Tainted Strike

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Common

Combos Browse all

Tainted Strike

Instant

Target creature gets +1/+0 and gains infect until end of turn. (This creature deals damage to creatures in the form of -1/-1 counters and players in the form of poison counters.)

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Tainted Strike Discussion

apex457 on +1/+1 Golgari

1 week ago

Maybe add cards like Hatred to sneak in commander damage to win. Also maybe try something like Tainted Strike as another way to sneak that win in. If you are going to be playing a drawn out game then something like Curse of Predation could be helpful. I've played games where skullbriar has gotten big enough that Rite of Consumption just won me the game, it could be a good include. Tuskguard Captain can give skullbriar trample, which is good.

It could be good to have a different win con, I enjoy things like Rise of the Dark Realms + Life's Finale to be able to swing in with a bunch of bodies

I would replace the Evolving Wilds with Rushwood Grove it is kind of a slow play but it is good for late game ramp, especially if you can pair it with something like Vastwood Hydra

I also have a skillbriar deck, Skullbriar's counter attack, mine is more creature heavy, feel free to check it out and give me some suggestions!

Megalomania on I will Kresh you.

1 week ago

Great list you’ve got so far. I’m surprised you don’t have cards like Innocent Blood and Toxic Deluge.

Phyrexian Reclamation also seems nice. Maybe a surprise Tainted Strike would be worth a slot too.

As for what to cut, I will leave that to you. Lol. Maybe Doubling Season? Anyways, +1 from me!

Kyrinoz on Politics Schmolitics

1 month ago

If you're running Vandalblast I would definitely recommend running Mycosynth Lattice AND Darksteel Forge

Still that's like 3 card slots for a very costly board wipe. Personally I'm surprised I don't see things like Kederekt Parasite, Tainted Strike, Barbed Shocker, Paradox Engine, Capsize, on your list, as they all synergize quite well. I would also recommend, tossing some of the Talismans & Signets despite being cheap for other more reliable mana ramping such as Darksteel Ingot Dimir Cluestone, Rakdos Cluestone, Izzet Cluestone (as they can all be sacrificed for a draw, and their Keyrune counterparts, as they can be turned into a chump blocker in a pinch if needed.

Isochron Scepter imprinting either Dark Ritual, Cabal Ritual, Desperate Ritual, Pyretic Ritual with a Paradox Engine on deck = Infinite Mana, for redundancy even with mana rocks out, Paradox Engine + Mana rocks, makes buyback spells VERY useful, as once you've got enough ramp Capsize = Infinite bounce, and there a few others that become arguably equally useful, such as Fanning the Flames, Lab Rats, Mind Games, Mind Peel, Reiterate, Whispers of the Muse, just to give you a few ideas. Evincar's Justice can be viable here too, although with Evincar's Justice you need to be mindful that it damages you and your creatures too.

Brush with Death essentially works like Tendrils of Agony if you take the Infinite Black mana route, naturally if it's countered you can't buy it back, BUT if you're wanting some redundancies for a storm / life steal win condition, it's there.

Leyline of the Void is a must add for any competitive Nekusar, the Mindrazer deck. With the wheel package you're essentially exiling everything your opponents are forced to discard. Toss in a Helm of Obedience = Player targeted, Instant kill activation.

Also, I would definitely recommend keeping Ulamog, the Infinite Gyre, specifically to prevent the self-mill, AND Leyline of Anticipation, and adding Vedalken Orrery for redundancy. You can easily create a soft lock & turn it into a complete hard lock with Teferi, Mage of Zhalfir and Knowledge Pool, and why more people aren't running Day's Undoing is a bit surprising, given the redundancy to prevent mill, especially if you've acquired the means to drop it at instant speed, even on your own turn, to kill a stack & end the turn.

Also, with proper ramping, Barbed Shocker is pretty amazing, especially since it doesn't need to deal combat damage to force the wheel, (any damage it deals will trigger it), just saying. Rogue's Passage is a pretty standard commander staple too.

