Price of Knowledge
Players have no maximum hand size.
At the beginning of each opponent's upkeep, Price of Knowledge deals damage to that player equal to the number of cards in that player's hand.
Price & Acquistion Set Price Alerts
Price of Knowledge Discussion
2 months ago
I actually made a deck pretty similar to this one. Her it is if you want to check it out: Mogis the hate god
what I found out through play testing is that creatures more or less suck for group slug strategies. There are plenty of really good creatures that fit this deck such as Zo-Zu the Punisher however I've found that if you relly too much on your creatures for incremental damage they are too susceptible to removal and board wipes.
In your case I believe you can safely get rid of any creature that produces mana. In most edh deck you only need about 10ish mana rocks and right now you have 11 as regular artifacts so I think your ramp will be fine.
Besides ramping creatures I believe that cutting these cards would also be advantageous:
- Netherborn Phalanx
- Indulgent Tormentor I don't really like targeted effects like this with mogis
- Fleshbag Marauder
With all those cards cut I'd then start putting in more group slug type enchantments. The reason I like these enchantments more is because unlike creatures, most board wipes dont hit them and most people dont have a ton of enchantment removal. There are tons of these group slug type cards so I'm not going to say which ones would be best for your deck because most of them would work. But I like these ones:
I would also just reconsider these cards, I haven't personally played them so I can't be certain of how strong they are, but they dont seem to quite fit the deck.
- Cruel Reality It seems tempting but it only targets one opponent and is super expensive. I don't believe its worth its cost
- Browbeat I would personally rather have guaranteed card draw, try Ancient Craving instead
- Mana Geyser lots of mana, but what are you spending it on? if you had more X costing spells then it may be worth it but for now think of how bad of a top deck this would be with no cards in hand.
And of course I would strongly recommend running some dual lands to help smooth out your mana consistency. Here are some of the really budget ones:
- Akoum Refuge
- Bloodfell Caves
- Canyon Slough
- Cinder Barrens
- Cinder Marsh
- Foreboding Ruins
- Graven Cairns a little more pricey but really good for the cost
- Lantern-Lit Graveyard
- Lava Tubes
- Rakdos Carnarium
- Rakdos Guildgate
- Rix Maadi, Dungeon Palace especially good in this deck
- Rocky Tar Pit
- Tresserhorn Sinks
- Urborg Volcano
You have a strong core here once again but I just feel that some of your card slots could be better spent. Hope all this helps
5 months ago
Sort your stuff using "#" + "
- CombatCreature e.g., Dragon Mage
- Utility e.g., Propaganda
- Boardwipe e,g,m Evacuation
- Single target removal e.g., Crosis's Charm
- Consistent Card draw e.g., Fevered Visions
- One Time Card Draw e.g., Prosperity
- Draw Damage e.g., Price of Knowledge
- Graveyard Interaction e.g., Psychic Corrosion
- Ramp e.g., Nightscape Familiar, Sol Ring
- Land e.g., Forest
5 months ago
Love it! Was looking for a nice Liliana's Contract deck and I just found it! Needs more Hexproof cards though, you CAN NOT play her without being able to counter the next spell... Enemy will just take one of their control spells and kill her.
Urza's Incubator is really good but too expensive for my taste :(
Searching for Ob Nixilis, Unshackled then playing him for 13 damage is pretty broken haha
Dark Tutelage you can't play this unless you want to kill yourself
Corrupt is really really bad for it's cost
And then remove Unhallowed Pact / Unmake the Graves / Twilight's Call / Omen Machine / Hythonia the Cruel / Grip of Desolation // Druidic Satchel / Price of Knowledge because they either don't fit in the deck or are just weak / too slow
6 months ago
Personally, I'd cut the Price of Knowledge. The mana cost is too high, and you have too many benefits from them discarding down to their hand size (i.e. Raider's Wake, Liliana's Caress, Waste Not, and Geth's Grimoire). Your opponents having a larger hand means their more likely to have answers to what you play, which is the last thing you'd want.
The Lonely Sandbar and Desert of the Mindful don't look too great for your deck either. You're already a little shy on land, so you'll almost never cycle these, and coming in tapped makes them worse than just a normal island. There's also a few different multi-colored lands you could run in the deck (Dragonskull Summit, Sulfur Falls, etc.).
Other than that, this looks like an incredibly fun Nekusar deck. Just be careful, since you will be targeted for playing him. People tend to like drawing their cards without pain ;)
7 months ago
Paranoiac I appreciate the feedback. I plan to incorporate Thraximundar when I get my hands on a copy of the card. At first this deck was designed to swarm my opponents with zombies. It worked ok, but I found that with most opponents at my local store they could decimate my ranks before I got a single chance to do more than 5 or 10 damage to a single player. And without a serious mana generator I couldn't cast enough spells or trigger enough abilities to unearth or resurrect my graveyard. So I put in the several cards that allow for token generation and a combo which deals damage based on the number of zombies I have. The deck then morphed into a death draw engine in that when my opponents would draw cards they would lose life based on the act of drawing or the amount of cards in their hands via Nekusar, the Mindrazer, Otherworld Atlas, Price of Knowledge and Liliana's Caress. Then I found the Exsanguinate and Sanguine Bond card combo and now several cards will deal into that win combo for an endless cycle of you lose life so I gain life and it causes you to lose life, etc. I just can't seem to find the balance. I even bought Sedris, the Traitor King before I realized that if I use his unearth ability I have to remove the card from the game after I bring it back.That's the issue I have with Dawn of the Dead as well. I'm going to take a look at your deck and see what I can do for helping my own. I find that dated in some cases provides the best help.
7 months ago
cards to consider adding: Exsanguinate, Debt to the Deathless, Death Grasp, Profane Command, Devil's Play, Fall of the Titans, Dictate of the Twin Gods, Exquisite Blood, Furnace of Rath, Curse of Bloodletting, Havoc Festival, Hissing Miasma, Price of Knowledge, Palace Siege, Repercussion, Heartless Hidetsugu, Personal Sanctuary, Land Tax
cards to consider dropping: Vampiric Touch, Blind Obedience, Athreos, God of Passage, Combustible Gearhulk, Mother of Runes, Queen Marchesa, Scab-Clan Berserker, Selfless Spirit, Vampire Nighthawk, & you probably have a few too many targeted creature removal spells
7 months ago
Yeah it looks fun and I've been considering taking Price of Knowledge out as it hasn't done as much as I'd hoped. So this would be a good replacement.
9 months ago
Cards I would recommend adding if you want to support your pillowfort theme.
Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.
Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)
Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.
Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.
Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.
Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.
Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.
Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.
Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.
Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.
X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.
Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.
More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.
As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:
Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.
Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.
Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.
Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.
Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.
Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.
Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.
Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.
Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.
Skullclamp Strong... but not the strong we must have.
Staff of Nin We have our economy covered as long as we are able to sustain monarchy.