Destroy target tapped creature.
Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
Printings View all
|Mystery Booster (MYS1)||Common|
|Commander 2019 (C19)||Common|
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Murderous Compulsion Discussion
2 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!
4 months ago
You have more chance of executing the ramp than you do the cheese tutors and Crypt Ghast serves two purposes which is hot chocolate
For destroy or removal look at Go for the Throat | Doom Blade | Bone Splinters | Disembowel | Sinister Concoction | Cast Down | Dreadbore | Terminate | Murderous Compulsion | Walk the Plank | Victim of Night.
I'd probably recommend 4 copies of either Go for the Throat or Walk the Plank because they get rid of mostly everything.
Mostly just try and figure out what demon/s you want to build your deck around then choose cards that complement it
1 year ago
Thanks for the view. I dont really want to cut the opponent discard stuff, I have been building this toward that theme.. I run The Eldest Reborn, Necrogen Mists , Creeping Dread , Syphon Mind , The Haunt of Hightower , Anvil of Bogardan , and Geier Reach Sanitarium in an effort to support opponents discarding. If you have suggestions along these lines, i would love them.
Thanks for the note about Murderous Compulsion , dont know how that happened, has been fixed.
I noticed your deck runs Worldgorger Dragon along with the 5-6 reanimates and spells to support it. I have purposely not run this combo as my playgroup doesnt play infinite combos. Because I am not going to using madness to dig for combo pieces, I have removed a lot of the more sad madness cards like Weirded Vampire .
As for the zombie generation and grave recursion stuff, I already have a zombies deck that I enjoy playing, so didnt want to build to that theme. I was kinda disappointed when WotC decided to go that direction with the madness out of box.
Thanks again. I like Elixir of Immortality in your deck. may have to find a place for it in here.
1 year ago
Hey, I appreciate your wanting to do something a little different, I would just suggest cutting Waste Not and a couple of your other opponent-centric discard cards like Quest for the Nihil Stone . You don't run very much outside of The Haunt of Hightower that causes them to discard to make it worth the include.
Minor thing, but you have 2x Murderous Compulsion s.
Here's my own list, it's pretty flexible while still being fairly tuned We're All Mad Here (budget cEDH).
1 year ago
I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.
I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.
U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .
In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.
A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.
Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.
Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.
1 year ago
This is now the 3rd revision. In this revision I removed Olivia's Dragoon , Succumb to Temptation , Murderous Compulsion , Abundant Maw , Fiery Temper , Pale Rider of Trostad , Stromkirk Condemned , Vampire Cutthroat , Bloodrage Brawler , Call the Bloodline , Sanguinary Mage , Furyblade Vampire .
Instead more powerful vampires were added as well as cards that were cheaper with a draw mechanic.
1 year ago
Wight of Precinct Six could be cool for this especially in multiplayer. Discard also always works well with Madness, maybe at least some Murderous Compulsion or Dark Withering for the sideboard to remove anything that does get through.
1 year ago
The overall combination is definitely better suited to a commander deck, especially under Markov since you can make use of all three major vampire colors and the Bloodlord of Vaasgoth , which plays all kinds of dirty with vampire tokens.
Regarding Keeper, the buff it provides is monstrous if you can get it flipped, but I don't especially care for it in a R/B Madness deck due to its low to the ground and swing nature -- Keeper is a much more midrange-y card, and I certainly recommend it more in a token based deck, alongside the Aristocrat.
I didn't even think to use Jump-Start cards in a Madness deck, but that's a pretty good idea -- discarding for an upside then using it as an outlet later is pretty sweet. Makes me rather sad there weren't more viable options printed, because the cost on Risk Factor makes it hard to hit a Madness trigger off of it, and Maximize Velocity is only sorcery speed. :(
When it comes to the Gorger, granting Madness to your other creatures is a hell of an upside, but in my testing I've found it is more difficult to plan around than I'd like, since you often don't have one in your opening hand, and they are extremely easy to kill. It's one of the major reasons I've been toying around with the Neonate again, just for a second one drop in the deck for more consistent turn 1 pressure.
I don't think I mentioned it before, but Call the Bloodline is another interesting option; I don't like it for a traditional red/black Madness deck, but it is quite nasty in a mono-black control variant I run alongside things like the Voldaren Pariah Flip, Murderous Compulsion , and Dark Withering -- you might look into that with how black heavy your list is, especially since you can work in Psychotic Episode for some Madness handhate and make better use of the Highborn, Condemned, and Captivating Vampire you are running.