Psychic Venom

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition (MED) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
Revised Edition (3ED) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Psychic Venom

Enchantment — Aura

Enchant land

Whenever enchanted land becomes tapped, Psychic Venom deals 2 damage to that land's controller.

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Psychic Venom Discussion

gumgod on Slow Motion

4 weeks ago

eyes2sky Sorry for my late reply. I haven't played this deck in a while, but I think maybe I should revisit it.

I liked befoul because it was flexible and could kill a creature, but now that I'm looking at it again, I'm wondering if maybe I could fit in something like Reality Acid.

I have tried Psychic Venom in other decks, this is sort of a progression of that idea. One thing that would really help this I think is some number of Dazes.

eyes2sky on Slow Motion

1 month ago

Nice +1... You have the only other Dimir Pauper Stax Prison deck here on T/O. I have the other: Salt Mine Prison Escape...although we have some similar strategies, mine is more land-hate. Have you considered using Contaminated Ground or Psychic Venom instead of Befoul? Also, really like Paralyze, I think it's better than Singing Bell Strike.

izzetkid987 on MoBlu Spellspam

5 months ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.

Yolo_Von_Bieberswag on For Assholes Only

5 months ago

I actually had a non modern-legal version of this deck that used those. It really makes me wish they would reprint Psychic Venom and add it to modern. It heavily relied on Mana Short, Drain Power, and Power Sink. It was glorious.

Tyrant-Thanatos on For Assholes Only

5 months ago

Saintaro the deck is Modern, where Mana Web, Psychic Venom, and Mana Short are unfortunately not available options.

Fatestitcher vs Icy Manipulator really depends on your local meta imo. If it's really spot removal heavy, Manipulator may be better, otherwise I'd agree that Fatestitcher is fantastic.

Saintaro on For Assholes Only

5 months ago

I used a deck similar to this on my kitchen table a little while ago. Good to see I'm not the only asshole out there. Great minds think alike. +1 for sure. For a sideboard might I suggest Corrupted Roots should they run plains or forests. Mana Web is also a nice way to force them to tap their lands, especially when used with Pendrell Mists. I found Fatestitcher to be more reliable than Icy Manipulator. I would suggest Psychic Venom over Copy Enchantment for another poison for cheaper. Mana Short is always a nice finisher after you've posioned their lands.

The7thBobba on Tap that Blue

8 months ago

I really like your concept :) have you considered Dichotomancy, Frozen AEther, Betrayal, Borrowing 100,000 Arrows, and Psychic Venom? Have a glorious day, and stay frosty :)

AceGambitDragonfly on

11 months ago

Gossamer Chains over Frost Lynx maybe as it's repeatable (for a price) and more reactive, letting you choose at combat time which creature you want to prevent.

Psychic Venom over Erosion?

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