Sign in Blood

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sign in Blood

Sorcery

Target player draws two cards and loses 2 life.

Profet93 on EFF YOUR DUDES!

1 month ago

Deserted Temple - Untap coffers + politics

Thespian's Stage - Copy coffers, temple or another utility land

Imp's Mischief - Versatile utility. It can "counter" counterspells which is important depending on your meta as you sink all your mana into your commander (or one of your expensive wipes). It can also redirect targeted removal, draw and extra turns.

Oblivion Stone - Wipe that hits artifacts and enchantments

Erebos's Intervention > Battle of Bridge - You don't have enough artifacts to use effectively. Moreover, Erebos's is an instant and is flexible for grave hate.

Necropotence/Syphon Mind/Read the Bones/Night's Whisper/Sign in Blood - Draw

Maybe Strionic Resonator? - Double on all on your creature ETB's and most importantly your commander's ability

Maybe MImic Vat? - More ETBs and can use opposing creatures to deny GY synergies and abuse their ETBs as your own.

Profet93 on This Deck Does Not Believe In Free Will

1 month ago

Infernal Darkness - Contaminations cousin that doesn't shut off coffers

Read the Bones/Sign in Blood/Night's Whisper/Syphon Mind - Draw. I understand your commander tutors but you won't always be ensured that she lives to see your next turn. Having some draw to help you dig is crucial.

Perhaps some flexible spot removal like Sheoldred's Edict?

More than anything, you have a lot of high cmc cards and long winded combos which are difficult to pull off, even with a tutor in the command zone. Some ramp can help you, Arcane Signet and Mind Stone come to mind. Lowering the avg cmc of this deck + adding more draw and ramp = more consistency in achieving your goal. Having a plan B (and C) is fine until it takes too much away from Plan A.

Profet93 on Haunted Shadowheart

2 months ago

Vessiliana

To deal with stalling out, more draw can't hurt. Syphon Mind, Phyrexian Arena, Read the Bones, Sign in Blood, Night's Whisper, Ambition's Cost and Ancient Craving are all decent ideas.

I would add some more interaction as a preventative measure for staying power such as Contamination and/or Infernal Darkness. How are they gonna wipe if they can't cast spells? Swapping out your 4cmc lili for Karn, the Great Creator could be worth considering as well. Having one of the above enchantments + karn = fun times.

I personally disagree with insidious dreams because 1) It's an additional cost to cast. Without any anti-blue measures in the deck, this would be strongly meta dependent IMO. 2) It doesn't bring the cards to hand. Even ignoring mill, you have to wait to draw them or cast an additional draw spell just to get them. Why not add a more expensive CMC card that can accomplish what you're looking for? Your avg cmc is low enough to support it. Something like Peer into the Abyss (synergy with Archfiend of Despair) or Diabolic Revelation might work for you. Never hurts to try insidious though.

While not necessary, have you considered an alternate wincon? Rings of Brighthearth + cabal coffers + Deserted Temple = . You have a lot of flexibility in your landbase, Urborg, Tomb of Yawgmoth can reduce the amount of swamps you need. Temple can be used for politics and ramp with coffers on it's own. Rings synergizes with your commander, your shadowborn apostyles and several other cards. Adding in fetches could allow you to ramp. All depends on your goals + budget.

You have no instants. While I'm personally biased, Imp's Mischief can "counter" counterspells and redirect targeted removal, draw and extra turns! You definitely need an instant or two to bluff.

Profet93 on Ob Nixilis, of the Combo

2 months ago

Willmsy

I haven't kept up with anything past March 2020.

Syphon Mind - Draw 3, opponents discard 1 each.

Read the Bones - Draw with scry

Sign in Blood/Night's Whisper/Ancient Craving - Simple draw

Necropotence - Super draw

Mana Vault

Mana Crypt

Grim Monolith

Basalt Monolith - I am actually not a fan of this one, grim monolith is better because it can bring your commander down Turn 3. Basalt + Rings + 2 mana = Infinite colorless. Add a Sensei's Divining Top to draw your whole deck. Note; Adding top to the rings + deserted temple + coffers combo also allows you to draw (and then cast) your entire deck

Dark Ritual - Helpful in a pinch

Bubbling Muck - Super ramp. Be careful with urborg out though as it affects all players.

