Target player discards two cards.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
Printings View all
|Mystery Booster (MYS1)||Common|
|Modern Horizons (MH1)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Mind Rake Discussion
2 months ago
And I already love the deck, for you did the very best thing a brewer can do: Keyword "discard" and search therefrom.
I have a discard deck of my own, you see, and thence I may be able to tell some cards. It is also my oldest deck, and it is here if you so wish to see it.
Thereupon, I have quite the meiny of suggestions:
Ramp would be best for such a mana-hungry complot, withal I would like to recommend a seldomly known card. Ahem. SOL RING?! It's too powerful to ignore, and thence I would most see to its inclusion. Charcoal Diamond is splendid, Mind Stone does quite a bit, Worn Powerstone is slow but leastway worth a mention. K'rrik, Son of Yawgmoth does much for any black-based strategy, anent all of the resource life offers.
It is important to be ahead on cards whiles playing a discard deck, so I would try Necropotence. It may exile those discarded, but the amount it draws is ayont worth an inclusion. Greed and Erebos are also fine. Castle Locthwain is essentially a free inclusion, where at Sign in Blood should be here, too.
There are a few cards I trow to be lacking:
Mind Slash is one with which I have tested. What exactly are you sacrificing? You haven't much in terms of fodder, not much to reanimation, and thus it is almost certes a dead card most of the time.
Curse of Fool's Wisdom doesn't do anything, thereupon it is slow to slaughter and expensive to cast.
May fortune betide and may your opponents be hagridden.
2 months ago
I recommend the following changes to make this build more budget-friendly:
Also, you can take out the 5 fetchlands for 5 Swamps.
3 months ago
zAzen7977 thanks for the input! I considered Never with the initial build, but didn’t care for the sorcery speed. Although you’re right, there’s no way to deal with planeswalkers, which is a glaring issue, so I’ll put it back in the maybe section. Thoughtseize was definitely in the first version (and a few iterations after), but I took it out. I love the low curve, clearly, but I had to make room for a few other pieces and doing just one card didn’t feel like it was worth the investment. I think after some more testing if it isn’t fast enough or I simply need 1-2 more actual spells I will be putting it (and honestly probably Mind Rake) back in the mix as well.
3 months ago
Azeworai: Thx for your suggestions. There are some good alternatives like Mind Rake and Delirium Skeins. But on the other Hand there are some cards i will not consider, because the deck should not be competitive but more a funny and flavour thing. Thats the reason why i play obviously awful cards like Assassin's Strike. I know the flavor thing doesn't exist for Phyrexian Obliterator but he is just cool ^^" Nevertheless i will change some cards with some of the named cards. Big Thanks to you :)
3 months ago
Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.
Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.
The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.
So, first, there are some things I would remove.
- Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
- Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
- Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
- Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
- Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
- I have the same reason for Tasigur's Cruelty.
- Cabal Conditioning has an identical reason.
- I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
- Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
- Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
- Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.
Alright. With that out of the way, I may suggest other cards.
Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.
Lightning Greaves just seem great.
Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.
Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.
That shall be all from me. Do enjoy your day!
5 months ago
Yes, those cards would indeed work great as a way to discard WGD and also hinder our opponents. Including Burning Inquiry and Mind Rake were for that reason. However, single target discard, when we get to pick the card being discarded, is extremely valuable. Being able to remove combo pieces from opponent’s hands is our form of interaction. The two forbidden tutors are there as, just that, tutors. With our outlet in the command zone, it doesn’t matter if we exile the rest of our deck looking for the final piece of the combo. There is also a new win line of resurrecting someone else’s Thassa's Oracle and then going for the win by consulting in response.