Morbid Curiosity


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy 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


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

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

Price & Acquistion Set Price Alerts



Have (3) rakdos24 , pokemate0 , hosshughes
Want (1) Desol4tion

Recent Decks

Load more

Morbid Curiosity Discussion

thehat on BW_2nd Sun

1 month ago


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


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

3 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

3 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.

Geralf_Cecani on Sac lands

5 months ago

Thanks everyone for your input!

PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.

the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.

Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!

Ohthenoises... I have no idea what's going on there, but thanks anyway!

Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey  Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince  Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.

PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.

Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.

Draakeragon on Reyhan and Silas Renn (Modular)

5 months ago

I have some ideas for what cards to remove


Really expensive mana fixing

Mindless Automaton

Discarding is really bad for those tokens.

Arcbound Bruiser

A 3/3 for 5 is just to expensive. even with modular

Arcbound Wanderer

Most likely it's going to be a 2 or a 3 for 6 mana

Arcbound Lancer

7 mana is really expensive. even for a 4/4 first strike with modular.

Executioner's Capsule

About as expensive in mana cost as murder but less good.

Morbid Curiosity

Have to sacrifice a creature. It's better for decks that take creatures from your opponents. Besides, you have a lot of draw

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

5 months ago

CHANGELOG 29.05.17

Major overhaul to account for finalized archetypes.














Note: With Welder and Daretti in the picture, I think its worth reconsidering whether we want Spine of Ish Sah. Its just pure value at that point (still slow to reduce opponents board presence, but you get your artifacts directly to the battlefield)



A few thoughts:

If we want to include Eldrazi Displacer, then I think we have to keep the painlands, and should probably include some other colorless utility lands as well. I would be okay to lose some of the tap for any color lands as well as the artefact lands for this purpose. Its also possible that the Displacer is also just too good, in which case we can add the trilands over the painlands to give Simic Domain a bit more oomph.

Speaking of: Im not familiar with the enablers for Domain, so Im gonna be relying on you a bit to help flesh out the archetype. I look forward to your suggestions!

Anyways, let me know what you think about cuts/additions and I will make the changes. After that, we should probably just switch to cubetutor to get a better idea of where we are with each archetype.


Load more