Spiteful Visions

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

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.

Price & Acquistion Set Price Alerts

C13

SHM

Ebay

Recent Decks

Spiteful Visions Discussion

Guviwex on Xantcha wish your girlfriend was hot like me

1 week ago

Great list so far. Here are you my suggestions:

I'd swap out the infect cards for an evasion suite. Infect is great on paper, but you don't get to direct where it's going. Thus, it comes with #1 negative (painting a large target on yourself that says: 'kill me now') without the #1 benefit (eliminating your greatest threat in a turn or two). I think you'll do better flying lower on the radar. Stick the five commander damage and be happy. Some combination of Corrupting Licid, Sleeper's Guile, Dauthi Embrace, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep should do the trick. Add in a Nim Deathmantle to keep Xantcha on the field indefinitely.

Total War seems particularly punishing. As does Errantry. I wouldn't run many Creature Auras, but Errantry locks down a board state and shortens the commander damage clock to 3 hits.

War's Toll should incentivize others to use Xantcha as a mana sink on their own turn. Which is exactly what you want.

Unnerve is both a 10/10 flavor win, and another incentive for others to activate Xantcha's draw ability. Also Arterial Flow and Words of Waste come to mind.

Glacial Chasm is good protection. Sit back and watch the world burn.

Alhammarret's Archive seems great w/Xantcha's ability, although it is quite slow. Maybe get a feel for how your opponents are dealing with Xantcha first. If you get to sit around a lot, slot this in.

I'd switch out some of your Xantcha-killing board wipes for Languish and Wildfire. Xantcha on turn three, ramp into Wildfire on turn 4-5? Yikes.

If you find that Xantcha is eating removal often, Fury Storm seems like a good add. Playing Xantcha three times, and quintupling an x=6 Exsanguinate to drain the table for 30 sounds like a positively delightful way to spend 10 mana. Works with that Profane Command in your Maybeboard as well.

Speaking of mana, you probably want Cabal Stronghold and Neheb, the Eternal in here.

Maybe Mana Geyser for a game ending drain from Xantcha or Exsanguinate-- although that might be too cute. Works great with War's Toll.

Howl from Beyond and Torment of Hailfire are also good ways to finish people off.

--

As far as what to swap out:

Spiteful Visions isn't asymmetrical enough. You're probably going to be using Xantcha's ability often enough to make this hurt.

Exquisite Blood isn't really working within your game plan. You're using it as a defensive option here. I think there are better options (Chasm, for example).

Blood Sun works against you too much.

Polluted Bonds could probably be swapped out for something. I get that your opponents will be drawing more, but if feels like 5 mana good stuff.

I think War Cadence could be swappped out for any of the evasion enchantments suggested above. Dauthi Embrace probably.

Vow of Lightning and Vow of Malice should probably also be swapped out for more solid evasion.

Rite of the Raging Storm might also be too cute, but it's hard to judge.

--

Overall, this is a really good list. Xantcha is a cool card and it's fun to see how many niche interactions she enables. Good luck with it!

Destrogeist on Nekusar Loves You

3 weeks ago

Thanks for the tips JethroWilkins. I was running some of those "draw each upkeep" cards before, but disliked giving card advantage to opponents without guaranteed pain. I also found that Spiteful Visions caused me a lot of pain. Minds Aglow and Fascination seem like descent includes though as I like the on demand forced draw.

exearder on The wheel of DOOM

3 weeks ago

thanks for the suggestions, I think i"m going to add Nekusar, the Mindrazer and Spiteful Visions and The Locust God. This deck use to be more focused around yidris but I got broad with him and redid the deck with stuff I have from my collection.

exearder on exearder

3 weeks ago

thanks I think i"m going to add Nekusar, the Mindrazer and Spiteful Visions and The Locust God this deck use to be more focused around yidris but I got broad with him and redid the deck with stuff I have from my collection.

BlackyMTG on The wheel of DOOM

3 weeks ago

I would throw Nekusar, the Mindrazer and/or Spiteful Visions in here.