Jet Medallion - Cost reducer

Mind Stone - Ramp when you need it, draw when you don't

I don't recommend everything above, just wanted to give you options to consider based on budget, availability and preference. Let me know if you would like suggestions for cuts.

Sc000t on Xiahou Doom

2 months ago

Profet93

Thank you for your time looking at the list and input! This list has been experimental for a while but its finally getting to play in public and some of your suggestions are going to be added in! I understand the lack of spells for the scepter might make that card look like a dud, but thats why the list has tutors to grab the right spell depending on the situation. The list is convoluted with multiple different lines to take. It's designed like that so it wont play out the same way each game. Sometimes its a turn 3/4 win other times its a messy hour and a half long game. Yes, Head Games is nuts!!! Especially with recursion, everyone gets a meme hand!! Suggesting Opposition Agent will be useful and in some cases, SPICY! Since this list does not revolve around Shadowborn Apostles anymore, Infernal Darkness looks like the right replacement. (Although everyone at one card shop HATES that effect) Playing with more control might be the best route to take since this list gets a lot of threat. Adding Karn, the Great Creator 100% and with some cheaper kill spells that would slow the table down for enough time to assemble the right pieces to have more time to win.

1) Insidious Dreams is not usually cast unless you have citadel on the field. It's a spell that you wouldnt cast if you suspected someone would counter it.

2) Sacrifice works effectively when Razaketh, the Foulblooded or Rune-Scarred Demon are out for extra mana to cast the high cmc spells you tutored with them.

3) Warlock Class is used for it's loss of life effect to start the Sanguine Bond + Exquisite Blood combo for 1 mana. The second reason it's in the list is the level 3 effect that mimics wound reflection, and would kill any player that pays half their life to counter Temporal Extortion.

4) Darkness is useful against some friends' lists that dish out a lot of damage. The spell can be recurred with Xiahou Dun, the One-Eyed's ability but can also be put on the scepter.

From your suggestions: Karn, the Great Creator, Imp's Mischief, Syphon Mind, Opposition Agent, Mana Vault, Read the Bones, Sign in Blood, Peer into the Abyss, and Dauthi Voidwalker all seem to be good cards to add. Might consider moving Sensei's Divining Top from another list into this one for better card draw and also Skullclamp might make a return.

Azoth2099 on So basically dimir Talrand

2 months ago

Yeah, I suppose that was a rude way to say that, I apologize.

Once this deck is streamlined, you'll have more than enough token generation to slot Diabolic Intent, especially considering that one of your main combos is Dramatic Reversal + Isochron Scepter. Sacrificing a token so that you can make infinite tokens is worth it.

Also, the utility offered by Black Market Connections here is insane. If you don't want to throw a bunch of life into it once it's served it's purpose you can just pay 1 for a treasure, which is fantastic. The tokens it generates are Changelings as well, which matters a lot if we're talking about quickly getting to the 9. Never be afraid to use your life as a resource, especially in color combos including . You're kicking yourself by doing so! The more powerful and dialed in your decklist is, the more powerful your life will be as a resource, I cannot overstate this.

If you don't want to police the table for fun's sake...that's awesome lol, you're probably super fun to play with! In that case, I'd add more cantrip effects for yourself like Ponder, Brainstorm, Serum Visions, Opt...There's a ton. Windfall, Tolarian Winds, Sign in Blood & Night's Whisper would do great in this new hypothetical card draw pack, too.

As far as what I'd cut to make room for more core strength, here it goes:

Teferi's Veil, Levitation, Cover of Darkness, Glamdring, Maskwood Nexus, Uncovered Clues, Pieces of the Puzzle, Worn Powerstone, Metallurgic Summonings, Quantum Misalignment, Decoy Gambit & Soul Shatter.

None of these are bad cards per se, I definitely understand why you slotted most of them, but if you replace them with some of the cards I mentioned your deck engine will run a lot smoother a lot more often.

Profet93 on Xiahou Doom

3 months ago

Sc000t +1

Interesting deck, nice low avg cmc. A couple comments, questions and suggestions....

