Spelltithe Enforcer

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern 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
Guildpact (GPT) Rare

Combos Browse all

Spelltithe Enforcer

Creature — Elephant Wizard

Whenever an opponent plays a spell, that player sacrifices a permanent unless he or she pays (1).

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Spelltithe Enforcer Discussion

rwking082 on The Justice System

1 month ago

I don't have suggestions for cuts, but I'd recommend Spelltithe Enforcer to really slow down your opponents. They may end up sacking just to play something, anything.

Void Winnower is mean, and ensures that half of your opponents' spells can't be cast, even if they are more expensive thanks to your ocean of molasses.

Should your opponents play something, a Phyrexian Revoker makes it useless. Note that you can lock down mana abilities too, making your commander's ability that much more evil.

Instead of thought reflection, consider Alhammarret's Archive. Lower CMC, mana of any color, and does almost the same thing.

NoSoyYucateco on [EDH] Obzedat Bubble Defense V3

3 months ago

This is a big improvement, but I did some playtests and I almost always start missing land drops after turn 3 or 4, unless I get Land Tax or Weathered Wayfarer. In one particularly frustrating game, I had Solemn Simulacrum in hand, but was unable to get above 3 mana by turn 6, so he never saw play. In another game, I had the same scenario with Gilded Lotus.

These are some cards I think you could cut to speed things up, either by replacing them with lands and rocks, or with more efficient cards.

Debtors' Knell: It costs so much, and does nothing until your next turn (making it wide open for removal.) It's also your most expensive card, yet it isn't central to your winning strategy. In my experience, this card is only good if you can cheat it onto the battlefield. At 7 mana, I'd much rather have Rise of the Dark Realms for two more and just call it a day.

One Thousand Lashes: I'd rather pay half as much for Darksteel Mutation.

Spiritual Asylum: Orzhov is resilient to spot removal anyway. Lightning Greaves for your most important pieces.

Ob Nixilis of the Black Oath: I don't see how any of his abilities are super relevant. In most cases, the net result of casting him is that you get a vanilla 5/5 flyer for 5 mana. That's not great.

Liliana Vess: 5 mana for a tutor that puts something on top of your library. You can do better. With so few creatures, you shouldn't expect any planeswalkers to last more than one go around the table, so they need to be able to do big things the same turn you play them, like Sorin Markov.

Athreos, God of Passage: You don't have many creatures. The ones you do are pretty much all bombs, so your opponents will just pay to keep them in your yard. I can see him maybe draining for 6 life in a game, which is okay, but it's not spectacular.

Spelltithe Enforcer: He's not bad, but he isn't worth 5 mana in my book. Personally, since you're going for pillow fort, I'd much rather have Michiko Konda, Truth Seeker.

Norn's Annex: This card can buy you some time, but it's the weakest pillow fort card you have.

I highly recommend going up to at least 37 lands and 6 rocks. As it stands here, you will rarely be able to play more than one spell per turn with this curve, which is important when you want to set up two-piece combos like Sanguine Bond + Exquisite Blood.

Also, you have very little draw here. I'm counting Phyrexian Arena, Greed, and Erebos, God of the Dead, and that's it. You have great ways of tutoring out Necropotence. I would recommend adding that. If you can keep your hand full, you won't need to replicate your efforts with so many copies of cards that have similar effects.

Lastly, I would recommend adding Expedition Map to help you set up Urborg/Coffers.

freakingShane on Mono White Marshmallow

3 months ago

This is a lot better, but I would recommend getting rid of Expedition Map unless you plan to run Serra's Sanctum in here. I guess Nykthos, Shrine to Nyx is good to fetch, but other than that there aren't any lands worth using a whole slot for fetching only.

Speaking of lands, Temple of the False God is soon bad when it backfires. I would not consider it a staple. I will conclude this micro-rant by stating how mono-W does need all the ramp it can get, so if you insist on running it, go for it.

Sigil of the Empty Throne is still a great card. As well as Shielded by Faith and Indestructibility. The latter two combo with Pariah to prevent taking damage. Look, I get it. Avacyn, Angel of Hope gives everyone indestructibility, but what if you have Shielded by Faith, Pariah, and Angel of Jubilation by turn 5? Stall the game and win through the long game.

Overall the deck is significantly better. I approve. Especially because you through in Magus of the Moat, Crackdown, and Spelltithe Enforcer with all of the other tax and penalty cards.

rhystictutor on Hanna, Helm of RIP

6 months ago

You could cut one of the orbs since you're running Fabricate and have the ability to recur artifacts or cut Luminarch Ascension for costs and I'm in the opinion that it doesn't really fit the theme of the deck but hey, it's a great card so yeah.

More notable cards: Grand Arbiter Augustin IV, Spelltithe Enforcer, Loxodon Gatekeeper; these three with your stax would just be oppressive as it gets I'd say. Pull from Eternity to pull combo pieces/win cons back from exile (if this becomes a problem). Also, Grand Architect + Pili-Pala make infinite mana. Moreover, if you ever decided to invest in this deck, you could go with Power Artifact which breaks your Basalt Monolith for infinite mana.

Winterblast on Enchanting Esper Tax

6 months ago

You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).

You should have a look at these cards:
TAX: Sphere of Resistance, Thorn of Amethyst, Trinisphere, Nether Void, AEther Barrier, In the Eye of Chaos, Thalia, Guardian of Thraben, Spelltithe Enforcer

UPKEEP: Smokestack, Tangle Wire, World Queller, Pendrell Mists (if you don't already have The Tabernacle at Pendrell Vale), Mana Vortex, The Abyss

MASS REMOVAL: Armageddon, Ravages of War, Cataclysm, Sunder, Wrath of God, Damnation, Toxic Deluge

SLOWDOWN: Land Equilibrium, Ward of Bones, Overburden, Mana Breach, Ghostly Prison, Propaganda, Humility, Words of Wind, Thalia, Heretic Cathar

...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.

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