Pact of the Titan

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Future Sight (FUT) Rare

Combos Browse all

Tokens

Related Questions

Pact of the Titan

Instant

Put a 4/4 red Giant creature token into play.

At the beginning of your next upkeep, pay . If you don't, you lose the game.

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Pact of the Titan Discussion

DragonFaceEater on Star Strangled Slaughter *Primer*

1 week ago

This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!

Chickens_are_awesome on 8-whack Goblins [Primer]

1 month ago

What are your thoughts on Pact of the Titan?

SynergyBuild on Lose the Game Tribal

2 months ago

Pact of the Titan would want a spot here ;)

Funkydiscogod on Card creation challenge

3 months ago

It's like a worse Pact of the Titan, which was actually the card intended to be a serious version of the Rocket-Powered Turbo Slug.

JoeNathan37 on Help with a stupid combo ...

5 months ago

Hello there.

So recently I had the idea to make a commander deck based around cards that force you to lose the game (like Glorious End) as a joke. When I actually started putting the deck together, though, the beginnings of a theoretically decent combo deck started to appear. Usually I am definitely not a combo player but this seems stupid and fun enough that I want to give it a shot.

The primary way the deck wins is by having Hive Mind out and cast a "you lose the game" card to force my opponents to lose. There are a couple other janky things I can do (such as a super convoluted Pact of the Titan + Isochron Scepter + Harmless Offering + Mindslaver combo) to win but that's primarily it.

I'm looking for more card ideas and general help with building this deck. I haven't been able to find more Hive Mind type effects out there but if I'm missing any I would very much like to have them in here.

Here's the deck:


Loser (WIP)

Commander / EDH* JoeNathan37

4 COMMENTS | 36 VIEWS


Thanks!

hungry000 on This combo deck needs help

5 months ago

You'll find some lists that you can draw inspiration from if you look up "hive mind modern deck" or something like that. That's the easiest way to tune your deck. Most lists I've seen run all 4 Lotus Bloom along with the 4 Pentad Prism, as you want to get to Hive Mind as soon as possible. From there you can make some sort of control shell (which seems to be what ur doing) to stall until turn 4-5 which is when you'll usually have enough mana to cast HM. Looking at your list, I'd say you need Tolaria West so you can tutor out your Pact, also you should play a Pact that you can cast without needing a target so you can guarantee that your opponent has to pay the next upkeep. Gigadrowse or Defense Grid in the sideboard are great against counters. You could also go for GUx to make use of the ramp.

I do suggest you stick to the pacts for your wincon tho, Glorious End gives your opponent too much time imo, plus you can't cast it the same turn you cast HM which makes it even slower. But if you really want to play it, you can turn your list into a Pact tribal/Hive Mind combo hybrid, which uses Gideon of the Trials and Angel's Grace to prevent you from losing the game after using pacts/Glorious End. Then you could essentially take extra turns and beat down with Pact of the Titan as your backup plan.

And for the record, you don't need to stick an infinite combo in the deck for it to work. There are plenty of decks that are pretty much on the same track that your list is on right now (ones that use Prisms and Blooms) that win games.

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