Pressure Point

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Kaladesh Common
Fate Reforged Common

Combos Browse all

Pressure Point

Instant

Tap target creature.

Draw a card.

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Pressure Point Discussion

dotytron on Hi Meta, my name is Allies... It's been a while.

3 days ago

Spawnbinder MageorDrana's Chosen would fit better than the Aethersphere Harvester for attackers/ more allies

Collective Effort would also work to tap your guys, but for more utility

Pressure Point and Expose Evil could work too, albeit strangely

TheHelvault on Energy out the ass

2 months ago

I would cut Aetherstorm Roc and a Greenbelt Rampager for 4 Attune with Aether, because that will give you more energy to fire up Aetherworks Marvel faster. I'd also remove Gonti's Aether Heart for another Aetherworks Marvel, and take out the modules and Acrobatic Maneuver for 4 Pressure Point and 4 Woodweaver's Puzzleknot, then drop the 3 Rishkar's Expertise for 3 Unbridled Growth. Also, you could do with less fatties as most of the time they'll clog up your hand.

Your goal with this deck is to be playing Aetherworks Marvel and activate it on turn 4. With the extra card draw, you'll be able to find it easier. Unbridled Growth and the Puzzleknot will turn on Marvel, Attune with Aether gets you close, and the bonus card draw/tapdown from Pressure Point will help thin your deck out a lot.

PhotogenicParasympathetic on Esper Control

2 months ago

First of all, this needs two more lands. Most control decks cannot afford to miss land drops, and yours in no exception. 25 lands at least, in standard control.

Perpetual Timepiece does nothing for you, and makes room for your extra lands.

Fatal Push should be a 4-of, as it's your only early game interaction.

Glimmer of Genius should be 4-of, as it's your best form of draw.

Insidious Will isn't good - replace with Summary Dismissal to have some utility against a planeswalker's abilities. Replace Disappearing Act with the strictly-better Disallow.

Delirium is still a thing in standard - Startled Awake  Flip is very dangerous for you to play. I'd cut it.

Fumigate is a must have. Probably as a 2-of. You have very little creature removal in the deck, you need a panic button. Demon of Dark Schemes is good, but not if you don't have ways to kill creatures.

Cut Renegade's Getaway, cut Leave in the Dust, cut Pressure Point. They don't do enough. That leaves you with one more slot- I'd say maybe one more Torrential Gearhulk?

UnleashedHavok on Be water, my friend

2 months ago

Hey Lo_Pan. I like your take on Shu! I currently have two builds of him; one that I was originally trying to make a burn deck, but will probably wind up with Narset at the head instead. And now I am working on an actual tribal monk deck.

On to why I'm here. You made a comment saying card draw is a little bit of a problem for you. One card for consistent draw would be Bident of Thassa,and here is a protection card for single draw Pressure Point, then one for scry Gods Willing. I'm not sure that these suggestions will adhere to the seven by nine rule, but they are ideas to help you with a little card draw.

Anyway, I'm going through some mediocre deck building blues as well and am always a fan of constructive criticism if you have the time. Burn Baby Burn and Beware The Monk!

What4joke on Mazes end

2 months ago

I'm also skeptical about Urban Evolution. The high cost and running 4 of them contributes to the slow pace of the deck. turn five you're gonna be feeling the heat and wanting to be halting damage. instead you can simulate this card on earlier turns by comboing Exploration with a low CMC helpful instant that draws cards, I thought Brainstorm(a classic) or you could go with stuff with added effect like Pressure Point(stop an attack!) or Shelter(for an invincible blocker!!) or Words of Wisdom (the list of good drawing cards is much longer than this!). besides, i feel that generally the colors of land you will have available is unpredictable so high and specific CMCs are your enemy. Just an idea since you asked what else to take out.

PlagueRats on Cataclysmic Displacement - Control

2 months ago

@Maadscientist17 ya, so Pressure Point over Anticipate, I really think Pressure Point is better here. This strategy is all about tapping creatures and drawing cards. If games go right Pressure Point feels more like Part the Waterveil then Anticipate. The mana base is the deciding factor, there's more White mana then Blue available so this way you can cast Pressure Point and Grip of the Roil with four lands and expect to have drawn a fifth land and one of the eight Cataclysmic Gearhulk or Fumigate for next turn.

The best is Pressure Point against Vehicles - Smuggler's Copter They have to waste a turn and a card making the creature that crews the Vehicle. Then you play an easy instant speed two drop and they can't attack and you draw an extra card. It works out because the whole deck continues in that way and eventually you wipe the board.

I've found card selection isn't that important, since there is a very good distributed balance of card types. This isn't really a combo deck, it's really more about drawing a balance of four card types more then specific cards. You need lands (26 cards), a couple cards that deal with a creature and/or draw cards (20 cards), a boardwipe (12 cards), and a threat or two (16 cards).

Maadscientist17 on Cataclysmic Displacement - Control

2 months ago

I would suggest cutting Pressure Point and adding some Anticipates. Your deck has enough ways to deal with creatures in the early game, and Pressure Point is only temporary anyway. Anticipate helps you find your combo pieces. Your deck seems really sweet, but the added consistency that Anticipate provides could make it even better.

Murphy77 on Bring Me to Life...gain

2 months ago

You seem to have lost Drana's Emissary somewhere along the line. I would tend to lose the Gearhulks (which have very high cmc) and try to keep at least 3 Emissaries, which always have a presence on the board.

I am not sold on Pressure Point, sure it gives you some card advantage, but with Electrostatic Pummeler decks being so popular at the moment, I would want to keep something like Immolating Glare in my hand to counter the killer combo. Pressure Point would also do the trick, but the temptation to play it prematurely will be high.

With the advent of AER, you would want some copies of the consulate card that is a board-wipe for your opponents artifacts (can't think of the name right now)

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