Morbid When you cast Malicious Affliction, if a creature died this turn, you may copy Malicious Affliction and may choose a new target for the copy.
Destroy target nonblack creature.
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|Have (13)||Ashy , Tiddilywinkus , Sparky41 , Roadhog , Kvothe1115 , Va1mar , Poptartz95 , Kravian , Zhorus_The_Bauqret , Spinalripper , DruneGrey , buildingadeck , sonnet666|
|Want (2)||Ariumlegion , fireborne1986|
Malicious Affliction Discussion
2 days ago
You definitely want some spot removal. However, it needs to be efficient, otherwise you'll end up wasting mana if you need to hold up lands in order to cast your removal during an opponent's turn. If you aggressively tutor for Murasa Pyromancer, then your blink effects can act as removal, but that still requires at least 6 mana to get the creature onboard.
Here's a list of removal spells that I like:
- Snuff Out: You never need to hardcast this. Being able to tap out and still kill a threat is awesome.
- Slaughter Pact: Kill a creature now, pay mana later? Sign me up!
- Swords to Plowshares: one of the best removal spells ever printed.
- Path to Exile: a worse version of Swords to Plowshares is still insanely good.
- Vendetta: It's Doom Blade, except you pay 1-7 life instead of an extra .
- Condemn: It's worse than Swords to Plowshares, but being able to remove a creature without letting it go to your opponent's graveyard (aka, their second hand) can be crucial.
- Prey Upon: This is pretty conditional, but if you consistently have big creatures onboard, then it's pretty mana-efficient.
- Pongify/Rapid Hybridization: Giving your opponent a 3/3 isn't really a big deal. Creatures get way too big in this format, and is way less than you should probably be paying for this effect.
- Go for the Throat: Kills more relevant creatures than Doom Blade, for the same price.
- Doom Blade: Kills things dead. Not hitting black creatures is a fairly large drawback, but as long as you're careful about how many "nonblack" removal spells you play, having a couple isn't an issue.
- Victim of Night: Vampires and Werewolves are basically non-entities in this format, so you basically only need to know that this card can't hit zombies. Given that 99.99% of zombies played in EDH are black, that means Victim of Night kills more relevant creatures than Doom Blade.
- Malicious Affliction: Doom Blade, except it can kill two creatures if you time it properly.
- Terminate: It's difficult to find a better removal spell than Terminate.
- Reprisal: I don't like this card, but it is cheap to acquire, so if you're operating more on a budget, Reprisal a reasonable choice.
- Dromoka's Command: Requires you to have a reasonable creature, but it's incredibly flexible.
- Reality Shift: Given how useless a single 2/2 is in EDH, Reality Shift basically reads "Exile target creature. Its controller draws a card about 20-50% of the time".
- Seal of Doom: This card requires some explanation. While it doesn't provide card advantage and it isn't as mana-efficient as Doom Blade, being able to pay for the card in advance is a reasonable tradeoff. However, the main reason I like this card is that it often discourages people from playing good targets for this spell (namely, dangerous creatures that threaten to take over the game).
- Beast Within: As with Rapid Hybridization and Pongify, a 3/3 isn't worth much in EDH. Being able to destroy any permanent is well worth the 3 mana spent on it.
- Crosis's Charm: Not the most efficient, but it is incredibly flexible.
- Sultai Charm: See above.
- Mortify: 3 mana is more than I want to spend when killing a creature, but being able to hit enchantments makes this card much more appealing.
- Putrefy: See above, but replace "enchantment" with "artifact".
- Anguished Unmaking: Nuke a permanent for almost no downside. What's not to love?
- Reckless Spite: Kills 2 creatures.
- Unmake: It's a little on the expensive side, but sometimes exiling is important.
- Silence the Believers: Having the option to Strive to hit multiple targets makes this card much more palatable. Silence the Believers isn't great, but it's useful.
Some of these cards might not be the easiest to acquire, especially if you're on a budget, but even the less expensive options are good cards.
2 days ago
1 week ago
(You asked me to look it over on Facebook.)
Overall it looks fine.
Your mana base is deeply misaligned from your deck's colors, though of course you're running something very close to an optimized landbase (fetches, ABURs, etc). I'd run zero-one basic mountains here, though. Just small tweaks.
It's really a shame that Gift of Immortality isn't in your colors; it's sweet with an Aristocrats deck. It's one of the reasons I personally prefer Orzhov for Aristocrat strategies...
Of your vampires, Falkenrath Gorger seems weak. He's only relevant with three other cards in the deck, so unless there's a lot of wheels running around your meta I suspect he's usually dead?
Your curve is somewhat high; have you considered Black Market to profit off of the many death triggers? This could power out a Sheoldred, Whispering One from your hand, or at the worst you can always just pump the excess mana into Olivia or Skeletal Vampire.
Have you looked into "proper" Stax effects, like the eponymous Smokestack? In a deck built to profit off of death triggers, it unbalances the card even more than usual.
