Sire Of Insanity

Sire Of Insanity

Creature — Demon

At the beginning of each end step, each player discards his or her hand.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , sonnet666
Want (2) fitz66 , Rabu

Printings View all

Set Rarity
Dragon's Maze (DGM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Sire Of Insanity occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Rakdos: 0.63%

Sire Of Insanity Discussion

Servbot40 on Urza Powered Scepter

6 days ago

dingusdingo Most cEDH pull from a core set of cards based on the game plan of your deck. The deck you are looking at here is a mid-range deck with a combo finish, and not an artifact stax deck. Chain Veil Teferi is a mid-range deck with a combo finish and not a planeswalker deck. Both decks have similar game plans which is to delay opposing faster combo decks until the infinite mana combo and they can both draw out their decks. The reason this seems so similar is because this deck is essentially CVT with a slightly higher card quality combo, Dramatic Scepter vs Chain Veil, and is less reliant on the commander for the win.

Fact or Fiction , Recurring Insight , Time Spiral and Future Sight all play into the mid-range nature of the deck. Urza is capable of casting these cards that are powerful but a touch to expensive for most decks. In addition these cards also assist with the "...this particular list runs out of gas and struggles with card draw..." weakness you pointed out. Which no card you mentioned to use in place really solved this issue. Hand hate cards are in general rare in cEDH and usually in the form of mass discard with a reanimated Sire Of Insanity or Jin-Gitaxias, Core Augur .

In general thanks for your input, some of your suggestions may work for some playgroups and are likely worth playing in some cases. As with most netdecking you are usually better off starting from a generic list such as the one you commented on and replacing components of that deck to fit your Meta. In some cases you may find that you metagame actively hates against this decks entire gameplan and need to choose another deck.

dingusdingo on Urza Powered Scepter

1 week ago

You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?

You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.

Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.

I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.

Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.

The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.

Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.

This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.

This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.

multimedia on Mogis Slaughter House: Bleeding Out Or Mercy Kill

1 week ago

Hey, nice overall concept, but I think you can be doing a lot more slugging :)

Harsh Mentor , Zo-Zu the Punisher , Ankh of Mishra , Spellshock can be more repeatable damage to your opponents and these cards are good in a large variety of deck matchups. Spellshock and Mentor can alone shut down infinite combos. Torbran, Thane of Red Fell makes Mogis do 4 damage instead of 2 each turn and he's good with other sources of damage especially Manabarbs since 3 damage is a lot more than 1 damage. Torbran and Loyal Subordinate with Mogis can increase the bleeding of your opponents.

Cards also can do damage to you which is good draw with Vilis, Broker of Blood and Vilis is busted with K'rrik, Son of Yawgmoth . Sire Of Insanity can be a backbreaking effect in multiplayer Commander and it goes with the idea of gaining turns to bleed out your opponents. Sire is good with Bloodchief Ascension . Vilis and Sire are worth including a small reanimation package with some enablers to cheat them onto the battlefield.

Smoke is an underrated disruptive card for red. Not only is good to stop lots of attackers, but also mana dorks since an opponent can only untap one of them.

Good luck with your deck.

DuelCommander on Kroxa, titan of death's hunger duel commander

1 week ago

Since this is a DCM deck, here are a couple staples to consider:

dingusdingo on Fish Hulk might be a ...

2 weeks ago

Do you guys even play in competitive pods? Stax is a very easy match up for flash hulk players. Just hold removal before you combo if one of the 6 pieces that shuts you off is actually in play.

With the exception of stax pieces that shut off the flash hulk combo, almost every other stax piece actually helps the flash hulk player, because it lowers interaction from other players and allows them to combo in peace. Yes, the stax will hurt the flash hulk player, but its hurting the other players even more. You're creating an advantage for them by deficit, because the deficit is bigger for other players.

