Enchantment — Aura Curse
Creatures enchanted player controls lose all abilities and have base power and toughness 1/1.
Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.
|Have (2)||metalmagic , Forkbeard|
Printings View all
|Hour of Devastation (HOU)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Overwhelming Splendor occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Overwhelming Splendor Discussion
1 month ago
Overwhelming Splendor==> to win the 1vs1 at the end
1 month ago
2 months ago
The Black Circle
Legendary Tribal Enchantment - Shaman
Whenever you sacrifice a creature, if it was a Shaman, you may pay 3 life. If you do, target player sacrifices a creature. You gain life equal to its toughness.
When one of your opponents is enchanted with at least three curses he or she loses 3 life at the beginning of your upkeep. You gain life equal to the life lost this way. Then flip The Black circle.
Ursula, Witch Souvereign
Legendary Creature - Human Shaman
Curses you control have Hexproof.
: Add . Use this mana only to cast an instant or sorcery spell. If you do, you lose one life.
Whenever a creature you control dies, target player loses five life if he or she doesn't sacrifice a creature.
Okay, the story behind this card: The chosen deck is my mono-black "witch"/shaman-curse-deck. It tries to remove dangerous creatures and to cast/tutor as much curses as possible on the opponent. The white mana represents that i play one copy of Overwhelming Splendor in it, which is in about 40% of my starting hands, what means that it's a dead card (and i play two lands that can add white mana, so...)
Same challenge. I like that one. If ninja'd, do above.
2 months ago
I know you're working with what you have, but a casual view of the deck doesn't seem to have much "umph". What is the life gain doing for you outside of keeping you alive? Commander damage makes pure life total a resource, so things like Vona, Butcher of Magan kick ass.
You have things like Dictate of Erebos and Conclave Tribunal which are awesome cards, but you have a very light creature presence (13 total) with no sac mechanic (for dictate) so it seems like an under-utilization of the cards. Who is going to help Conclave when you just have your commander out?
Same concept for Rootborn Defenses and Make a Stand Obviously great cards, but they provide a 1-turn protection for a mass of creatures you're not going to have. Long-lasting protection like Indestructibility or Swiftfoot Boots or Whispersilk Cloak will give you more staying power and force opponents to use their removal on your artifacts/enchantments rather than your combo pieces. Again, I know you're limited, but some instants are no match for something that requires another player to spend their hard earned mana and cards on your permanents.
I love, believe me, the mass life loss from opponents. I have two decks that do that same thing and they are damn near my favorites. But with commander people are going to be sniping your pieces way too often. Draining 4 damage per turn rules, but it needs to be backed up by some beef or a nasty combo. The Control helps, and again I get your constraints, but it seems like this deck will only sometimes work on late turns. Orzhov is my favorite combo and there is so much potential with Kambal, Consul of Allocation Are there cards that can get you benefit for his gain and drain? Sunbond isn't expensive and can do a little voltron or help protect a few creatures to make them big beaters with the constant little life gains.
You have Sheoldred, Whispering One, maybe do something jacked up basing things on tutoring her out and throwing things into your graveyard for benefit? She's a monster that cannot be ignored.
Well of Lost Dreams costs money, but with the theme of continuous life gain is an amazing addition for card draw. I guess I'm looking at the deck and not seeing what the win conditions are beyond "I gain life, they lose life" which is way cool but the rate seems too slow for the format. When commanders can cap you with 21 damage even if you have 200 life it means you need to Go for the Throat or make a real good wall for yourself (Teysa, Envoy of Ghosts?)
Essentially I see a ton of cool removal, a few pieces of life gain/drain and I find myself wondering "where's the teeth?" "How does Kambal say 'it is done'" Lots of life, for sure, but what do you do when a Zurgo Helmsmasher comes in with Rogue's Passage on turn 6? You know? I'm not talking cEDH ,just want to see the best Kambal there is because he rules. Your removal package is killer, great way to remove threats against you, but I feel like there comes a point where when you're just spending mana to take away what others spent mana on, you need an end-game. Overwhelming Splendor is a great way to capitalize on this "wait-them-out" removal strategy, but you can only cast it on one opponent, and what if it gets blasted? with more players, commander is full of win-con-killers so you need to make a deck able to adapt and twist with the removal, or be faster than removal can stop you. Approach of the Second Sun would be fantastic with the heal-and-stall aspect you have going
2 months ago
Cards I would remove:
Cards I would consider adding:
3 months ago
5 months ago
Phule451 Three Dreams looks like a fantastic tutor! I'll see if I can find room. I might also think of adding an Archon of Sun's Grace if I end up pulling one. I don't know about Overwhelming Splendor though, it is quite expensive and only shuts down one person at the table.