right they're too weak. Herald of Anguish was cut as well I was just thinking of some sort of hand disruption but you're right it's slow.

Serra Ascendant is one of my favorite white cards so he'll stay lol.

I'm not sure about Path to Exile over Condemn mainly because I don't want to ramp my opponents but I suppose there's a reason Path is $10 and condemn is 20 cents lol.

As for your other sugestions Duelist's Heritage and Koskun Falls were added, Windborn Muse and Archangel of Tithes may find a spot once I make some cuts, Rest in Peace and Torpor Orb actually stopped what this deck was going to do (Obzedat, Ghost Council, Spreading Plague, and Debtors' Knell specifically but like I said I'm taking it in a new direction.)

The others I'm iffy on but I don't know why I didn't add Austere Command before :p.

Again thanks so much for all the suggestions, for looking at the deck, and the +1!!

Edit: also I don't know what Forbidden Orchard does for me besides mana fixing?

the.beanpole on Hidden Blossom

4 hours ago

I think I see where you're coming from. The reason that I went with a build like this was to create both redundancy and flexibility. Underhanded Designs is not overtly powerful, but the flexibility to play extra kill spells and extra Zulaport Cutthroat in the same card was appealing. Yahenni can likely go, as I should have plenty of sac' outlets between Hidden Stockpile and Syndicate Trafficker.

I have recently been playing the deck with Smothering Abomination in place of Herald of Anguish just due to cost, and it does ok. I definitely do not want to run too much fat on the top end though. An extra Herald and Abomination would just cost too much to leave up mana for Syndicate Trafficker or clues or Hidden Stockpile. Herald dodges Dynavolt Tower and Fatal Push and allows me to sac' spare Servo Schematics for value. Abomination is super sweet when it goes off though.

As for Grasp of Darkness, I have been going back and forth between it, Complete Disregard, and Stasis Snare. Complete Disregard hits a surprising amount of decks. All of B/G, most of Mardu vehicles (notably turns off Scrapheap Scrounger forever) and turns off Saheeli combo. Stasis Snare is the same, but can hit a creature-Gideon as well as gearhulks. Grasp of Darkness is cheaper though, which is a big deal. The deck definitely has a lot of tinkering left though, for sure. Thanks for your input!

Scorprix on Tax of the Council

21 hours ago

So sorry about the time. I've been very busy!

Either way, some notes and cards that may be worth including: Tainted Remedy is generally pretty bad, and other people gaining life is almost never a big deal. Underworld Connections is really slow card advantage, a bit too slow for my tastes, but if you don't mind "sacrificing" a land for your card advantage you can keep it (just noting that it is a strong card when you have access to green and their plethora of land-untaping effects). Orim's Prayer, Hissing Miasma and Cliffhaven Vampire fall into the corner case of being sometimes good, but usually pretty awful, and are often worse than just including better cards. Divinity of Pride and Serra Ascendant are cards that I have used in the past, but are (surprisingly) bad. All they do is just sit there, be big and then die, and since this is commander most removal will generate a bit of extra value, but your cards did nothing, so you will simply fall behind on cards. Herald of Anguish is slow and does nothing for your deck. Kambal, Consul of Allocation might be interesting as a commander, but as just a single card in the 99 that you will likely draw late in the game it is pretty bad. Condemn used to be very good when you could still "tuck away" commanders, but since that change it has been pretty damn unplayable since it usually just a worse Path to Exile. Finally, Drana's Emissary and Grim Guardian are just bad cards.

Good card to add might include Forbidden Orchard, Duelist's Heritage, Windborn Muse, Torpor Orb, Thunderstaff, Rest in Peace, Archangel of Tithes and Koskun Falls. These all just help your general strategy.

Demonic Tutor, Council's Judgment, Sepulchral Primordial, Luminate Primordial and Archon of Justice are all just really solid cards that fit into many black and white decks regardless of archtype. Even Path to Exile isn't as good as these guys here! haha

Hope this helped! And one last recommendation- add a few more boardwipes, especially versatile ones like Austere Command!

Boza on New League Idea - Standard ...

6 days ago

HeavyR

Well, the idea is that it should be self-regulating more or less (still relies on trust) - people will note how they change their decks every week, but there won't actually be someone to check legality every week. Also, the rarity rules are only in place for the initial deck. After you get your first booster, the deck no longer has to comply with the rarity rules (although, you can add cards you only get in boosters).

Ryjo

I agree on the sideboards and imposing rarity rules on that as well will help regulate that. Good call!

The launch of Amonkhet does not necessarily have to coincide with the launch of the league. It could be a bit later to allow people to make Amonkhet decks.

I realise that it could be a problem, but my idea is to frontload all the deck-check - all rarities will be checked at the beginning of the league, when you first constrct your deck. Afterwards, after you open your first booster and open a mythic Herald of Anguish and a foil Herald of Anguish mythic (like a lucksack), you can add them both to your deck, without worrying about the rarity rule. It will simply be noted on your "cheat sheet".

