Soul Tithe

Legality

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

Printings View all

Set Rarity
Return to Ravnica (RTR) Uncommon

Combos Browse all

Soul Tithe

Enchantment — Aura

Enchant nonland permanent At the beginning of the upkeep of enchanted permanent's controller, that player sacrifices it unless he or she pays {X}, where X is its converted mana cost.

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Recent Decks

Soul Tithe Discussion

ToolmasterOfBrainerd on Pay Your Taxes

1 month ago

Oppressive Rays and Soul Tithe are basically just strictly worse Path to Exile. If you want to deal with something like a Primeval Titan or a Wurmcoil Engine, then you won't be able to because your opponent will happily pay the tax and kill you anyway. I know you want tax tribal, but I think you should make an exception for Path to Exile.

Mana Tithe is a beautiful card, but I don't think it's good enough. Especially if you have Thalia in play and have to pay 2 mana for it.

Thalia, Heretic Cathar and Aven Mindcensor are great tax cards. Especially Thalia.

Do you need Nykthos? I guess it can allow you to cast Chancellor and helps you cast Spelltithe Enforcer, but I don't think either of those are necessary by any means. I think 2 more Field of Ruin or 2 Ghost Quarter would be better.

15 plains is enough for everything except Archangel of Tithes, but if you crack your Field of Ruins then those turn into plains anyway. It's pretty rare that you'll draw 2 Zhalfirin Void.

Shefet Dunes is a neat trick for closing games. It doesn't tax, but it's also a land so I think that's grey area.

I think there are too many 4-drops. I also think you have too many 3-ofs and not enough 4-ofs. I think Thalia, Guardian of Thraben, Vryn Wingmare, Leonin Arbiter, and Judge's Familiar should be 4-ofs. I think Baird is the worst of your 4-drops, but I'm not sure. Windborn Muse dies to Lightning Bolt, which feels bad.


What I would do:

Remove Chancellor of the Annex, Baird, 1 Windborn Muse, Spelltithe Enforcer, Oppressive Rays, Soul Tithe, Mana Tithe, Nykthos, and 1 Plains (18 cards)

To add 4 Path to Exile, 3 Thalia, Heretic Cathar, 1 Thalia, Guardian of Thraben, 1 Leonin Arbiter, 1 Judge's Familiar, 1 Vryn Wingmare, 2 Field of Ruin, and 1 Shefet Dunes (14 cards)

That leaves 4 cards unaccounted for. I don't know what I would do with those final 4 spots.

draconaspyrothanus on Tiana, Eater of Strawberries

3 months ago

Against Xenagod, I have:

Darksteel Mutation, Chained to the Rocks, Sun Clasp, Pariah, Soul Tithe, and Frenzied Fugue

But I agree that few of these work when he's still just an Indestructible Enchantment, and my best play would probably be to politic him into hitting someone else, or politicing someone else to deal with him for me. Not great options, but the deck is good at that sort of convincing.

APPLE01DOJ on Adapting U/W Control for the ...

5 months ago

Vapor Snag & Rest in Peace is a great combo against Hollow One.

Honestly in your build I would cut down on all the Gideons in favor of more early game interaction. I've always found 4 wraths to be the right number.

Ceremonious Rejection, Hurkyl's Recall, & Stony Silence are great against Affinity

More catch all counters will help against humans, and then wraths are your best bet. They can do annoying stuff late game like double Mantis Rider but stopping an early game Kitesail Freebooter can be the difference between a win and a loss.

I recommend, Remand & additional Mana Leaks myself but white also has some unconventional tools that can shine at times. Mana Tithe, Oppressive Rays, Condemn, Soul Tithe.

Drcfan on Devotion to White Angels

5 months ago

Cards that i'm testing atm:

LadyEmaSKye on Sram is Rather Fun~! (Budget EDH)

7 months ago

Legendary_penguin_of_death Thanks for the feedback man! Soul Tithe would be a super neat card to throw in, ill def try to get that. Probably a pass on the other one, though -- the cmc is a bit high for the effect it provides, I feel.

ezigrelnos Lots of really good suggestions there, man! Cultivator's Caravan is def a great one ill put in, as soon as i get a copy ((same with Inventors' Fair)). I never heard of Semblance Anvil but it's actually amazing in this deck, i'm going to get one asap. Thanks for the suggestions, my man!

Legendary_penguin_of_death on Sram is Rather Fun~! (Budget EDH)

7 months ago

I really like sram voltron! I just got to try it for the first time yesterday it was super fun and competitive. Two cards i like is Soul Tithe, and Empyrial Armor.

tkk on Calling all angels

7 months ago

There is an approach to deck building called The Rule of 9. You begin by selecting nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that, place 24 basic lands and you have a deck that will consistently use your ideas to win or lose. If you like the results then you refine the deck with ideas such a mana curve, utility, and synergy.

