Malevolent Whispers


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

Printings View all

Set Rarity
Shadows over Innistrad Uncommon

Combos Browse all

Malevolent Whispers


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

Furiosto on Macho Man Madness!

4 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?

walnutsmb on Stop Hitting Yourself

4 months ago

I'd probably get rid of the Morbid Curiosity.

You've got 8 sac outlets, Morbid Curiosity x2, Altar's Reap x2 and Vampiric Rites x4 which can be used multiple times and you've only got 8 spells to steal creatures Malevolent Whispers and Hijack.

As for the win condition I think so. Live Fast and Die Young could be added to increase energy for the Demon of Dark Schemes.

wisegreenbean on Feldon's Sacrificial Army

5 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.

Low impact token spells like Myr Sire and Mogg War Marshal aren't worth it; you'll have plenty of disposable tokens via Feldon, and those dudes ain't worth reanimating.

Don't bother with small time life gain/loss effects, they're not good in EDH. Bottle Gnomes, Peace Strider, Pierce Strider, and Bubbling Cauldron aren't good for you.

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.

One time effects either have to be amazing, reuseable somehow, or draw a card to replace to be worth your time in EDH. You have to get VALUE. So I'd cut Panic Attack and Malevolent Whispers.

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.

You also need to deal with enchantments: helpful things include Spine of Ish Sah, Unstable Obelisk, All Is Dust, and Chaos Warp

If you want to drop a bit of money into the deck, then Rings of Brighthearth and Sneak Attack are amazing.

rorzor on Gearhulks-starring-kamikaze-eldrazi

6 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

Rexapex on Gearhulks-starring-kamikaze-eldrazi

6 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

  1. Madcap Experiment + Vessel of Volatility Turn 3 combo

  2. Arlinn Kord + Duskwatch Recruiter Turn 3 recruit for a Gearhulk and transform Duskwatch Turn 4 Arlinn Turn 5 Gearhulk with haste and vigilance

  3. Grapple with the Past + Inexorable Blob followed by Key or Arlinn or Madcap turn 4

  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.

Rexapex on Gearhulks-starring-kamikaze-eldrazi

6 months ago

If only Combustible Gearhulk had some card draw and maybe a way to burn them out as a finisher it would be perfect in this deck. MUAHAHAHAHAHAHA. Our prayers were answered. The 6 cost pushed Hanweir out, it couldn't crew the Flagship alone and the 6 cost meld was second best now. Moved Duskwatch back in for draw power, ramp, and its ability to crew on the back side. Moved in Malevolent Whispers in for Lightning Axe. Looking to play it turn 4 or 5 when Key is powering something else. Its 4 cost is a boost to CG over the 1 drop axe and its madness is more card advantage.

Moved Mirrorpool in for Hanweir but I'm questioning it. Very powerful but it'll take 2 mirrorpools to activate 1. Maybe 2 Drownyard Temple and 2 Mirrorpools is the way to go. Maybe Mortuary Mire should go in that 3of. Putting the turn 3 Gearhulk back on top before dropping another Combustable or even risking a Madcap Experiment seems pretty nice.

Rexapex on Gearhulks-starring-kamikaze-eldrazi

6 months ago

I am concerned about card advantage. Looking to replace Lightning Axe for that reason. Malevolent Whispers has synergy with Key to the City so I'm looking that way first. Fall of the Titans has synergy with Vessel of Volatility so that's a possibility. I'd put in Grapple with the Past for Traverse if I Took out Lightning Axe to balance instant/sorcery.

Traverse the Ulvenwald and Expedite both have card draw and Key to the City fuels its own combo while it feeds Delirium. The turn after you use it, it can draw a card for 2.

Your curve wins in 5 on a dream draw but there are other very strong openings

T1- play Traverse

T2- play Key

T3- play Blob and Key towards Delirium

T4- play Arlinn, +2 Blob Key Blob for Delirium swing for 8 (5 unblockable Blob 3 ooze)

T5- play Skysovereign, Consul Flagship crew with 3/3 ooze, +2 Haste from Arlinn. 3 etb damage and 3 damage on attack. swing for 14 (8 Flagship, 3 new ooze, 3 Blob)

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