Enchantment — Aura
Enchanted creature gets -2/-2.
At the beginning of the upkeep of enchantment creature's controller, that player loses 2 life.
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Stab Wound Discussion
1 month ago
Okay so looking at the deck now, its good... but you have 79 cards in the deck, and that's kind of my fault since I suggested a bunch of cards but didn't specify remove anything. You want 60. Always. Never run more, unless its a weird gimmick deck for like Battle of Wits. Having more than 60 cards seriously reduces the reliability of drawing good cards and reduces the deck's consistent performance.
Remove cards like Stab Wound, remove a set of the cards that do essentially the same thing like Elixir of Immortality/Chalice of Life Flip, Doom Blade/Murder, or Tendrils of Corruption/Consume Spirit. Remove a few creatures, either the Wall of Limbs or remove a copy off the higher CMC cards like Divinity of Pride. Maybe take out a land or 2.
Just try to trim the fat off the deck so you're left with a lean deck with a clear purpose
Also, in regards to you only playing against a blue control deck, when people say a deck is competitive in mtg, it means that you could take that deck to your local game shop, enter a tournament, and do well against other popular decks in the format. This deck is Modern, even though its not listed as such, and Modern competitive decks are tough, they win by turn 4 or they don't win at all. Playing casually is awesome, its pretty much all I do, but unless your friend is running a $1000 dollar blue control deck, its not generally considered a competitive deck, no matter how heated the kitchen table gets.
1 month ago
So the power of the commander is heavily based on taking life from the opponent and then, if you do so, lowering the mana cost for creatures by each life lost. So, I would put in mainly, if not ONLY black and red creatures that lower the life of the opponent. Don't be discouraged by mana cost because the more life you can take, the cheaper it will be. I would take out many of the instants, artifacts, sorceries and enchantments since they don't pair well with your commanders abilities. Also, I would limit your planeswalkers to either Sorin, Chandra, or both if you'd like. they are the only ones that you can really dominate with this deck. Lightning bolt, Kolaghan's, Palace siege, Exsanguinate I'd keep for non creatures, maybe add a few more that are cheap and focus only on life loss like Shamble Back and Stab Wound , with stab wound being a great addition to this deck if you compare what it does to your commanders affects. Overall, this could be a great deck, but you want to have most if not almost all the cards having some sort of power where the opponent loses life in some way. Creatures being the majority since they cost less and can be virtually free to play. Hope you have enough cards to make this work. If not, there are plenty of cheap cards to boost this deck with and still be awesome
1 month ago
Have you considered Stab Wound? It costs more than your other options to play but it basically makes most creatures into extra sleeper agents
2 months ago
1 COMMENT | 170 VIEWS
Flayer Drone is a huge find. And metaphorically another copy of Impact Tremors. Grixticrates runs a more like a Stab Wound deck then a Priest of the Blood Rite deck so be aware. Plus you will need more colorless creatures if you run flayer. I can't seem to fit Smothering Abomination in the deck either but it's hella fun to sac a scion for mana and draw a card!
2 months ago
Blighted Agent would be probably the best creature you can put into the deck as it is cheap and has built in evasion.
I think Terminate and/or Dismember would be good replacements for Doom Blade and Stab Wound (Stab Wound also does damage to the player and you don't win that way) as they are more unconditional and the mana cost is cheaper if need be on Dismember.
Phyresis isn't going to do anything in your deck as all but one creature has infect already in your deck. if your casting Sidisi, Undead Vizier you should be exploiting her anyway as your ether digging for a way to get infect damage in, an infect creature, or some extra damage (buff spell). In any of those events having Sidisi, Undead Vizier stay around won't help you. If you don't mind me saying so I would drop her all together (i like her a lot, i run her in 2 of my EDH decks but I think her cost is too high here and she doesn't work with your other plans).
