Morbid Curiosity

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon

Combos Browse all

Morbid Curiosity

Sorcery

As an additional to cast Morbid Curiosity, sacrifice an artifact or creature.

Draw cards equal to the converted mana cost of the sacrificed permanent.

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Morbid Curiosity Discussion

kohldampfer on Overrun with vehicles

1 week ago

During the last weeks, I made several changes to this deck. First of all, I have to handle spells, which can be dangerous for me, so

+4 Cancel

+3 Duress

To be faster, I removed vehicles with bigger cost:

-2 Demolition Stomper

I also removed the vehicles / creature cards, which are weaker in my opinion

-1 Cultivator's Caravan

-2 Foundry Screecher

I also removed a card, which wasn't really helpful during game

-2 Morbid Curiosity

EpicBox75 on BG Journey to Eternity (RIX)

1 month ago

Today (19.01.2018) I made this deck for standard and I went 2-1 (WB Vampires 2-0, WG Cats 2-0 and 4c Energy 1-2) and it little bit surprised me that this deck was this consistent. Before FNM I did some testing games and I did small changes that I personally like more.

I didn't use Heroic Intervention because for me it didn't do anything because best sweep is Hour of Devastation at least in here it is the most used and Morbid Curiosity was changed to Costly Plunder because it was rare I ever wanted to use morbid and when I did want to use it I wanted to sacrifice 2-3 cost creature so I don't see any point to pay 1 more when you can have at instant almost same effect.

Also I took 1 Plague Belcher out and I added 3 Dusk Legion Zealot because it enabled to cycle deck faster + it is 1/1 that can die easily for journey and the card draw is nice at later stage as well (2 Heroics and 1 Belcher for 3 Zealots)

For lands I played 2 Field of Ruin and 1 Foul Orchard with 4 Marshs and 10 swamp and 7 forest. Maybe some Ifnir Deadlands even though it will need those 5 other lands to work

In the end I think that this deck is really consistent REALLY hard to beat after you flip Journey because the value is too good and if the reanimator land gets destroyed it is fast to flip another and laugh at your opponent.

EpicBox75 on Angry Pirates

1 month ago

It seems that you maybe a new player or new to standard but your deck has too many singletons.You want that your deck is as consistent as possible and by first you can choose what you want your deck to do.

Example your deck is BR (rakdos) so it is usually really aggressive so you are seeking cards that cost max 4 mana (With few exceptions).

You should take out Wily Goblin Deadeye Tracker <- (To side) Pitiless Plunderer Lightning-Rig Crew <- (maybe for side) Angrath's Marauders Angrath's Fury Blazing Volley Brass's Bounty Hijack Morbid Curiosity Vraska's Scorn Wrangle Dual Shot Skulduggery Vona's Hunger Treasure Map  Flip Vanquisher's Banner Revel in Riches and Blood Sun and Walk the Plank . You should switch Angrath, Minotaur Pirate and Vraska, Scheming Gorgon for Chandra, Torch of Defiance if you are made out of money and if not then Angrath, the Flame-Chained will just done fine

For good 1 drop you should add 4x Fanatical Firebrand because he is useful even when games get long because sometimes that 1 dmg that he can do directly to face mattes some time. 3 more Dire Fleet Captain because they are hard to kill when you got 2-3 pirates attacking with it. 1 Kari Zev, Skyship Raider because she is reliable 2 drop because she is hard to kill and brings buddy when attacking and 2 Captain Lannery Storm because she has haste and ramps little bit for you to make wider board or faster Angrath. 1 more Dire Fleet Neckbreaker should do fine because she doesn't have evasive abilites but buffs pirates so much that they become even more menacing. (Hazoret would be amazing in aggro deck but she isn't pirate so you don't have to include her if you don't want / can't]

For other spells 1 more Lightning Strike 2 Vraska's Contempt 2 Kari Zev's Expertise 1 Vance's Blasting Cannons  Flip and 3 Shock (or 1 Magma Spray and 2 Shock ) and if you are able to get then 4 Fatal Push and try to put them in as you like

And add 1 more land and if you can you should get 4 Canyon Slough because they make decks more consistent thanks to that cycling

For side take out Blight Keeper Brass's Bounty Costly Plunder Dire Fleet Captain Dire Fleet Neckbreaker Revel in Riches Skittering Heartstopper Storm Fleet Arsonist Sure Strike Wily Goblin because simply they don't do much in most sitsuations

You should add 2 Abrade 1-2 Magma Spray (depending on how many sprays you have in mainboard) 2 Deadeye Tracker 2 Lightning-Rig Crew 3 Blazing Volley or Dual Shot and 2-3 Duress

These are just my thoughts and you don't need to change anything because I say so but these are what I recommend for your deck. If you want / need I can explain why I would take those cards out that I mention and what I would put in

hoardofnotions on Glissa's artifacts (50$ budget deck)

1 month ago

Possible cuts

A land? 38 is normally a good starting point, maybe add the bounce land? Kangaroo land I think they're called lol

There are more ETB tapped lands that produce both your colors, if you're ever getting mana screwed maybe look into them?

Altar's reap might be cut for Night's Whisper?

Not sure i get credit voucher, what's the thought behind it?

I kinda understand what you were saying earlier about not closing out the game.

Possible additions

Morbid Curiosity, Sly Requisitioner, Cogwork Assembler (might be some combos hidden in that card), Inventors' Fair, Lifecrafter's Bestiary, Metalspinner's Puzzleknot (might be better than icor wellspring), Pacification Array or something like it, Renegade Map, Servo Schematic, Treasure Keeper, Necrogen Spellbomb,

thehat on BW_2nd Sun

4 months ago

@mavoricke

That is a good suggestion. I will consider that for the SB.

@Pygmyrhino990

There aren't a bunch of 'good' draw effects, but the MB has a good record of closing the distance between the cards 1-6 after 2nd Sun #1 and 2. Mostly it revolves around Stash, Prism and Puzzleknots. With the addition of Treasure Map I have even more confidence in it.

Stash just burns five cards.

Prisms and Puzzleknots each take a card.

Treasure Map allows me to late game draw three over a few turns per each Map that flipped.

Don't get me wrong this deck is slow, but has shown itself to be very consistent and tough as hell. That was before I got Duress and Treasure Map. Previously I was using Hidden Stockpile, but i really needed more artifacts to get my improvise count up.

Many games have been won by ripping two 2nd Suns in the first 4 turns. That may get harder to do in a world of Duress, but that means they have to pick a 7 drop over a board wipe.

Live Fast, Morbid Curiosity and Painful Lesson were all considered but disregarded in favor of the artifact source card draw for their assistance with the improvise mechanic.

Thousandoaks on

5 months ago

Great suggestion! Thank you!

Removing 1x Unraveling Mummy, 1x Dread Wanderer and 1x Morbid Curiosity for 3x Plague Belcher.

Ares111123 on Accident in the Workplace

6 months ago

Alright i understand the combo.

-2 Grasp of Darkness, -2 Bone Splinters, -2 Island, -1 Tezzeret's Touch -1 Zulaport Cutthroat, -1 Slip Through Space, -1 Fatal Push.

+2 Bontu's Monument, +2 Inventors' Fair, +2 Anticipate, +2 Morbid Curiosity, + 2 Whir of Invention.

These changes will add 1 combo piece, 2 sac outlets that also allow you to dig for other combo pieces, 2 cards to dig for combo pieces, and 4 tutors for your combo. I personally believe having cards to find cards for the combo is more important then having cards like removal where you worry about their board state and not your own, hence why i would replace removal for the cards listed.

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