|Commander / EDH||Legal|
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|Shadows over Innistrad||Uncommon|
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Gain control of target creature until end of turn. Untap that creature. It gets +2/+0 and gains haste until end of turn.
Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
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Malevolent Whispers Discussion
4 months ago
Can't you just cast Seize the Day on your second main phase after attacking targetting Zada, Hedron Grinder copy and untap, swing again with your first extra combat then on your extra main cast Wrangle, Act of Treason,Besmirch,Harness by Force,Hijack,Kari Zev's Expertise,Mark of Mutiny,Threaten,Traitorous Blood,Unwilling Recruit,Lose Calm,Malevolent Whispers,Portent of Betrayal,Temporary Insanity,or Traitorous Instinct on Zada, Hedron Grinder then copy and untap all your creatures move to the next combat phase Ad Nauseam. Or you could Kiki-Jiki, Mirror Breaker with Zealous Conscripts to infinite swing each combat. Or have Sword of Feast and Famine on a creature when it hit and combo off with cantrip copies on Zada into draw and more untap. Then if you're going with the infinite combat should probably put in Aggravated Assault as another infinite combat option, though with all the card draw you'll get it relatively quickly not even putting into consideration Past in Flames to cast those already cast untap spells again from the graveyard. Should be enough untap + combat phases to kill everyone. Though this seems like a lot of mana with a spliced Desperate Ritual onto Blazing Shoal you should get three red mana per creature if for some reason you weren't able to equip Sword of Feast and Famine. All of this relies on having the cards but cantrip draw shouldn't be a problem. Maybe this would work , haven't done the math, but it's a possibility.
4 months ago
Personally I-'d remove Markov Crusader & Twins of Maurer Estate ,Voldaren Duelist Since imo they are too slow and don't further your gameplan too much, I'd also remove 3x Call the Bloodline . And put Malevolent Whispers & Murderous Compulsion into the sideboard since they are situational depending on the matchup, and replace them with Lightning Axe & Alms of the Vein.
If you can afford this card on your budget I would definitly recommend Metallic Mimic, Push your Stromkirk Condemned to 4x, remove Olivia's Bloodsworn for 2x more heir of falkenraths. Unlicensed Disintegration Is also good, Since hard removal is always good, Also Asylum Visitor Is a great card if you are going the no cards in hand route
Also Insolent Neonate Is one of the best vampires in standard IMO
A bit more expensive vampires that I would recommend is
Bomat Courier Is also a great card, although not a vampire so no points for flavor there hehe. Also Isn't a bad removal card, although it's expensive
Also as a general rule of thumb I'd say try to have more copies of a card than 1x-2x since you want your draws to be consistent.
Just my two cents, B/R Vampires are really cool imo!
8 months ago
Have you ever tried including creature stealing spells like Besmirch, Hijack, Malevolent Whispers, Mark of Mutiny, Traitorous Blood, Traitorous Instinct, Unwilling Recruit. I understand that it might not fit your theme or it may be too slow or situational, but the look on my friends faces when I return those creatures to their own faces is priceless (and ofc it doubles as the sweetest removal). Anyway just wondering if you thought it is viable or consistent enough?
9 months ago
I'd probably get rid of the Morbid Curiosity.
9 months ago
Alright the next update I am looking at makes these swaps:Burn from Within for Bonfire of the Damned.Malevolent Whispers for Dark Withering.Stensia Masquerade for Nightshade Assassin.Specter's Shroud for Collective Defiance.Hellhole Rats for Kolaghan's Command.Bottomless Vault for Blood Crypt.Rogue's Passage for Graven Cairns.Swamp for Cabal Coffers.Mountain for Lake of the Dead.Mountain for Sulfurous Springs.Wrecking Ball for Dreadbore.
10 months ago
Steal effects! With all your sac outlets, they're great. Zealous Conscripts, Conquering Manticore, Helm of Possession, and Molten Primordial are all awesome. And the king: Insurrection, winner of games.
Speaking of sac outlets: Bosh, Iron Golem can throw Feldon's tokens, which keep their CMC. Altar of Dementia does a lot of work. Skullclamp is a good compliment to sac outlets. and High Market+Phyrexia's Core are great when you need them. Also, Kuldotha Forgemaster can be neat.
You can't buff Etched Champion much, except for like 1 modular creature. That makes it pretty so-so. I'd cut it.
A bit dubious of Chief of the Foundry, it seems pretty low impact, considering you aren't usually going to have a huge number of artifact creatures; Feldon's thing is having 1 big guy.
You probably will never get all the Urza lands in 1 place, and it can be very bad to have them not be mountains at times. I'd cut em.
I also notice that your ramp suite is very small. Acceleration is important. Commander's Sphere, MindStone, Unstable Obelisk, Worn Powerstone, Thran Dynamo, and Gilded Lotus are a few excellent options.
11 months ago
I agree with removing Malevolent Whispers, though it could be a sideboard option for edge cases.
Traverse the Ulvenwald is a great include, especially having taken out a mountain.
I like the idea of focussing on ramp and utility in general rather than early aggro - this deck feels like T3 - T7 are when the biggest plays occur, and Traverse the Ulvenwald is a better 1 drop than Gnarlwood Dryad for setting that up I think.
Metalwork Colossus makes sense, and is feasible to cast T6.
I would maybe try swapping a couple of Evolving Wilds for maybe a forest and mountain. They would help enable delirium, mana fix and filter lands out of your library that you don't want your Madcap Experiment to hit. Could be worth the slower pace
11 months ago
I feel like the rare times Mirrorpool is usable and the rare times it will swing the game wont align often enough for the amount it slows down the deck.
I took out a Mountain and both Gnarlwood Dryad, put in freshly spoiled Metalwork Colossus and 2 Traverse the Ulvenwald pulling out lands will power up Red Gearhulk and make Madcap less painful. Abandoning the early game for ramp and utility.
I don't worry about the 3 drop because some of the best starts don't need one.
Best starting pairs
+ Turn 3 combo
+ Turn 3 recruit for a Gearhulk and transform Duskwatch Turn 4 Arlinn Turn 5 Gearhulk with haste and vigilance
+ followed by Key or Arlinn or Madcap turn 4
The next best start might be any 3 of these and assume you'll catch its partner by turn 4.
I'm not happy with Malevolent Whispers I want to keep is sorcery speed and expensive but with more synergy.