Spiteful Returned

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Born of the Gods (BNG) Uncommon

Combos Browse all

Spiteful Returned

Enchantment Creature — Zombie

Bestow 3{B} Whenever Spiteful Returned or enchanted creature attacks, defending player loses 2 life. Enchanted creature gets +1/+1.

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Spiteful Returned Discussion

Austin_Smith_of_Cards on Grim Enchants

3 months ago

A W/B enchantment Pauper deck with Grim Guardian always appealed to me, so this list is pretty cool. A couple things:

Spiteful Returned is not pauper-legal. It has only been printed at uncommon. I'd probably replace with Hopeful Eidolon or Baleful Eidolon.

Pillory of the Sleepless is much stronger than Stab Wound. You want to maximize life drain while also removing the creature, which it executes far better than SW.

Including a copy or two of Unmake to the sideboard is strong backup removal in case your opponents are heavy on enchantment hate and your O-Rings no longer work.

Kyln on Make your friends (╯°□°)╯︵ ┻━┻

3 months ago

I guess Spiteful Returned is better, I'll add it. thanks!

Gamernatic on Pest Problems (MODERN)

4 months ago

I really like this concept, and I'd like to throw my hat in to help improve it a little.

First and foremost, Tattered Mummy isn't phenomenal in Modern. I see the advantage, but life loss doesn't necessarily slow your opponent's game plan down. Edge of the Divinity is good, but doesn't play to your strengths here- in midrange, prioritize board control over rushing damage. I'd also remove Spiteful Returned and Teysa, since Spiteful isn't that relevant to the deck's strategy and Teysa's sac ability is just a little too demanding. Blood Artist is on the fence for me: the life loss isn't that crazy, but your lifegain may be valuable in certain matchups.

Keeping in the Blood Artists, that's 9 cards in, so what would I advise to replace them? I'd recommend running more copies of your relevant cards. Black Cat's random discard is very valuable, as well as the Fatal Pushes and Inquisitions. Aside from that, use your discretion. I'd recommend Shred Memory, as it does two very relevant things in modern- graveyard hate, and tutor ability. Shrinks Tarmogoyf, removes Storm combo pieces, etc. In your deck, it could tutor for any sac outlet or control creature you'd need.

Even if you don't go with my suggestions, I hope you consider them in a more speedy deck. I like the deck idea, it feels very unique!

Pheardemons on Pest Problems (MODERN)

4 months ago

Love the thought and the theme - +1.

Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.

Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.

Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.

Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.

Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.

I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.

The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.

Epochalyptik on Wicked Akuba with Spiteful Returned ...

11 months ago

No.

Note that the triggered ability granted by Spiteful Returned does not deal damage. Rather, it causes loss of life. Although damage often results in loss of life, loss of life is not the same as damage, and effects that care about damage will not count effects that cause loss of life.

Kravix on Wicked Akuba with Spiteful Returned ...

11 months ago

I have a Wicked Akuba creature with Spiteful Returned as Enchantment - Aura on them. I declare attack with my Wicked Akuba (Bestowed by mentioned Enchantment) and deal 2 damage to enemy player on Attack declaration. Does this damage allows me to use Wicked Akuba's ability before enemy's blocking phase?

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