Sinister Concoction


Format Legality
Pre-release Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Sinister Concoction


, Pay 1 life, Put the top card of your library into your graveyard, Discard a card, Sacrifice Sinister Concoction: Destroy target creature.

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Sinister Concoction Discussion

VelvetVendetta on Control Zur

2 months ago

Thank you for the answer, if you could, please take a look at my Zur, the description its a bit old but it covers about everything the deck wants to do.

I already found a slot for Arcane Lab and that's Imprisoned in the Moon, I used it a lot before when I had 2 Narsets in my meta, but now both Narsets are gone and there's no shrouded menace to turn into land, aside from that I've added Sinister Concoction as a discard outlet so I have 1 more removal that Zur can fetch (aside from grasp).

But I'm still struggling to find Counterbalance a slot and would be nice to have an oppinion from someone who understands that Zur is a strong control general from outside my meta.

VelvetVendetta on Zur, the Enchanter Reanimator

4 months ago

And ffs pls take out those "enter the battlefield tapped" lands... even basic lands are better.

And add this: Sinister Concoction.I discovered it only recently but this card is absurdly strong in the deck.

Anomal3 on I'm a simple agro man with simple agro plans

4 months ago

Thank you both for your comments! Specifically:

geekmp3; I'll most certainly look at your deck myself to steal some ideas :P As for Sinister Concoction, I actually just run it because it's a cheap and effective way to get rid of creatures without irritating 'nonblack' or 'nonartifact' clauses. However, in addition to the cards to mentioned, I actually do have one card that does benefit from delirium, namely Grim Flayer.

ImtheRealBear; That's a fantastic idea! I completely forgot about that card. I'll remove Retribution of the Ancients for it; ROTA is good in theory, but sadly just too slow in practice, requiring one black mana per activation.

geekmp3 on I'm a simple agro man with simple agro plans

4 months ago

Huge fan of this commander. He can get out of control quick. I love some of the differences you have in here from my deck! Predatory Hunger is amazing especially with how fast this commander can be.

I was confused when I saw Sinister Concoction as it's typically for hitting Delirium but then I saw Pharika and Varolz! Nice strategy!

Xica on Vampire's stay midrange

5 months ago

Phyrexian Etchings + Vampire Hexmage works by playing etching and holding onto hexmage, and only playing it when you want etchings gone. (or you play etching and hope to draw hexmage)
If they want to distrupt this they have to counter the activated ability (since if they attempt to kill it as it enters the batlefield you can sac it in respons) (and since sacrificing is part of the cost of the ability, they have nothing to target with a second removal higher on the stack to prevent you from sacrificing hexmage)
The main drawback is frankly that you need to draw it - but that is the same with all unique power cards, stuff like Dark Confidant

Asylum Visitor + Blood Scrivener have a go big or go home type interaction (like all other madness strategies). You have to dedicate the deck to it with spell that allow you to keep empty handed on way or another.
Due to the absence of instant win combos, and the extreme value drawing 4 cards each turn provides i think this is a workable strategy (and if you need instant removal you can always play Sinister Concoction). Of course this goes in face of the general wisdom that originates from the control mentality - bu looking the situation form tempo side its extremely powerful.
Bear in mind that having over 3 such creatures on the field simultaneously is dangerous due the life loss, and slim chances of having mana to spend all cards in hand. (And getting in that situation is not that hard since these creatures easily snowball by the first one helping you draw into its multiples.)

Ratchet Bomb vs. Engineered Explosives is a question of taste and local meta.
However Engineered Explosives can be activated in response to etb, thus negating countermeasures like Ancient Grudge. Not having to sit on the field for 4 turns to hit cmc=3 is also a benefit imho (since in that time you can easily die)

Xica on To be aggro or not ...

5 months ago

Captivating Vampire is the worst vampire lord that exists - maybe some reds are even worse than him, but no one considers them.
If you want vampire tribal Stromkirk Captain is a must, if you have good amount of tribal support for it the global first strike & +1/+1 it produces is an effect on the power level of Tarmogoyf

Vampires are not a good tribe for a true aggro deck, since they really lack cards that would enable them to race with burn, or affinity - while majority of the tribe lack evasion.

Vampires are at their best in midrange.

Or you could try to build a madness deck with the tribe, since you can have 8x effects that draw if you include Asylum Visitor & Blood Scrivener.
If you have so much draw then you can (and you should) use wasteful black cards that require you to discard.
Since empty hand is a benefit.
Here are some: Soul Spike; Sickening Shoal; Sinister Concoction; Collective Brutality; Call the Bloodline -> this card is much better than what most people paint it to be.
It is able to create a token on your turn, and one on your opponent's turn - and as enchantment most decks have no way to interact with it.
In such a deck every cheap removal/discard is good since, at worst you can make tokens out of them. (or you can clear the way for your lifelinker tokens to swing in)
Madness also gives you the best tutor of the format: Infernal Tutor

vhpiasson on Monoblack Madness Vampires

7 months ago

tardaniele: About the Neglected Heirloom  Flip, if Grasp of Darkness isn't doing it's job to remove stuff, run Sinister Concoction instead, so you can destroy the equipped creature and it's really expensive to equip it again since the equip cost becomes 3. I'm not too fond of it for a Vampire deck, but that equip is really nasty in a Werewolf Tribal deck, where everything flips.

MattStar on A Delirious End

8 months ago

Hi TankyHamster!

I'm liking the creativity I'm seeing here. It looks like you have a delirium sub-theme going on. You might like Oath of Nissa in place of Grisly Salvage and/or Vessel of Nascency, it's just cheaper, more efficient, and hits most of the same stuff. You might also like Sinister Concoction as a decent catch-all for creature removal, it can also turn on delirium on its own after a fetch land or Evolving Wilds, I know you're going budget. Dual card type creatures are always good for delirium/Emrakul too so you might like Nyx Weaver or Courser of Kruphix to stretch out the game a little bit.

I'm just spit-ballin here, thought I'd throw out some ideas. Good luck with the deck.

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