Morbid Curiosity

Legality

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

Printings View all

Set Rarity
Battlebond (BBD) Uncommon
Kaladesh (KLD) Uncommon

Combos Browse all

Morbid Curiosity

Sorcery

As an additional cost to cast this spell, sacrifice an artifact or creature.

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

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Morbid Curiosity Discussion

elgosu1337 on Yer a Wizard, Inalla

2 months ago

Isochron Scepter and Dramatic Reversal would allow you to repeatedly tap your wizards to deal damage with Inalla's ability.

Mind Over Matter draws your entire deck with Arcanis. Flash with Laboratory Maniac could win easily from there.

Intruder Alarm could combo off or just give you lots of wizard tapping whenever your wizards and tokens enter the battlefield.

Panharmonicon gets more value out of your wizards and lets you make more copies. Cloudstone Curio and Ghostly Flicker lets you reuse your wizards. You could draw a lot of cards by sacrificing copied tokens to Morbid Curiosity.

Timestream Navigator can gain you two extra turns for an initial 7 mana investment.

Stonybrook Banneret helps your costs.

Magus of the Mind probably won't net you much value unless you have opponents playing storm decks.

Lunar Mystic isn't very efficient for drawing cards. You would probably draw more with Kindred Discovery.

Venser's Journal doesn't help you that much for the mana cost.

Body Double, Memory Plunder, and Spelltwine depend too much on what's in graveyards. Reins of Power is also too situational.

Silumgar's Command might be too costly usually. Negate, Essence Scatter, Disdainful Stroke are low CMC counterspells and are generally effective in most games.

There's a lot of good spot removal in black, such as Tragic Slip, Malicious Affliction, and Victim of Night.

Mass bounce effects should work well with this deck since you can tap your wizards for effects before bouncing, and then recast them for more tokens and effects. Devastation Tide, Coastal Breach, Wash Out, Inundate are some good ones.

Sudden Spoiling is good for more Polymorphist's Jest effects. Arcane Lighthouse might be helpful for untargetable creatures. Venser, Shaper Savant can deal with uncounterable spells.

Blasphemous Act and Vandalblast are great red boardwipes to include.

Once you have enough good spells, Kess, Dissident Mage is worth adding back.

Fireball is inefficient as wincon/removal compared to Comet Storm or Exsanguinate. You could try Magus of the Coffers for extra mana if you want to go down that route. Dualcaster Mage could copy your own or other players' game-winning spells.

magicsheep on Bontu's Glory

3 months ago

Great deck Gregorian_17! I think it's a great deck, but with a couple of improvements it could become overpowered and fantastic. I'll try and playtest this deck a little bit, and get back to you on that.

Right now, you have a lot of advantages for your creatures dying, but I feel that you need more sacrifice outlets. It's hard to find these cards that allow you to sacrifice creatures in standard, but Defiant Salvager is probably good to have at least one of. Morbid Curiosity is also a useful draw card that can help you bring in extra value. Ruthless Knave and Arguel's Blood Fast  Flip are really useful to gain life and mana.

Unfortunately, most of the sacrifice cards are red or not in standard, and sometimes both. Either way, I think this deck can be really powerful, although consider splashing some modern cards. If you want any more advice, feedback, or card choice decisions, just contact me on my wall.

Very creative deck, definitely worth an upvote :)

kohldampfer on Overrun with vehicles

4 months 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 Golgari Journey to Eternity (RIX)

5 months 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

5 months 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)

5 months 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

8 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.

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