Tainted Indulgence

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tainted Indulgence

Instant

Draw two cards. Then discard a card unless there are five or more converted mana costs/mana values among cards in your graveyard.

wallisface on ORCS and GOBLINS

8 months ago

You currently have no easy way to start your milling process - you need a way to initially chuck cards into the graveyard quickly, so that you can start Dredging. Options include Satyr Wayfinder, Stitcher's Supplier, Glimpse the Unthinkable, Hedron Crab, Lotleth Troll, Tainted Indulgence, Otherworldly Gaze, Cathartic Reunion, Thrilling Discovery, Shriekhorn

wallisface on White Black Enchantment Reanimator

9 months ago

Some thoughts:

  • 20 lands is a very low number. 20-land decks are typically happy being stuck on 1-land for a few turns, and don’t have any expectation to hit 3-lands on-curve. Conversely, your deck is filled with high mana cards and a requirement to get lands in play on-curve. Imo you need at least 24 lands.

  • Even with a higher land count, your curve just looks too high. Stuff like Extinguish All Hope is just too unrealistic to expect to cast.

  • I think you have too many high-mana enchants you’re expecting to be able to cheat-into-play from the graveyard, but nowhere-near enough ways to actually pitch these cards into the grave. As a reference, typical Esper-Reanimator decks have only 5ish worthwhile reanimation targets, 6ish cards to actually reanimate, and 10+ cards that let them pitch things into the grave (it’s worth adding those pitch cards are things like Faithful Mending and Tainted Indulgence which also help dig deeper into the deck). I think your current ratios and general lack of deck-digging ability is going to make the deck really clumsy.

  • imo stuff like Dash Hopes isn’t useful… the opponent will always choose the option you don’t want them to. You’re not presenting any immediate threat to their life total so they probably just take-5 and continue to beat you down with whatever they cast.

Bob_Spaghet on

1 year ago

I play a similar deck in explorer on arena. My first main thought is that playing four copies of the legendary creatures isn't necessary, and they all get very bad in multiple. Typically, you won't need or want more than one copy of each per game, so I would probably stick to one or two copies of each max. I agree with the last comment about Memory Deluge, that card is the truth in this type of deck and should probably replace Search; I also agree that Strategic Planning and Collective Brutality are clunky. I strongly recommend some split of Censor, Tainted Indulgence, or Thought Erasure replacing all eight Plannings and Brutalities. I also think any black deck needs at least three copies of Fatal Push; that card is incredibly well placed right now. Finally, I think that some number of hard counter spells are necessary in case you match up against other controlling strategies. Sinister Sabotage, Saw it Coming, or just good old Negate would probably be better than the third and fourth copies of Dreadbore or Heartless Act

zapyourtumor on Goryo's Toys - Modern

1 year ago

Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).

The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).

Unfortunately many of the other good discard outlets are in blue, examples being: Prismari Command, Faithful Mending, Tainted Indulgence, Jace, Vryn's Prodigy  Flip, Ledger Shredder, etc.

As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.

Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)

9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)

7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)

7, 2, 4: Cathartic Pyre (flexible but weak)

7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)

7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)

7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)

6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)

5, 6, 5: Territorial Kavu (even slower because requires attack trigger)

4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)

3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)

2, 8, 8: Fable of the Mirror-Breaker  Flip (slowest 3 cmc option, tons of grind power + flexibility)

Additional notes:

zapyourtumor on RISE OF THE NAZGUL - Esper Reanimator [Primer]

1 year ago

Tainted Indulgence is another good discard outlet I've seen in some esper reanimator decks that generates card advantage in the mid/late game which mending doesn't do.

zapyourtumor on RISE OF THE NAZGUL - Esper Reanimator [Primer]

1 year ago

Tainted Indulgence is another good discard outlet in esper colors that generates card advantage in the mid/late game which mending doesn't do.

zapyourtumor on Goryo's Toys - Modern

1 year ago

I'd say the one thing that does feel kind of bad is you don't have the turn 2 Goryo nuts combo play after cutting Merchant of the Vale (besides thoughtseizing yourself), but that combo requires 4 cards + 2 lands in your hand anyways which is already 6/7 (Merchant, Goryo's, Ilharg, and Emmy). It kind of sucks that all of the 3 mana discard outlets (Spyro, Fable, Lili) are super strong, but there aren't many good 2 mana options with no Faithful Mending or Tainted Indulgence. If you happen to think that you need a 2 mana discard outlet I would say the best one you could run is Bitter Reunion. Unfortunately adding that card would dilute the midrange plan significantly -- its all up to your choice on how you want to balance the reanimation combo with the midrange grindiness.

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