Ill-Gotten Gains

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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
Vanguard Legal
Vintage Legal

Ill-Gotten Gains

Sorcery

Each player discards his or her hand, then returns up to three cards from his or her graveyard to his or her hand.

Remove Ill-Gotten Gains from the game.

Profet93 on Tergrid removal pants

1 week ago

Chainedbygod567

I wasn't sure what your budget per card is but this should hopefully not break the bank. I can recommend cuts should you wish

Feed the Swarm - Enchantment removal

Mind Twist - Note it states random, especially effective if ramped into in the early game. Also useful as counterspell bait.

Night's Whisper - Draw

Nightmare Unmaking - Versatile wipe

Sheoldred's Edict/Hero's Downfall - PW Removal

Bubbling Muck - Ramp! Highly recommended. Especially because you're not running urborg

Ill-Gotten Gains - Up to you, could be useful, could backfire.

Barter in Blood - Mass sacrifice

griffstick on Hot Wheels

1 week ago

Yes I love a good hand disruption deck the wheels for damage but more so makes them discard like Delirium Skeins, or Ill-Gotten Gains

SufferFromEDHD on Through Sacrifice v2

6 months ago

Dark Deal and Ill-Gotten Gains are brutal alongside Tergrid.

Mire in Misery and Sheoldred's Edict are swiss army knife utility.

Death Cloud bomb.

Oppression if you hate your friends.

SufferFromEDHD on Rainbow in the Dark: Haakon Reanimator Combo

10 months ago

One with Nothing I see it in your maybe board. If you want to run it for flavor I respect that but what immediately comes to mind in a mono colored graveyard strategy is... Null Brooch. Sure it's more than 1 mana but it's a repeatable Negate in mono black.

Dark Deal is a black Windfall. Another Ill-Gotten Gains type effect.

KongMing on Damia Mill (Battlecruiser/Dreamcrusher)

11 months ago

For some early-game hate (to slow opponents down while you look for pieces), how about Ill-Gotten Gains or Awaken the Erstwhile?

Flarhoon13 on Lazav and Gyruda (Companion): Doom Mind

11 months ago

Ill-Gotten Gains to enable Animate Dead on It That Betrays enabled this deck to win its first game. March 26th memorably saw Lazav, Dimir Mastermind become a Priest of Titania, tapping for 11 and utilizing a Kinnan, Bonder Prodigy twice (borrowed thanks to our Roil Elemental) to cheat out a Vilis, Broker of Blood and a Geth, Lord of the Vault, only to enable the Duskmantle Guildmage and Mindcrank combo victory.

thefiresoflurve on Look Mom, No Hands!

1 year ago

Hey there!

Rogue's Passage is a good, cheap staple for decks looking to win via commander damage.

Kaya's Ghostform is awesome for providing basically an extra life to dodge removal.

I'd look at replacing some single-use, low impact discard like Mind Rot with some better stuff that affects multiple opponents like Syphon Mind.

Burglar Rat is a straight upgrade to Corrupt Court Official.

Tergrid, God of Fright  Flip is on the expensive side for the budget, but so, so good. Similarly, The Haunt of Hightower would be really good as a "backup commander".

Heartless Pillage can be replaced with Unnerve

Ill-Gotten Gains might be a good card to help pump your commander's power quickly.

Hope that helps, happy building!

Profet93 on Edgar Allen poe

1 year ago

shrieking affliction is listed twice

Deserted Temple - Untap coffers, politics and combo piece.

Rings of Brighthearth - Synergy with your commander. In conjunction with deserted temple and coffers allows you to make infinite black mana. If you were to add fetches (which you should for crucible of worlds, as well as top deck manipulation), then it would be a way to ramp without artifacts and would further fuel coffers. It has synergy with 10 other cards, not including your commander

Urborg, Tomb of Yawgmoth - Not necessary but allows you to perform the above combo with less swamps and allows you for more nonbaiscs in your mana base which you should take advantage of being in black.

Blinkmoth Well - Synergy with Static/Winter orb + politics

Expedition Map - To find coffers, temple, blinkmoth, not miss land drops, etc...

Buried Ruin - Not really needed but nice to have. Allows for recursion of rings. Moreover, it brings back crucible and crucible brings buried ruin back. Combine with fetches to not miss a land drop.

Infernal Darkness - Similar to contamination but A) Doesn't shut off big mana producing lands (pro + con) B) Doesn't require a creature but rather some life and mana. At worst, it's counterspell bait. At best, it timewalks them. Being unable to cast spells gives you a greater probability of being able to make them discard.

Bitterblossom/Reassembling Skeleton - Tokens for skullclamp, blockers and soft lock with contamination. \

I would add some tutors (can provide more detailed suggestions of those later if you are interested, let me know) to ensure consistency. Tutors are blacks greatest strength and are valuable

Crystal Chimes - I personally hate this card, but given over 20% of your deck are enchantments, it might be worth considering. Especially given how you don't run Yawgmoth's Will or Magus of the Will. Deliver Unto Evil is another recursion spell worth considering.

Ill-Gotten Gains - Not an entirely serious suggestion, but worth noting.

While not a combo I enjoy, bloodchief ascension + Mindcrank = Good times.

I would remove some of your win-more discard damage enchantments for interaction, draw, recursion, utility or whatever you feel your deck is lacking.

All these enchantments and no Necropotence, I'm assuming due to the exile clause?

Let me know what you think of each idea and if you want more suggestions for cuts.

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