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 day ago
Rkassen718 Hey, thanks for the comments! You're right, Bump in the Night should go, my thinking was that I already had a couple of those so I thought I'd throw them in there. Funny you should mention it, just picked up a few of the M15 Stab Wounds, so I'll definitely be throwing them in there. Thanks for all the suggestions!
1 week ago
I would cut Corrupt because it's to slow instead I would add Languish. Also I would cut Despise for 2x more Thoughtseize and 2x more Wrench Mind. Lastly I'd cut Stab Wound for Geralf's Messenger because he's a great card and you need more creatures. Hope this helps +1
2 weeks ago
Also, cut the 3 Duress, the 3 Victim of Night, the 2 Dismember, 1 of the Liliana's Caress, and the 3 Gurmag Angler. Add 1 Liliana Vess, 1 Waste Not, 2 Swamp, 2 Stab Wound, 4 Hero's Downfall, and the 2 more Mind Sludge I recommended from the last comment.
2 weeks ago
Doesn't seem to have enough land. Definitly agree with Stab Wound since it forces your opponents to lose life and could even be a win condition.
3 weeks ago
Hey, I'm here since you linked me there from my Tallowhacking deck :D
Nice take on a Tallowisp-based deck, it's completely different from mine.
Cool idea to include Sleeper Agent with all the auras to disable creatures, particularly Stab Wound. Though you're basically screwed in terms of card advantage when your opponent has a sac outlet.
Disowned Ancestor fits in just perfectly between her and the other spirits as well.
Will-o'-the-Wisp is similar here. I love it, but I never quite found a place for it it in my deck despite its increased usefulness through other spirits (i.e. Tallowisp, Thief of Hope, and Drogskol Captain.
The both of them should be able to hold off some aggressive decks as well, although against Affinity your best bet would be to add three more Katakis to your sideboard.
On the other hand, I'd add another Sage's Reverie, and at least one one-drop Aura like Dead Weight that you might cast immediately after tutoring it with Tallowisp.
You can use that to kill small stuff, particularly utility creatures that otherwise wouldn't attack (and cost you four mana to disable via One Thousand Lashes).
1 month ago
The fundamental card for token generation or +1/+1 counters is a Doubling Season, if you want to ignore budget. Primal Vigor applies to everyone on the field, but is much cheaper. Anafenza, Kin-Tree Spirit for bolster triggers. Death's Presence for when a creature dies, another creature on your side absorbs its power in +1/+1 counters.
Swords to Plowshares and Path to Exile - removes indestructibles from the game.
Putrefy and Hero's Downfall - both are powerful options that offer more than just destroying a creature; one prevents regeneration, the other can destroy planeswalkers.
Merciless Eviction - stupidly powerful wrath for when the board state is just too hard to deal with.
Austere Command - Gives you options on what you want to destroy.
Heartstone - Reduces the amount it costs to activate Daghatar the Adamant's ability to just two swamp/forests. A Bog Initiate can assist in mana fixing.
Arcane Lighthouse - 1 mana, tap, no more hexproof for the whole turn.
Opaline Unicorn is so shit, just use a signet or any good land retriever like Tempt with Discovery or Ranger's Path.
Sol Ring - a solid card for every EDH deck ever.
Urborg, Tomb of Yawgmoth - Self explanatory powerful land.
Murmuring Bosk and the shock lands Overgrown Tomb, Godless Shrine and Temple Garden - Can be tutored for with your Windswept Heath.
Cards I'd remove:
Opaline Unicorn - Sylvan Caryatid is objectively better which you already have, and there's just better cards to put in it's place.
Phalanx Leader - His heroic trigger will only activate with two cards in the whole deck, he's just a chump blocker outside of that.
Stab Wound - Powerful for the early play, but often useless by late game.
Verdant Haven - For 3 mana, you could put some spot removal in, green is a color that should have few issues with obtaining lands.
Hope all this helps.
1 month ago
1 month ago
FullmetalD, I, too, enjoy discard decks. I have a few suggestions.
Some of your creatures have a pretty high mana cost. I would suggest running more than 20 lands.
For your sideboard, Tragic Slip is a really bad card for removal, as it doesn't become much of a removal card until post-combat. I would maybe consider a card like Dismember or Victim of Night. Also, since this is a Discard Deck, you really need some graveyard hate in your sideboard. Maybe something like Tormod's Crypt or Bojuka Bog in place of something like Stab Wound which isn't that great of a card and has a somewhat high mana cost for what it does.
I run a different kind of discard deck that has had some success in competitive play. Monoblack Discount Rack
Good luck out there!
|Commander / EDH||Legal|
Printings View all
|Duel Decks: Jace vs. Vraska||Common|
|Return to Ravnica||Common|