Tainted Remedy

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal

Printings View all

Set Rarity
Magic Origins Rare

Combos Browse all

Tainted Remedy

Enchantment

If an opponent would gain life, that player loses that much life instead.

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Tainted Remedy Discussion

GS10 on Breya EDH

6 days ago

You can upvote my deck instead. See what I did there? Politics! eheh

But yeah, I get your point and I kinda reverse psychology my way out of that. I play against a very annoying Atraxa, Praetors' Voice deck. As soon as Atraxa hits the table I know I'm the first one to be targeted 90% of the times. With Breya I just say "okay, wanna race it? You cast Atraxa and come at me, I kill her with Breya. We'll be slowing each other down and eventually I combo off and win, and you did nothing else but poke me".

I very rarely use Breya's abilities outside of combos, or responding to removal. She has that versatility, it doesn't mean I have to use it each and every time. I prefer to stay quiet until I can really do some damage - again, my Omnath, Locus of Rage deck most times poops out dozens of 5/5 tokens that Lightning Bolt something when they die, and I just stay back with 5/5 "walls" until I can kill someone (or everyone) in one shot. Then not only I avoid being target of revenge kills, but I also make people worry about who's going first and try not to provoke me so I don't pick them. That's similar to what Breya can do. It's all a matter of adapting to the environment. If people turn against you, you have to see what could you do differently to disencourage them from doing so, or punish them for it.

Fuklaw, some players find combos annoying and I get it, but against that, the answer should be learning what combos off with what, and developing answers to each combo, being in countermagic or removal, or even cards that completely hose the combo (thinking about Tainted Remedy for a Sanguine Bond + Exquisite Blood combo, for instance), not turning against the combo player just because he wins like that. Sometimes that might feel necessary, but doing that everytime it makes the game less fun for everybody, so as much as I encourage people to try different decks to freshen things up, I also defend that people should seek some variance in game experience (and that Atraxa player actually has a pretty cool way to do this, just switching Atraxa for the Partner commanders sometimes for no reason, and it is still very competitive within our playgroup). IMO, that's what makes EDH so much fun.

Daedalus19876 on Consulate of Terror

1 week ago

Hey! Sorry it took me a while to look this over :(

When I look over an EDH deck, I generally consider a few factors - mana base, removal, card draw, win-cons, etc. Let's take a quick look through those:

Your lands are distributed in proportion to your spells, which is good. Your curve basically starts at 3 mana, which is something to be aware of (since it shares a slot with your commander, you will frequently have to choose between casting your commander and casting something more aggressive from your hand), but it allows you to play more tapped lands. Overall, though, I generally don't play more than 37 lands in any EDH deck, so that could clear up some space for you. Perhaps put a few cheap mana rocks like Orzhov Signet and Mana Vault in those slots...

Ancient Den and Vault of Whispers seem odd here - I try not to play them in EDH unless I'm heavily into Metalcraft or something, because it's easy for them to be destroyed by your opponents' Vandalblast or Shatterstorm. I'd cut them to be honest unless I'm missing something.

You have a large number of removal pieces - mostly hitting creatures, but at least a few of them hit non-creatures as well. Overall, you've hit most of the important ones, with a few exceptions:

I'd say the three cheap ones you're missing are Oblation, Go for the Throat, and Anguished Unmaking. I'd personally put them in over Tribute to Hunger (gives your opponents too much choice), Condemn (too conditional), and Fragmentize (also too conditional).

Your exiling enchantments are fine, though I'd try to pick up a copy of the new Amonkhet one with flash (Cast Out, I think?).

Here's where your deck seems weakest. You basically don't have any card draw here (Read the Bones is the only dedicated option). While your curve is high, which somewhat mitigates that (your spells have high impact-per-card), I'd try to find space for a LOT more card draw.

There are too many good card draw options for me to list them all (just google "Orzhov EDH card draw"), here are a few outstanding options: Necropotence, Mind's Eye, Mesa Enchantress, Harvester of Souls, Well of Lost Dreams...

I'm a bit uncertain what your win-cons are, to be honest. Kambal's draining effect may get them within range, but you don't have many ways to hit them for the last, say, twenty damage.

Aetherflux Reservoir is always a good win-con of course, but I feel like this deck could use something like Karlov of the Ghost Council or Archangel of Thune to finish out games. Or you could add Exquisite Blood for the famous combo...