  • Rule of Law and variants don't hamper the finding or executing of flash hulk
  • Sphere of Resistance , Trinisphere , Winter Orb , Static Orb , and similar lower the amount of interaction other players are able to meaningfully hold against the flash hulk. Flash hulk must only assemble 2 mana to execute the combo, so even with tax or slow down pieces it doesn't take long for them to assemble the mana, even under Trinisphere
  • Creature wipes or other board wipes don't really slow the flash hulk game plan, unless your wipe is at instant speed. The new fish hulk allows players to hold priority and fully execute the library flip into GY and stack the trigger before passing priority, negating instant speed wipes as a method for interacting
  • Grave hate pieces are now irrelevant unless they stop the death trigger, as fish hulk can execute without reliance on GY
  • Artifact hate like Stony Silence hits back up lines or fast mana for flash hulk, but doesn't stop the actual hulk
  • Handstax are too slow unless you get a great play like Entomb into Reanimate on a Sire Of Insanity . Incremental handstax like Oppression or Necrogen Mists are certainly strong, but don't dump player hands fast enough to fully stop the flash hulk, but they do whittle away interaction from opponents trying to stop flash hulk

There's only a small handful of cards that stop the flash hulk combo outside of counterspells. We're looking at Pithing Needle Phyrexian Revoker or Sorcerous Spyglass naming Nomads en-Kor . There is also tutor hate with Aven Mindcensor or Stranglehold (and Leonin Arbiter , but thats just a delay, not a hard stop). Finally, you have big creature hate effects like Cursed Totem , Linvala, Keeper of Silence , or Suppression Field . Finally, you have creature hate that removes small dorks, like Plague Engineer , Elesh Norn, Grand Cenobite , or Night of Souls' Betrayal

Not all of those pieces are good enough to warrant slotting. Also slotting all of these pieces would lower your card quality significantly, which causes more losses against all decks that AREN'T running hulk (read: the two other players in the pod)

Part of the reason why its such a big slice of the meta and pretty much the deck to beat is because it is highly efficient, there is strong layering, it plays around stax, and the color identity gives it access to big draw engines, the most efficient tutors, and the most efficient removal.

So you land your Linvala against the T&T fishhulk player. All they have to do is continue to draw cards or tutor up a Path to Exile or any other piece of removal before jamming their combo.

So you land your Cursed Totem against T&T fishhulk. They just have to Chain of Vapor at EOT before theirs and they're golden to combo off.

Even if you decide to run Extract and pull the hulk from their deck, the deck isn't dead. You can Thrasios + infinite mana (dramatic scepter most likely) as a win-con. You get labman + consult as a wincon. The deck has very good layering. Even when you shut down the primary goal, it has still been advancing towards the second combo too. The Sylvan Library that was played turn 1 is now digging for consult pieces instead of hulk pieces. The tutors can be used to find those pieces instead. The best part, is that the stax pieces which shut off hulk combo don't shut off the other combos, which is why those combos in specific are layered underneath the hulk package.

I'm going to level with you Megalomania. You have told me you play flash hulk. Then you suggest the solution to fish hulk is to build a deck that makes it easier for fish hulk in pods. Then you say you have limited experience, but "just build the right archetype bro". So my question now is, are you just an extremely bad player who bought a $4000 deck, or are you an angle shooting dickhead trying to spread bad information to help avoid a ban for your $4000 deck?

Honestly, I kind of expect both sides out of flash hulk players. While I do suspect you're a competent dickhead spreading bad info, it wouldn't surprise me in the least if you're a dummy who looked up the most popular tier 1 deck and bought it. Either way, I really need you to stop spreading your garbage information by posting. There are already enough bad players on tappedout, we really don't need any more help in that department.

StopShot The effects from Faerie Macabre and Ghost-Lit Raider are activated abilities from a creature, and are thus turned off from Grand Abolisher . Similarly, Simian Spirit Guide is shut off as well. Similarly, Linvala and Cursed Totem also turn off all three of these creature abilities.

Besides that, you do state succinctly why hulk should be banned over flash in response to the article. I agree. Hulk being legal forces specific and jank deckbuilding requirements.

weezel on Kaalia, Mirror Breaker EDH

1 month ago

Spirits

I practice a lot with my pod and that's where I do alot of deck revising. Even though my pod is competitive, the decks still vary and are different compared to tournament play. So it's always a battle of which cards to keep or switch out.

I still haven't had any time to play or look through the deck; but wanted to comment still just on my experience which I'm sure is different than yours.

