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Stab Wound

Enchantment — Aura

Enchant creature

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

Babuchas3000 on 2-headed giant deck

5 days ago

Well, Lethal Vapors seems to fit perfectly in this deck, also i like Polluted Bonds and No Mercy , the thing with the aura stuff is that they're conditional (except for Stab Wound ) which makes them less efficient, maybe you wanna try Exsanguinate , Leechridden Swamp , Kokusho, the Evening Star , Gray Merchant of Asphodel and since you have some enchantments maybe Grim Guardian can do some real damage. The extort ability seems to fit in here, things like Thrull Parasite , Basilica Screecher and the most important Crypt Ghast , you really seem to need him, specially with all the high CMC you're actually running. For the last, i dunno if you're having some problems with the mana, i recommend to go at least with 20 swamps (additionally you can use Leechridden Swamp as an equivalent but with some more use), plus the 2 cabal coffers and 2 Nykthos, Shrine to Nyx , this must fix your mana. Let me know what changes you're up to, just to see if something else comes to mind!

williamgp99 on Does a spell trigger before ...

1 week ago

Well, in this situation, the Dutiful Thrull would die because Ethereal Armor only gives a buff for enchantments you control. Your opponent controls Stab Wound .

In this case, you couldn't regenerate Dutiful Thrull . Regeneration basically saves a creature the next time it would be destroyed as an effect or by damage. The toughness reduction of Stab Wound bypasses regeneration.

To answer your final question, let's assume that (for some godforsaken reason) you put your own Stab Wound on the Ethereal Armor ed Dutiful Thrull . In that case, you would control three enchantments, so Dutiful Thrull would get +2/+2, but also get -2/-2. Thus it would be a 1/1 and would not die.

Devonin on Does a spell trigger before ...

1 week ago

Also note, none of these things are "triggering"

Ethereal Armor creates a static effect giving the enchanted creature +1/+1 for each enchantment, and first strike. And Stab Wound creates a static effect giving the creature -2/-2 etc.

Both of those are the same kind of effect so they would modify the p/t of the creature in the same layer, so if for whatever crazy reason you -did- cast Stab Wound on your own creature, it would be getting -2/-2 from the Stab Wound , +2/+2 from the Ethereal Armor and would be a 1/1 as a result.

Devonin on Does a spell trigger before ...

1 week ago

The controller of Stab Wound remains your opponent, so your creature doesn't get a boost from being enchanted with Stab Wound . It would be a 2/2 getting -2/-2 until end of turn and would go to the graveyard.

sylvannos on Labyrinth

1 week ago

A couple of things:

  • You have too many lands. 27 is what you'd play for a really slow control deck. Black and Red, especially with minotaurs, wants to be fast and on the offensive. For this type of deck, you want something more like 21 to 23 lands, depending on the mana costs of your cards. You also have more black mana symbols than red mana symbols. Having an even split of Mountain s and Swamp s is ill-advised. If you have more of one color than another in your deck, you'll want a proportionate amount of lands.

  • This deck is really inconsistent. You have too many one-ofs. This prevents your minotaur lords, like Kragma Warcaller and Ragemonger , from having much impact or value. By playing more copies of all your important and good minotaurs, not only do you see less mulligans, you also have more synergy within your deck.

  • Your removal is sub-par. Stab Wound , for example, is an absolute beast in Sealed or Draft. If you went to the M15 prerelease, you probably know that already. However, Limited is what most of your removal was designed for by Wizards, not Standard. Flesh to Dust is nowhere near as good as Dreadbore or Doom Blade .

Here are the specific changes I would make:

-4x Basic Lands
-1x Blastfire Bolt
-1x Bloodcrazed Hoplite
-1x Cone of Flame
-1x Chariot of Victory
-1x Darksteel Citadel
-2x Endless Obedience
-1x Flesh to Dust
-1x Font of Return
-1x Gravedigger
-1x March of the Returned
-1x Mogis's Warhound
-1x Necrobite
-1x Nightmare
-1x Stab Wound
-1x Wall of Fire
-18x Cards

+3x Deathbellow Raider
+2x Fanatic of Mogis
+2x Felhide Petrifier
+2x Kragma Warcaller
+2x Lightning Strike
+3x Minotaur Skullcleaver
+3x Mogis's Marauder
+3x Ragemonger
+20x Cards

Now, some of your card choices weren't bad that I suggested you cut out of the deck. Crippling Blight is a great card in any format, but it can be useless against some types of decks. That's where you'll start forming a 15-card sideboard.

So your sideboard would start to look something like:

1x Crippling Blight
1x Cone of Flame
2x Endless Obedience
1x Gravedigger
1x March of the Returned
1x Necrobite

These are all just suggestions, though. Minotaurs have been doing really well in some places just because of how many cards like Kragma Warcaller they get.

antimeta on Cruel Control

2 weeks ago

I've spent some time running a discard deck in this format. Mind Rot should be a main board, as should Shrieking Affliction . They're both incredibly good, as the mind rots blow their hand out making them want to play fast, but the shrieking afflictions make them want to play conservatively. Essentially, they are always trying to hold two cards in hand and that's when mind rot is maximum value. Dat synergy.

You can go creature based, or removal based. Both are viable, but I like the removal based because of its flexibility. In this case, Stab Wound is a massive work horse. It sticks to so many meta-relevant creatures like Courser of Kruphix , Nightveil Specter , Fleecemane Lion , Boros Reckoner , etc for massive value.

If you run any creatures at all, if should be Drainpipe Vermin and Black Cat . I would drop the Masters and tritons for these or more removal, preferably.

Whispering Madness has great synergy with Waste Not , but if you're decimating their hand with Thoughtseize , Duress , and Mind Rot then they really won't have much to discard when you cast this making it dead card. It's maximum value is as a disrupt when your hand is low but their's is full. With this in mind, switch the deck up and make them card cards such using Dictate of Kruphix , Master of the Feast , and Toil / Trouble . To double the effectiveness of Whispering madness, play Chasm Skulker so you win when they discard and you win when you draw. For even more insanity, put 1-2 Notion Thief in the deck to play mid/lategame once everyone is running out of fuel, to ensure they don't recover.

Ashiok is good against creature decks and inside a mill shell, otherwise she won't help your discard strategy. Mind Rot turn turn 3 with a waste not on field is more reliable. Price

Low Avg High Foil
$0.03 $0.13 $0.65 $0.29
Color(s) B
Cost 2B
Converted cost 3
Avg. draft pick 4.71
Avg. cube pick 4.98


Format Legality
Standard Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal

Printings View all

Set Rarity
Magic 2015 Common
Return to Ravnica Common