Overall, the deck seems fun! There are a few cards I might cut, though, to make way for more card draw and win-cons: Tainted Remedy (very situational), Memoricide (depends too much on meta), Sphere of Safety (you don't have enough enchantments, and Ghostly Prison is often better), Retreat to Hagra (too low-impact), Bloodbond Vampire (too much mana for its effect), Butcher of Malakir (too much mana, too few creatures), and Opaline Unicorn (there are better ramp options).
I hope this helps! :) Feel free to tag me if you need any more help. Also, a longer description helps people make suggestions ;)

iAlchemist on Give and Take (Anti-Cure Control Deck)

1 week ago

The7thBobba, Thank you for the feedback so quickly!

To begin, when I was designing this deck I was initially going to opt in for blue with a higher emphasis on card draw, but I switched over to red when I realized it just had some good cheap damage with scry. My mentality was that I could use those cheap red cards to provide some scry advantage while also shutting down cheap creatures that my opponent plays. I figured the red additions would provide a sort of "tech option" since there isn't much card draw present in the deck, and I would rather use my major removal cards like Swords to Plowshares on bigger more threatening minions.

I really like Laquatus's Champion (The fact that the card isn't spelled Laquatus' Champion bothers me thoroughly) in this deck as the sort of "giant value beatstick" but I think it is really worth noting how sticky it is. Since this deck runs very, VERY few permanents, the ones in the deck are huge targets for removal. Luminate Primordial is an absolutely sick drop, but I think it would be removed very quickly. The champion is a threat that sticks around and provides some excellent burn when he's played and likely when he dies. Here's a combo to get your appetite wet.

Using Laquatus's Champion in the extra late game with Tainted Remedy in play could create some interesting plays. Firstly, you could kill it with your own removal, regenerate it, and kill it again for some insane burn. It would start at 6 damage, then die, deal 6 more, and then come back and deal 6 more. If that wasn't enough, you could potentially False Cure the 6 health heal and turn it into a 12 health burn, bringing the damage up to 24 in a single turn...I like that a lot.

Healing Hands will certainly replace Chaplain's Blessing, I had spent a short amount of time searching for cards to replace it, and I considered Rest for the Weary before, but I honestly forgot about it. I prefer healing hands because of the nice draw, which I think this deck could use more of.

Hope you enjoyed the short novel, with regards, Alch.

Demonite on The Fabled 10th Guild of Ravnica

1 week ago

Tainted Remedy is very spicy. Nice build!

Winterblast on Banker

1 week ago

It seems Tainted Remedy is the strongest card in this deck, or let's say the Card that screams "Combo" the most, so you better exploit it in the best possible way. Arbiter of Knollridge probably kills all opponents at once with this Card and I'd go looking for more Cards, which include lifegain for everyone. I'm sure there are some but I don't know any names...maybe search for "each Player" or "all Players" and "gain life" and hopefully you find some more tricks.

You should Play more Tutors though, so you can find this enchantment: Enlightened Tutor, Vampiric Tutor, Demonic Tutor are a must.

Aetherflux Reservoir is a perfect killer with Oloro and Words of Wind creates a huge amount of life very fast (5 life for every 2 mana in your upkeep with Oloro). You should consider Soul Conduit for more life exchanging tricks, maybe Hatred as well. what's better than using your life as a resource for overpowered spells and abilities and then give your low life total to someone else?

RedUndead40 on Best hate bear commander?

2 weeks ago

So any tips on how to refine gatherer searches for hate cards?

Im looking to fill the deck with cards that shut down certain aspects of the game. Torpor Orb, Tainted Remedy, Aven Mindcensor, Void Winnower, things like that.

How can I refine my searches to find more cards like this?

Epyon3247 on My Queen... My Wife... My Love...

2 weeks ago

it actually looks great Circle of Affliction is pretty awesome I'm not sure what you would take out to sub it for, plus you'd need something like Skybind to bounce it around. Dictate of Erebos seems a little out of place since this isn't sack mill in any way, even though it is a great way to keep people from hating on you too much Exquisite Blood Sanguine Bond in conjunction with Tainted Remedy is pretty broken, seems like a good fit. there's a lot of destroy target creature cards, maybe try to exile a little more, maybe even put in a Deicide because god cards are pretty prevalent. because it gets around indestructible effects cards like, Curse of the Cabal or even better Utter End I like the deck the way it is in many respects so nice job either way! :)

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