Implement of Malice

Implement of Malice

Artifact

, Sacrifice Implement of Malice: Target player discards a card. Activate this ability only at any time you could cast a sorcery.

When Implement of Malice is put into a graveyard from the battlefield, draw a card.

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Set Rarity
Mystery Booster (MYS1) Common
Aether Revolt (AER) Common

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Legality

Format Legality
Leviathan Legal
Legacy Legal
Pauper EDH Legal
Casual Legal
Commander / EDH Legal
Pioneer Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Pauper Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Implement of Malice Discussion

Gattison on Cow existence v. 0.1

7 months ago

Boza: Hey sorry for the delay, but I kept getting distracted by "real life" this week. Now that I've got time, I love the idea of using the cow! =D

In my playtesting, I honestly kept getting mana-boned a lot. Adding something like Ichor Wellspring or Faithless Looting, or maybe even Thrill of Possibility could help you draw into landplays.

Also, I felt like the Cow, Grave Scrabbler and Stinkweed Imp needed more ways to get "online." The only card in the deck that can discard other cards is Tortured Existence, and at 4/60th of the deck, if you don't see it, then I feel there should be a backup redundancy for the combo.

These artifacts allow you to discard: Implement of Malice, Necrogen Spellbomb and Patchwork Gnomes.

I was also thinking that Dimir House Guard could even replace Grave Scrabbler and be used to tutor the cow, which might lessen the need for discard outlets.

P.S. I think this deck may be listed as "Standard" because the site told me all my suggestions weren't legal in Standard.

xyr0s on Mono 2-for-1s

2 years ago

Abbot of Keral Keep is at most a 2-of in a deck with so many relatively expensive spells as this one (you'd rarely want to play it turn 3 in the hope of hitting a 1-mana spell, right?). 2 more Thoughtseize would be pretty good, though.

Implement of Malice... I suspect that it is too expensive in mana, but it trades for a card from opponents hand, replenishes itself, and if you could find a little bit more artifact, it could enable delirium, so you could play Whispers of Emrakul instead of Wrench Mind.

Noxious Gearhulk also fits the description: You get a decently sized creature, kills another creature, and gets a bunch of life. Only problem is the cost (at 6 mana it's probably over the top of the curve). Actaully, if your curve went that high, you could add the titans too.

BlaineTog on No cards for you! -- budget hand disruption

2 years ago

@Hewer:

Thanks for the comments, glad you like the deck!

I didn't make many concessions for price with this deck so other than swapping in the Vraska's Contempts, I don't think you need to change anything up for that reason. That said, I haven't done much testing since Dominaria came out so it's possible there are places to tighten up the list. Cast Down is a pretty easy switch for Walk the Plank, for example. Of the 50 most-played creatures in Standard, the only creatures it can't kill that Walk the Plank can are Kari Zev, Skyship Raider, The Scarab God, Pia Nalaar, Lyra Dawnbringer, Ghalta, Primal Hunger, Gonti, Lord of Luxury, and Shalai, Voice of Plenty, and having to deal those using our other removal spells is probably well-worth Cast Down's upgrade to Instant speed.

To answer your specific questions:

More Torment of Hailfire: I'm running only 2 because I don't want to draw this card until later in the game. It's pretty bad with a low X-number and since we don't have ramp, we need a lot of turns of hitting our land drops before it's worth casting.

Duress: No, this card is great. You board it out sometimes but most decks play a number of important noncreature spells and being able to peak at your opponent's hand in the early game is very important for planning out sequences.

Dreamstealer: a fine card but it isn't a replacement for Duress and doesn't generally work with our artifact plan.

Dire Fleet Poisoner: I'm not very impressed by this card in our deck. You could play it and it might be fine, but it doesn't really do anything we can't do in other ways.

Sword-Point Diplomacy: I've tested this a little and have been generally unimpressed. Your opponent just has too much control.

Gifted Aetherborn: already in the sideboard, definitely better than Dire Fleet Poisoner in this deck. The life gain and extra point of toughness are really powerful against aggro decks.

Heartless Pillage: I could see this swap, but I really value being able to cycle away discard later in the game. Heartless Pillage has higher upside than Unburden but the fail-case is pretty bad. I'd say this change is up to you.

Treasure Map  Flip: I've done extensive testing of Treasure Map in this deck and I do really want to include it, but I want all our other cards more. You especially can't swap it out for Renegade Map because Map is why we get to run so few lands and Treasure Map is too slow to make up for dropping even lower. If you can figure out what to cut, though, I say go ahead. The obvious choice would be Implement of Malice, but then we drop below our critical level of forced discard, and everything else serves critical purposes. There's a chance that Wall of Forgotten Pharaohs is just too cute and we'd be better served by dropping Treasure Map on turn 2, but then we're setting ourselves up for really bad game-1s against aggro.

The Eldest Reborn: Might be fine in the sideboard for matchups against hexproof decks if those are a problem in your meta. Otherwise, it doesn't have all that much synergy with our deck. I could definitely see it playing an important role in a different discard deck that wasn't leaning into the artifact-matters theme.

Cruel Reality: Kinda the same thing as The Eldest Report, except 7 mana is a lot for this deck. We'll get there eventually, sure, but not until turn 7 at the earliest, at which point I'm concerned that Cruel Reality is just too slow of a finisher. I'd probably rather just run more copies of Torment of Hailfire, which gives us way more immediate value and can easily just win us the game on the spot. Cruel Reality makes more sense in a Golgari ramp deck that wants to stick in on like turn 4 or 5 so it can start nugging the opponent during the development stage of the game.

WriteToLive on Great Gravetide!

2 years ago

You'll want Vessel of Nascency as it fills your graveyard, essentially letting you draw 4. Also, Tezzeret's Touch is ridiculous in this deck as you constantly can cast the artifact and the enchantment each turn, giving you recursion effects for Metalspinner's Puzzleknot or even Implement of Malice

Neth on Muldrotha, the Gravetide brawl

2 years ago

what do you think about cheap enchantments that provide value in there like Curious Obsession/ Sixth Sense or Dead Man's Chest Gonti's Machinations Unbridled Growth Underhanded Designs ? new also Song of Freyalise Demonic Vigor

the same for artifacts Filigree Familiar Gleaming Barrier Hope of Ghirapur Implement of Malice Implement of Examination Implement of Ferocity Renegade Map Walking Ballista

obviously every path could be correct as long as we dont have all the cards available to playtest

DesArthes on Mono Red Stax (Land Destruction)

2 years ago

like that deck, I tested something similar. My version had -4 electrickery and -4 harvest in maindeck. Instead i tried to splash for gurmags -> 2 swamps instead of mountains. then +2 Gurmag Angler, +2 Mycosynth Wellspring, +4 Lightning Bolt.

Funny deck, really challenging to learn how to play it correctly :-)

PS: Need more testing, not sure with atog, maybeboard is Implement of Combustion, Implement of Malice and Nihil Spellbomb for sideboard

BlaineTog on No cards for you! -- budget hand disruption

2 years ago

I went with Implement of Malice over Doomfall, half because Implement draws us a card and half because it has much stronger synergy with the deck. We need a critical mass of artifacts for Herald of Anguish, plus it's nice having another source of Revolt to supercharge Fatal Push. We can also board in Hour of Glory to deal with Hazoret or TSG.

That said, Doomfall isn't a bad choice for this deck. I wouldn't fault you for sticking it in over something else.

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