SynergyBuild on Why Every Commander is Competitive

4 weeks ago

TheBloopKing - I went over Beatdown in the win-cons!

starsky - Yo thanks man! I think every deck with the right combination of colors, ramp, card draw, interaction, and win-conditions can win against any other deck, or at least compete!

TheBloopKing - Plenty of the cards you mentioned are not competitive. The idea behind card draw isn't I want cards in my hand, it is I want answers to the board, or a way to win (obviously it depends on the situation and deck's strategy, but that is besides the point). If I go over many of the mentioned card Mentor of the Meek/Alms Collector work in many a stax builds, but Wall of Omens, Aura Blast, and PureSteel Paladin are much too weak to see play, white would rather a Spirit of the Labyrinth than them.

Harmonize is too slow, Explore isn't powerful enough outside of Tatyova, Benthic Druid, Soul's Majesty leads to blowouts where you have a suited up 16/16 commander or whatever, and it gets Swords to Plowsharesed and you lose the creature and the 5 mana and card on Soul's Majesty, Primordial Sage/Soul of the Harvest effects are good in Animar, Soul of Elements, but that's about it.

Red should generally only use tutors like Gamble, Imperial Recruiter, and wheels like Wheel of Fortune or Reforge the Soul. Bad cantrips like Expedite aren't powerful outside of a Zada, Hedron Grinder deck or something, most of those draw/discard effects are sub-par anyway. Scroll Rack, Sensei's Divining Top and other good colorless options are all they need.

Black has Ad Nauseam and every tutor they need to find it. Necropotence, Night's Whisper, and call it a day. Phyrexian Arena is pretty bad in comparison to Dark Confidant, and Underworld Connections is going to get you Strip Mined, and is just generally worse than the arena. Damnable Pact just isn't good, if you have enough mana to make it better than Ad Nauseam, run Torment of Hailfire and win the game.

Your multicolored options are pretty bad, if you are in abzan use black draw, blue draw is insane as is and so never needs Edric, Spymaster of Trest, as it gives opponents card draw, which is almost the worst thing to do. Spiteful Visions and Fevered Visions are for Nekusar, the Mindrazer and no one else, it tosses out cards like Oprah, and will stop you from winning any game you are trying to win.

Staff of Nin and Mind's Eye are generally too slow, even for colorless decks, and Howling Mine and Horn of Greed fall into the Oprah level of bad cards. They will kill you faster than anything else, unless you are Tatyova, Benthic Druid in which case I could argue for Howling Mine.


Outside of Blue or Black, use tutors in your color, Sensei's Divining Top, and Scroll Rack, tutors are the best way not to need card draw, but trying to run sub-par replacements for card draw never is the answer, it just makes your deck slow and clunky. Trust me, I have tried and failed.

TheBloopKing on Why Every Commander is Competitive

4 weeks ago

this is a very well made post. My personal suggestions

Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.

Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm

White Draw: Wall of Omens, Alms Collector, Mentor of the Meek, Aura Blast, Puresteel Paladin, and anything with "cycle on it"

Green Draw: Harmonize, Explore, Elvish Visionary, Soul's Majesty, Primordial Sage, Shamanic Revelation

Red Draw: Tormenting Voice, Wild Guess, Faithless Looting, Magmatic Insight, Cathartic Reunion, Wheel of Fate, Reforge the Soul, Expedite, and any of the guys that say "Discard a card, Draw a card"

Black Draw: Phyrexian Arena, Damnable Pact, Grim Haruspex, Sign in Blood, Ambition's Cost, Underworld Connections, Night's Whisper, Read the Bones, Harvester of Souls

Multi-coloured Draw: Abzan Charm, Shaman of the Great Hunt, Fathom Mage, Fevered Visions, Spiteful Visions, Painful Truths, Edric, Spymaster of Trest

Artifact Draw: Skullclamp, Staff of Nin, Mind's Eye, Mask of Memory, Howling Mine, Horn of Greed

I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.

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