Spiteful Visions

Spiteful Visions

Enchantment

At the beginning of each player's draw step, that player draws a card.

Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.

Browse Alters View at Gatherer

Trade

Have (0)
Want (1) Easymode

Printings View all

Set Rarity
Commander 2013 (C13) Rare
Shadowmoor (SHM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Spiteful Visions occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Spiteful Visions Discussion

Vulnoth on Turbo Aggro Grind Time

2 months ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

Scytec on NOkusar

2 months ago

So, I don't see any of the normal Nekusar cards here, and if you don't mind, could you explain why? Haha. Dictate of Kruphix, Font of Mythos, Temple Bell, Howling Mine, Teferi's Puzzle Box, Kami of the Crescent Moon, Spiteful Visions, even Anvil of Bogardan, or Forced Fruition.

Doubling up on his damage dealing effect you have some options as well...Kederekt Parasite, Underworld Dreams, Fate Unraveler, Psychosis Crawler, and Ob Nixilis, the Hate-Twisted.

Two of these can also be coupled with the infect sub-theme. Following suit, Phyresis, Grafted Exoskeleton, and Corrupted Conscience are all valid options.

You may also consider running a few board wipes at least. Vandalblast is quite good. Cyclonic Rift is amazing if you have one, they are a little pricey. Toxic Deluge, Damnation, even things such as Crux of Fate or Decree of Pain would be better than having no way to deal with a massive board state.

Lightning Greaves, Swiftfoot Boots, and Whispersilk Cloak are all excellent options for protecting Nekusar or other key pieces of your board as well. Just make sure you give him Shroud after you equip or enchant him if you're wanting to do so.

Sorry for the paragraph...this went a little longer than I wanted, but I really love Nekusar and while my deck got stolen about 2 years ago...I really am considering rebuilding him, he is an absolute blast to pilot.

robcastpwnz on Nekusar Wheel

4 months ago

Nekusar was my first serious commander and I really enjoyed playing him for a few years. I don't have the final decklist anymore but I'll offer up a few suggestions. I think you could add a few more budget pseudo-wheel effects and here are some of the cards I used to run: Magus of the Wheel , Commit / Memory , and Echo of Eons . There are a few other cards that have Nekusar's ability stapled to them so they might be worth adding: Fate Unraveler , Underworld Dreams and Spiteful Visions . A couple of my personal favorites that I used to run as major sources of damage and disruption were Teferi's Puzzle Box and Phyrexian Tyranny . They are a bit more pricy so no worries if they are too expensive to slot in. Good luck!!

robcastpwnz on Nekusar’s Wheel of Fortune

4 months ago

Nice!! Nekusar was my first serious commander and I really enjoyed playing him. I have taken apart the deck for pieces to add to my other decks. I'll offer some of my ideas. I used to run Teferi's Puzzle Box and Phyrexian Tyranny as my major damage dealers. I think you could add a few more budget pseudo-wheel effects and here some of the cards I used to run because I never pulled the trigger on buying the OG Wheel: Khorvath's Fury , Magus of the Wheel , Commit / Memory , Whispering Madness and Echo of Eons . Unless your meta plays a lot of graveyard decks I would get rid of Leyline of the Void and Nihil Spellbomb . There are a few other cards that have Nekusar's ability stapled to them so they might be worth adding: Fate Unraveler , Underworld Dreams and Spiteful Visions . Price of Knowledge is a pretty vicious card if the game goes late and you can get a lot of cards in your opponents' hands. I'm not so sure you need Mindcrank , Jace, Wielder of Mysteries or Psychic Corrosion either. Unless you are going for a mill strategy you might be able to pull most of the mill cards and put things that work more with Nekusar.

But you can do whatever you like. I know that my friends called my deck "salty" and I would get targeted early because of how aggro my deck was. Nekusar paints a target on your back because he hits everyone for one of the most essential parts of playing Magic and it's very hard to get around his damage. Good luck with the deck!!

TheSimikBOat on Rakdos Group Slug/Control

6 months ago

Hello,

37 cards to cut are a lot, but I thnk that i can help you to help something:

  • Phyrexian Reclamation : I think that you can cut this because it makes you pay life, and life is a very important resurce running symmetrical life-loss effects like Sulfuric Vortex or Havoc Festival , and already having things like Greed you really can cut this.

  • Lethal Vapors : I don't like it because it's very easy to deal with it, simply because it has an ability to let the opponents destroy it, and sometimes your opponents will be happy to skip a turn if you have things like Havoc Festival or Spiteful Visions .

  • Outpost Siege : I don't know if you play it for the khans or the dragons effect. The dragons effect is bad here, because you don't have enough creatures to abuse of it, and I think that you run enough card advantage engines, probably you don't need more.

  • Mana Crypt : This card has no sense in this deck, because it has an effect that makes you lose life during the game (really not each turn, but lose 3 lifes each, more or less, 2 turns is considerable), and if you want to take advantage of things like Sulfuric Vortex , playing this card is like stabbing yourself.

  • I think that you can go without some Targeted Removals, simply because you have a lot of cards that wipe the board (not only of creatures).

I hope that this helped you :)

Wolfpig on The Torture Never Stops

7 months ago

Stormfist Crusader might be a viable replacement for Spiteful Visions for shutting down their draw till your turn and giving a 2/2 menace to put work in with. Awesome deck +1

bossomus on Play Less With Kess

7 months ago

It seems like your goal is to just draw people to death. Why not then use a Nekusar, the Mindrazer deck then? I'd also recommend Spiteful Visions or Underworld Dreams ?

Also, your deck isn't legal. You have 2 Faithless Looting . Just noticed it and wanted to give a heads up lol.

Load more