If you have any more ideas on how to do SBing in this format, it will be great!

Wendigo4481 on Marionette's Mastery

6 days ago

I'd recommend swapping out either the Herald of Anguish or the Filigree Familiar for a Metallic Mimic and calling servo for that animation module synergy. As for your flyer problem I'd drop the Herald of Anguish for Aetherborn Marauder for vacuuming up your +1 counters for a flying wrecking ball with lifelink,

JerichoDarkstar on Tezzeret Tower Control

1 week ago

Yeah, experimentation with local meta is a really good way of figuring out what works and what doesn't.

I will say that Merchant's Dockhand is amazingly good in pure Improvise decks. He's an early drop that can help get Metallic Rebuke ready and Herald of Anguish out earlier. And in late game, when you don't need Improvise, you can tap those Artifacts to scry. But, in a more control style deck, it's definitely weaker.

DanaBarrosReincarnate on Bad Touch! Or is it?

1 week ago

why not run a more consistent # of the cards that synergize the most efficiently with Tezzeret's Touch/Mechanized Production?

i'd add: 2x Ornithopter, 2x Contraband Kingpin, 3x Foundry Inspector, 4x Scrapheap Scrounger, 1x Herald of Anguish, 1x Inspiring Statuary, 1x Reverse Engineer, 1x Pacification Array, 4x Fatal Push, 2x Battle at the Bridge, 2x Metalspinner's Puzzleknot, 2x Yahenni's Expertise, 1x Scrap Trawler

& take out: 4x Dhund Operative, 1x Pendulum of Patterns, 1x Walking Ballista, 2x Treasure Keeper, 4x Tezzeret's Simulacrum, 1x Essence Extraction & cut the land down to 22 or 23. the curve might not be perfect, but it's a start at least lol

JerichoDarkstar on Tezzeret Tower Control

1 week ago

First of all, I like the basic structure of your deck. It looks very versatile, and nothing is more fun than denying your opponent access to as many things in their deck as possible. That being said, I think you could stream line this deck a little more to help you do that better.

(1.) Marionette Master -- I love this card, and I would love it even more if it could finally find it's place in Standard. However, the basic premise of your deck doesn't synergize well with it. You don't have a consistent sacrifice engine that you can use to get her benefits to maximum. In any case, I don't think you'd want to either. If you're wanting to take advantage of Improvise (which several of your cards use), the last thing you want is to see your artifacts leave.

(2.) Westvale Abbey  Flip -- In general, control decks don't need to have a lot of creatures out. They rely on the strength of their instants and sorceries to oppress their opponent's abilities until they can drop a huge bomb creature. So, I don't think you'd ever really see 5 creatures. Don't get me wrong, Ormendahl, Profane Prince  Flip is certainly a game-ending, bomb creature, but I don't think you'd ever really see him come out.

(3.) Maverick Thopterist -- This one is a bit iffy, actually. He's a really good card in Improvise decks for sure, but I don't think you use Improvise enough to have him be an A-lister for you.

(1.) Dynavolt Tower -- You had said that Glimmer of Genius would get you more energy for you to utilize with Harnessed Lightning. I completely agree, but I also think you could stand to give it more synergy. With Tower, you can rack up quickly. There's also some interesting plays you can make with Lightning.

Say you target a creature with Lightning, but you choose to pay 0 Energy. You now have in the bank. Because you played an instant, Tower gives you . You now have and can pump it into Tower to deal 3 damage to your opponent or redirect it to a PW they control. Essentially, having Tower out means you can now use Lightning to hit players as well as creatures for 3 damage.

Because of the fact that you are doing control, you'll always have the possibility of not having enough damage output. This a good way to counteract that.

(2.) Disallow -- Being a control deck, you want as much versatility as possible. Void Shatter and Metallic Rebuke are great cards, but they can't deal with something already on board. This card can. You may want to rearrange it so that you have an even number of Disallows and Voids.

(3.) Torrential Gearhulk -- I know, I know... he's expensive. But he's an amazing card that goes really well in control. Say they cast Saheeli Rai for their combo or their own Herald of Anguish or a burn spell to your face. You can respond with Torrential, giving you a 5/6 beat stick, but grabbing a counter spell to deny them their combo piece or threat. He's very good late game which is where control decks usually want to go.

The other thing I might suggest is that some cards in your mainboard should probably be moved to sideboard to make room. These cards are great, but are probably better for specialized matches. Noxious Gearhulk, for example, is a good card but Torrential can basically accomplish the same thing just at instant speed. Noxious should be considered for matches where someone is eating your life away quicker than you can get to your wincons.

Anyway, I hope this helped. Please keep us updated on how your deck does. I love Grixis and always want to see it do well.

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