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
3 weeks 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:
1 month 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.
2 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.
2 months ago
So I have plenty of time to put on the table my minotaurs. Especially if I use Lightning Bolt, but I've tried to play Kragma Warcaller, but I never have to to get him out of my hand, so I've put him back on the "may be" list.
2 months ago
Here's a big list of cards to consider
Vampire Nighthawk, Sangromancer, Blood Seeker, Vampire Hexmage, Sorin Markov, Captivating Vampire, Anowon, the Ruin Sage, Bloodchief Ascension, Painful Quandary, Victim of Night or Doom Blade, Blood Artist, Stab Wound. Seeing as it's mono-black you could also throw in some Crypt Ghast to speed it up, or Dark Ritual as well. Bloodghast, Bloodlord of Vaasgoth Drana, Liberator of Malakir, Guul Draz Assassin, Necropolis Regent, Kalastria Highborn.
Vamps are usually heavily creature based, so I'm thinking you may want to bump your count up to 24. You could also look into some of the more expensive lands for mono black decks, like Cabal Coffers and Nykthos, Shrine to Nyx.
2 months ago
I'll throw out a few juxtapositions just to see what you'll say:
- Tithe Drinker vs Orzhov Guildmage vs Suture Priest
- Murder vs Dismember vs Mortify
- Angel's Mercy vs Congregate vs Rest for the Weary
- Blood Tithe vs Gray Merchant of Asphodel vs Brutal Hordechief vs Wall of Reverence
- One Thousand Lashes vs Pillory of the Sleepless vs Utter End
- Wall of Limbs vs Stab Wound vs Drana's Emissary
- Knight of the Holy Nimbus vs Nyx-Fleece Ram vs Lone Missionary
- Soul's Attendant vs Vault Skirge vs Serra Ascendant
- Angelic Skirmisher vs Soul of Theros vs True Conviction
2 months ago
I would start by ditching some 3- and 4-drops.
That reduces your deck size from 74 to 65, but you only have 22 land, which is definitely not sufficient. If you put in 4 Caves of Koilos and two Scoured Barrens that will put you at 39.4% land (71 card total), which should be about right.
Further slimming down five cards including one Plains and one Mountain will leave you with 66 cards and a solid mana-base. That's where I would start.
2 months ago
I'd probably replace the Curse with 2 more Scepter of Dominance. With all the tap shocking, the staff can really give you the power to end the game. Also, have you considered running Sinister Possession over Stab Wound to lower your mana curve? Sure, it doesn't double as a removal spell, but with all the control you may or may not need the removal.
|Commander / EDH||Legal|
Printings View all
|Duel Decks: Jace vs. Vraska||Common|
|Return to Ravnica||Common|