You stated you switched out Reveillark for Worldgorger Dragon and that you have yet to use the Worldgorger Dragon combo and the same is with me. I have yet to use it and feel as of now, its taking up slots. I want to say, I have used Reveillark while it was in the deck. So based off these two cards alone and nothing else, I would add Reveillark back just based off the fact I've used it and have yet to use Worldgorger Dragon

After stating that, I am 100% behind buffing up Line 1 or Line 2. With the addition of Imperial Recruiter and Recruiter of the Guard although it looks great on paper, seeing the capabilities they'll add, it does in fact take you way outside your scope; they are incredibly great tutors but I feel the synergy lacks, by that meaning there is no snowball It's a One and Done deal. Let's say you do add in these two in place of WGD and BHK. What is the probability of you drawing into them? If you draw into a Demonic Tutor on T2 are you really going to tutor for either one of those cards? I dont think so, I feel they are cards that will be useful midway in your game or if the first 2 lines are disrupted.

I use Imperial Recruiter in my Prossh, Skyraider of Kher deck but that's because it synergizes so well. Allowing me to tutor for one goblin, after another, after another allowing them to hit the battlefield that same turn with their low CMC and act as enablers. Thus, ending the game that turn.

You have more experience and you know this deck a hell of a lot more than I do. So that is also where things might make more sense to you as to me. I'm still learning it, so my opinions might not make sense.

I have Mox Diamond in the deck and it has worked greatly. I wouldn't think twice about taking it out. If you're able to do so, I would highly suggest adding it. Also you added Aven Mindcensor , why the addition of Chains of Mephistopheles ? which synergizes with Mausoleum Secrets but is it to Prevent additional card draw for the low CMC it provides? Act as a Thoughtseize if you're stuck with Kiki-Jiki, Mirror Breaker allowing you to discard? If you have Aven Mindcensor why not go the route of adding in Stranglehold and/or even Maralen of the Mornsong . Why not test out that route? Instead of trying to get away with adding Imperial Recruiter and Recruiter of the Guard . I understand you're trying to stay in the lines of comboing and trying to go off but It's just a thought.

I have Sire Of Insanity in the deck, one game I got Kaalia of the Vast out and swinging on T2 dumping Sire Of Insanity onto the field. That completely disrupted the game. I drew into Avacyn, Angel of Hope on T3 and everyone ended up scooping by T6. Luck of the draw, I thought it was quite fun and funny. By doing so, I had no intentions of any combos which is why I played it to begin with.

There was also one point where I had added Altar of the Brood and Felidar Guardian . Using the Buried Alive Combo but instead dumping Karmic Guide , Restoration Angel and Felidar Guardian . I understand there is an additional step by having to dump Altar of the Brood onto the field making it a step slower but with its low CMC cost, it's not that difficult. Also, I would only tutor up that combo if Altar of the Brood was in my opening hand. I also would pull it off after they were expecting the Kiki-Jiki, Mirror Breaker combo, so it added a bit of confusion.

As with anything in this game, you just got to throw things in and play the games out. That's really the only way you'll get any idea if it'll work or not. seeing it on paper looks nice but how well will it actually perform? It's just time consuming because it isn't like we can play 100 games back to back to figure out what cards can stay and go.

I'm definitely going to try and get some games in over the holidays, i'll get back to you with what cards I have in that are different to yours. Let me know your thoughts and suggestions. Keep us updated.

m_to_the_three on Mogis Slugs

1 month ago

you should run Fire Covenant its the best boardwipe in the game. 3 mana instant speed get rid of every creature except your own is a pretty powerful card. I typically use it in my decks for 20 life and end up just winning cause you put yourself in such a lead on the board. Toxic Deluge another solid 3 mana boardwipe but it cost 20 bucks, you do use less life but it is at sorcery speed.

Also you should run the best group slug card in the game, Sire Of Insanity a 6/4 so a very solid beater and an ability that makes everybody top deck. rakdos is typically a slow color so having everybody slowed down is pretty solid.

Consider any draw stuff to help ya out, Phyrexian Arena and Necropotence is typically the stuff people want in any black deck. Read the Bones is a solid one time use draw spell cause it lets ya scry as well. Staff of Nin is a solid draw spell as well especially in decks that win with burn/beats like your deck. can get rid of tokens or simply proc people for 1 damage while you draw 2 cards per turn.

Also you probably shouldn't run scheming symmetry, that card is mainly used if you can combo off right away and your deck doesn't look like a combo deck. cause you can tutor something nice for one mana but your opponent can just tutor a counterspell or removal spell to mess with whatever you get.

hope these tips help out a bit.

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