Let's play 24 lands to ensure we have good opening hands and draw plenty of mana. Sure, we may flood out from time to time. Yeah, we may brick some draws. But nothing feels worse than seeing everything you could do if you just had some lands. Here is a succinct statistical look at why you play 24 lands.

Angelic Destiny: A great way to win the game. can take an 0/1 and turn it into a decent attacker and blocker. Does better work on things with lifelink or vigilance or double strike. Or all three.

Aerial Responder: On his own, Aerial Responder is a strong contender. He attacks and blocks well, he gains life, he's evasive...a renaissance man. When we look at curving into Angelic Destiny on four we begin to feel a slight tingle in our pants.

Ajani's Pridemate: A bear that gets bigger each time you gain life. With the right support, he can be an excellent attacker or blocker. Also, he is not the worst target for Angelic Destiny.

Pacifism: Most decent decks pack some form of removal. Pacifism is a far cry from primo, but since you're mono-white weenies you'll take what you can get and be happy with it.

By my count, we are at four of nine. This leaves us with five cards to choose. From here we can choose different ways to continue to build upon what we've done so far. Sometimes we will be playing a full four of and other times we might play less. It depends on the curve and how many slots we have available.

I've grouped these into cards that play well together. This first set is about making an army with your Angelic Accord.

Angels and Solitude

Angelic Accord gives us an engine to work with. All this card asks is that we gain life in increments of at least four. As a reward we get 4/4 angel tokens. Fulfilling these requirements can build a formidable army.

Lone Rider  Flip: If you are doing Angelic Accord things, then you'll hopefully be gaining 3 or more life a turn and the flip on him will be easier. A 4/4 first strike, trample, lifelink on (possibly) turn three is a good set up into a turn four Angelic Accord. Also makes an 8/8 lifelink, first strike, trample, flier with Angelic Destiny.

Lone Missionary: Two mana, gain four life and get a 2/1 body. Flip your Lone Rider  Flip, make an angel off of Angelic Accord, put a counter on Ajani's Pridemate. This card can enable a lot of the things you are trying to do, both in the early and late game. Play it for a reason and with a plan, running it out simply because #YOLO is a waste and will lose you game.

Solemn Offering: Interaction with decks that strongly utilize artifacts or enchantments while gaining four (wow, much amaze) life. For some silly times, you can blow up your own Pacifism to give your opponent back a creature worse than a 4/4 angel token (Angelic Accord is necessary for this to work). Not every deck plays relevant artifacts and/or enchantments so it is likely you only play one as a failsafe.

"Look to my coming on the first light of the fifth day, at dawn look to the east."

Make a big, wide army of tokens and overwhelm your opponent.

Raise the Alarm: Classic token generator. Play this end of opponent's turn to be able to attack next turn. Flash block 2/2 for value. There are just so many uses for this card.

Honor of the Pure: Anthem effect that gets better in multiples and hits all of your creatures (duh). You gain more power the wider your army is.

Spectral Procession: Make three 1/1 fliers. Pair this with Honor of the Pure and you now have six power in the sky.

"THIS IS MY BOOMSTICK!"

Loxodon Warhammer: Probably just a one of. But what if any creature in your deck could make an angel token with Angelic Accord and this? Or flip a Lone Rider  Flip or put a counter on Ajani's Pridemate?

Crested Sunmare : Paired up with two or three Pristine Talisman and you can build an army of indestructible horses. For maximum efficiency, tap the talismans on your opponent's turn and attack with the 5/5s on your turn.

Heliod's Pilgrim: Two and a white to find your Angelic Destiny. Or Pacifism. Or Shielded by Faith. Or Pentarch Ward. Or Soul Tithe. Or Prison Term. This type of tutoring effect allows you to become a toolbox of answers and threats. Play two to help with consistently finding your finisher or answer.

Path of Bravery: Gaining life for attack with creatures and buffing said creatures when you've gained enough life. Seems sweet. If you have neither life nor an army, however, this card doesn't actual nothing. Play with no more than two.

"Let me explain...no, there is too much. Let me sum up."

Pick a core group of seven (28 total) cards. With your remaining slots pick some combinations of the other listed cards and then playtest. With any luck and through many games, you will find what works and doesn't and will make adjustments as you see fit. The cards I've listed are by no means the end all be all of what is out there, but I feel they are a nice jumping off point and a good discussion on deck building principles and techniques. This site also lets you playtest your deck so you can see how your draws look and play out a couple hands to see what you are capable of doing with the cards you've chosen.

APPLE01DOJ on Selesnya sideboard help

7 months ago

I a co-sign with above. My go to Selesnya hate cards are Rest in Peace, Stony Silence, & Suppression Field (planeswalkers, fetches, ScOoze, land destruction, manlands). Some other good choices are Timely Reinforcements, Wrath of God, and Mana Tithe.

Oblivion Ring is a good catch all. I'm a fan of a MB Soul Tithe as well for the same reason.

Marrow Shards can cause blow outs against Goblins does quite well against Tokens, Snapcaster, & Bob.

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