  1. Insidious Dreams - Seems like it's prime for a counterspell. I don't see a single way to deal with blue. Moreover, you barely have any draw to even draw into your top cards. I know you have bolas citadel and necro but its not enough. You definitely should consider adding more draw. I know you want to assemble your combo with tutors but more draw definitely can't hurt
  2. Sacrifice - How has this been playing for you? I assume you use it in response to an opponent targeting your big demons?
  3. Warlock Class - I'm missing something, how is this helpful for your build?
  4. Darkness - Does your meta include a lot of creatures/combat? How has it been playing for you, would you consider swapping it out for more draw perhaps?

Suggestions....

  1. Imp's Mischief - It can redirect targeted removal, draw, extra turns and can "counter" counterspells. Moreover, it's another useful card to imprint onto Isochron Scepter.
  2. Cabal Coffers - Ramp
  3. Syphon Mind - Draw and discard. Alternatively, Mind Twist is great to bait blue or ramp into early game to cripple another player.
  4. Yawgmoth's Will - Recursion
  5. Opposition Agent - Not needed but puts in a lot of work.
  6. Mana Vault - Ramp, works well with beseech
  7. Phyrexian Arena/Read the Bones/Sign in Blood/Night's Whisper - Decent draw to consider
  8. Peer into the Abyss - Super draw that can help you get half your library to find your combos and win. Alternatively, you can target an opponent for politics or you can target them and then cast another spell that makes them lose life = to what they those this turn to finish them
  9. Dauthi Voidwalker - As a substitute or redundancy for leyline.

Comments....

  1. Are 9 castable instants worth utilizing isochron scepter? I understand the high impact it can have. That being said, you should consider adding additional targets. Isochron itself usually get's 2 for 1ed as well.
  2. Your combos don't have a lot of synergy with each other. You have a demon + lifeloss which is a synergy, not so much a combo. You have isochron synergy, not combo, which isn't synergistic with the deck itself. Sanguine + Exquisite is solid, albeit costly. Lastly you have the leyline + helm combo which isn't synergistic with the deck. Rather than having a bunch of combos and tutors in the deck to assemble them as you lose to tempo and blue, why not cut down on 1-2 of the synergies/combos to add more draw or interaction to ensure your deck runs more smoothly and you can more easily protect your main combo and use a backup if necessary?
  3. Headgames is solid AF. That card alone is worth upvoting your deck, you have my respect
  4. Have you considered going into a bit more a control route? You have contamination that works very help. You have black removal to kill mana dorks but most decks utilize artifact ramp to get around that, what has your experience been with that? Other cards to consider this route are as follows....

A) Infernal Darkness - Its like contamination as it can bait blue, its easier to maintain (usually 1-2 turns is all you need) and doesn't impact your nykthos, lake or ancient tomb.

B) Karn, the Great Creator - It's static ability is a one-sided null rod, in conjunction with contamination/infernal darkness, is a strong soft-lock. It's first ability can help you remove artifacts that you have no other options to remove. It's second ability can bring back bolas, grindstone, painters servant, etc...

C) Null Rod - It does stop about 9 of your cards, but there are other decks that utilize way more artifacts than you.

Profet93 on Dirty Needles

5 months ago

I was gonna recommend the several instant cards that return your creature when it dies but given the exile opponent, I am hesitant to recommend them at this time. They might want to be reconsidered later. Until then, below are some general suggestions to improve the power/consistency of the deck while remaining "budget"

Crux of Fate - Boardwipe for when things get out of hand

Imp's Mischief - Under $10 but extremely useful!. Redirect _targeted _ removal, draw and extra turns. Not to mention, it can "counter" counterspells and having 2 mana open will allow you to bluff interaction.

Force of Despair - Interaction while tappedout gives you a strong ability to bluff. May or may not be useful but worth mentioning.

Lightning Greaves - I know you have swift boots which allows you to put on other equipment but redundancy is nice to protect your costly commander.

Champion's Helm - Similar to above and swift boots

Trailblazer's Boots - Almost guaranteed unblockable

Sword of Vengeance - Not needed but potentially worth looking into

Animate Dead - Recursion is always nice in black

Thespian's Stage - Copy coffers or opposing utility land

Homeward Path - $15 but meta call should you find theft to become more common

You really need more ramp in this deck to make your commander more threatening

Mind Stone/Commander's Sphere - Ramp when you need it, draw when you dont

Thran Dynamo

Myriad Landscape

I can provide several suggestions for cuts should you wish, let me know. Hope this helps.

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