Rush of Adrenaline may be a card you want to look into as it pumps your creatures and gives trample to get damage in.
hope that helps
3 months ago
Alms of the Vein Gr ikke nok, du spiller mod 3 andre spillere med 40 liv.Taste of Blood Samme tingStab Wound Samme ting.Pharika's Cure Samme ting.Altar of the Brood Prver du at mlle os? Du har ikke noget der interagere med vores gravyard.Feast of Dreams Du skal ikke regne med vi encthanter vores creatures.Twins of Maurer Estate En 3/5'er uden effekt? Kalastria Nightwatch S ofte fr du ikke liv.Drana's Chosen Simpelthen ikke nok Allies.
Gode ideer til dig:
4 months ago
This deck has some cool pieces but I think it lacks a feeling of focus. I'd start by working it down to 60 cards which shouldn't be that hard considering you probably have twice as many lands as you need. Since you have 66% black symbols and 33% green symbols, I recommend having your mana base reflect that. I'd also add some sort of dual lands to go with the Keyrunes. I'm a budget builder so I think even Golgari Guildgate is a fine card. If money is no object, then Verdant Catacombs and Overgrown Tomb are the lands that competitive players swear by.
While it's listed as standard, I'm assuming this deck is actually just casual modern. That opens you up to a ton of options regardless of which way you want to take this deck.
You could try to stick with the toughness theme from Sultai Flayer and Archers' Parapet. In that case, I'd recommend Assault Formation, Sight of the Scalelords, Tower Defense, Abzan Beastmaster, Feed the Pack, Sheltering Word, Grim Contest, Kin-Tree Invocation, Corpse Blockade, Kheru Dreadmaw, Trestle Troll, and Wall of Souls as potential options.
If you love Fiend of the Shadows, you could try to capitalize on that by going hard into black and running disruption cards like Duress, Mind Rot, or the more expensive Thoughtseize and Inquisition of Kozilek. I think Stab Wound and Sinister Possession could also work well in that type of denial deck, but at that point, Launch Party becomes a little worse when you want your opponent to have creatures out to enchant. If you still need strong removal, I always like Hero's Downfall and Putrefy in Golgari.
If you want to focus on the theme of having your stuff die, I'd recommend having good sac outlets like Viscera Seer and other cards that trigger when creatures die like Blood Artist. You could even take this deck in the traditional golgari guild route by including cards with the scavenge or dredge abilities as well as beaters that like having stuff in the graveyard like Splinterfright and Jarad, Golgari Lich Lord.
Finally, you could even try to make Demonic Rising the star of the deck. You could use Carrion Feeder as your single creature and/or Attrition to sac demons for value after attacking just to get another at the end of the turn. You would want to put in plenty of auras or equipment to maximize the potency of that strategy. Loxodon Warhammer and Whispersilk Cloak are a few that come to mind.
4 months ago
Calinours, it depends on what you want to do. Theros minotaurs have such great synergy that I wouldn't recommend running a bunch of creature enchantments to buff them. That being said, Goblin War Paint and Unholy Strength will make your already solid minotaurs even better. I'd go for cheap ones like that since minotaurs are a little expensive to cast. The enchantments I run are purely there to slow down my opponent. If they don't play black, I can ruin a few of their lands with Contaminated Ground and smile as they set them aside to only use in desperate situations. If they do play black, I swap those out for Contaminated Bond or Stab Wound to make their best creatures their worst. The average minotaur costs 3 mana, so those 1 and 2-mana enchantments really save me until I can start playing stuff.
The best ones to me, though, are the board enchantments. I would recommend getting a full set of Impact Tremors. That card is much better than its price, especially if you're playing a lot of creatures/tokens. This one might be too old for Modern, but Goblin War Drums could do wonderful things, as well as Raiders' Spoils if you play minotaur warriors. My deck's biggest weakness is card draw, so if I had a Phyrexian Arena or two, I would not run Read the Bones or Sign in Blood. Whatever you do, keep it cheap! You want most of your mana to go towards playing minotaurs. I hope this helps.