Liliana's Caress, Megrim, Raiders' Wake are also all must haves. Especially since, Raiders' Wake, Barbed Shocker, Shocker, (unblocked) or a Robber Fly (if you can force them to block it), & a Rogue's Passage can win the game by themselves, if your Commander or an Underworld Dreams, Kederekt Parasite is out.

TheMaelstrom on Victory or Seppuku

1 month ago

Well, you have a lot of single target removal, so maybe more instants that remove more than one creature like Curtains' Call, Perilous Predicament, Vona's Hunger, and Gang Up is pretty cool and political so it can be highly effective at creating someone else as the archenemy. Then there is just more utility like card draw through Bone Harvest or Dark Bargain. Then there is a lot of just assorted utility like Burden of Greed, Makeshift Mannequin, Tainted Strike or Cabal Ritual and friends.

FancyTuesday on How do you get this ...

2 months ago

@LeviathanSenpai

Of course you can! I'm just afraid there's no way to really be competitive in your meta doing that.

Let's break this down: Atraxa, Praetors' Voice is your commander. She has to be to give you the color identity to play her, so Muldrotha, the Gravetide and Stuffy Doll are in your 99. In 4 colors, on a budget, you're going to be running many taplands and any rock/dork that gives you "any color." Flexibility comes at the expense of output, which hurts the odds of you having enough of the right kind of mana to cast any given card during the first 5 turns.

We're building towards infect. With that in mind, let's look at Stuffy Doll. Stuffy Doll doesn't have infect, it must be given infect, so Stuffy Doll is dependent. There are 6 cards in the game that can give a creature infect; Glistening Oil kills Stuffy Doll, Tainted Strike and Triumph of the Hordes are one-shots, and Corrupted Conscience is a waste on your own creatures. That leaves you with 2 ways in a 99 card deck to give Stuffy Doll infect.

Assume best case scenario: you've tutored (expensive or slow) or drawn into Stuffy Doll, Grafted Exoskeleton, and the mana to play Atraxa, Praetors' Voice. Let's go one further and assume you've curved out perfectly with an opening Sol Ring. Grafted drops on turn 2, Stuffy on 3, Atraxa and equip/swing with Stuffy on 4. Let's also assume your opponents have no walls or other chump blockers to diminish Stuffy's effectiveness.

With this 4 card combo you've managed to put 4 poison counters on a single opponent, and you're tapped out with 4 cards in your hand having destroyed nothing. Most decks with 2 specific cards they've built around, their commander, and optimal circumstances can truly blow out the game. Skithiryx, the Blight Dragon on his own can put 4 poison counters on someone and he gets around Wall of Blossoms.

Pariah only adds to Stuffy Doll's fundamental problem. Stuffy Doll sets up a choice; your opponent is always going to choose what's best for them, and on its own the consequences Stuffy Doll sets up are really underwhelming. Your opponent can play Desolation Twin but you can't force them to attack into Stuffy Doll or to block Stuffy Doll without committing and depending on more cards like Lure or Bident of Thassa. Even then they'll have choices, it just makes them a little worse. All Pariah does is limit the choice of who they attack.

On top of it all Pariah and Shield are dead draws if you don't have Stuffy Doll. The most they'll do without Stuffy is buy you a turn at the cost of whatever creature that likely could've just blocked and given the same result.

Now we come to the plan of using Muldrotha, the Gravetide to recast a sacrificed Stuffy Doll to change its target. This is using a 6 drop to cast a 5 drop that gives you no card advantage on its own, and to then re-equip the Grafted Exoskeleton we're assuming you have in play you have to then sacrifice that creature. This is fighting a war of attrition against yourself to the benefit of an indestructible 3/3 with infect and no evasion.

Stuffy Doll's real use is political in decks designed around group hug and akido, offering opponents a way to attack each other by swinging into you. As a combo with Pariah in EDH it's pretty anemic.

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