Anyway, that's my two cents! Happy deckbuilding.
2 weeks ago
- Tragic Slip (good against gods)
- Deathreap Ritual (good pull towards Golgari, good splash for Rakdos and Selesnya)
- Malicious Affliction (good black targeted removal)
- Morbid Curiosity (good in Artifacts and Golgari)
- Mirrorweave (seems like it could get pretty zany, also works as a functional wrath if you target a legendary creature)
- Slate of Ancestry (seems like a better option than Harmonize and the like for colors without CA)
- Thundermaw Hellkite (just busted)
- Hellkite Charger (lets speed up the game a bit)
- Illusionist's Gambit (a hilarious gotcha card in blue)
- Thalia, Heretic Cathar (this card makes the aggro deck in the pod much more threatening)
- Cavern Harpy
- Boros Charm
- Boartusk Liege
- Goblin Chieftain
- Goblin King
- Goblin Lackey
- Goblin Matron
- Goblin Piledriver
- Goblin Recruiter
- Goblin Warchief
- Ib Halfheart, Goblin Tactician
- Krenko, Mob Boss
- Skirk Fire Marshal
- Warren Instigator
Potential cuts (not removed, waiting your feedback):
- Sylvan Primordial (too much value I think)
- Sundering Titan (again, too much value)
- Nahiri, the Harbinger (she is good but doesnt support any archetypes)
- Merchant's Dockhand (very durdly. I actually hate this card, to be honest lol)
- Gruul Charm (doesnt do enough. There are better options to stop blocks)
- Merciless Eviction I think this is too good, actually. I dont want the build/reset dynamic unless you really pay a cost for it.
- Supreme Verdict (see: Merciless Eviction)
- Dovescape I think this will actually lead to too many board stalls. Not worth it.
- Reparations Doesnt do enough
- Darksteel Mutation (not necessary. We have enough good white removal)
- Limited Resources too mean.
- Tempt with Glory the tokens deck wants this, but I think it will only be better than a 6-mana put a +1/+1 on each creature you control when playing against gruul.
- Filigree Sages too little payoff for those stats
- Skill Borrower this card just sucks
- Shape Anew very bad. I love tinker, but nah.
- Black Sun's Zenith too good.
- Dread Return We said no reanimation
- Animate Dead
- Bonfire of the Damned too mean
- Starstorm too good I think. Rolling Thunder could be a good replacement?
- Tempt with Discovery I hope were playing with people smart enough not to fall for this trap
- Fang of the Pack (I think this card is not very good. I like that it has melee, but its not the best for a 6-drop)
Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!
I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.
Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.
1 month ago
You need to take the images linked and make them a little smaller if you can; it makes reading an absolute chore because you're forcing the reader to scroll a lot in order to read what you've typed in between images.
That said, I'll list my suggestions:
Birthing Pod is first off. You want to sacrifice and gain benefits? This is your card. You can sac off a Marauder, Executioner, or Eternal Witness to grab Disciple if you need to draw, Jarad if you need to kill, and Oracle if you need to ramp- and the benefits only grow the higher up your curve you go. I strongly recommend it as it is a repeatable sacrifice outlet and a way to gain more consistency out of your deck.
Burn Away is terrible and you should run either good removal or good graveyard exile, not some hamfisted combination of both that does neither well. If you want graveyard removal, Tormod's Crypt or Nihil Spellbomb are great, one because it's 0 cost, the other because it draws a card and exiles too. I, personally, think you should be using Reclamation Sage in this deck and it's a shame you don't have it, though you've got Bane/Grip/Slime, so that'd be up to you. If you need more removal, there's always Malicious Affliction or Putrefy which are instant speed and can off a creature no matter its size (lol trying to kill a Ghave, Guru of Spores with Burn Away would be like trying to stop a brushfire by pouring gasoline on it, and doubling up with a 5 mana spell is rough). There's also Jund Charm, which does instant-speed graveyard exile and can function as a Pyroclasm to eliminate mana dorks and tokens, so that's an option too.
Not running Hatred seems like a bad call. Being able to just one-shot somebody by paying 18 life and 5 mana is pretty huge.
Gratuitous Violence is a second Xenagos, God of Revels that works for multiple creatures at once. That might be worth looking into over Emrakul, the Promised End (it's not a bad creature, I just find it mediocre in multiplayer Commander).
1 month ago
You can't copy it more than once because when you copy a spell, unless otherwise specified on the card, the copy goes directly on the stack - you aren't casting it. This is also why the storm mechanic doesn't go infinite with itself.
1 month ago
From Malicious Affliction's Gatherer page:
- The copy of Malicious Affliction is created on the stack. Its not cast, so the copy wont cause the morbid ability to trigger again.
1 month ago
How many times can you use Malicious Affliction. If you keep destroying non black creatures can you use this like a board wipe.