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Tempt with Glory
Tempting offer — Put a +1/+1 counter on each creature you control. Each opponent may put a +1/+1 counter on each creature he or she controls. For each opponent who does, put a +1/+1 counter on each creature you control.
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Tempt with Glory Discussion
1 month ago
Regoober Thanks! I really appreciate that!
The thing about grixis is that it has a lot of avenues to victory. You've got Nekusar, the Mindrazer - a deck that takes group hug to a point that is detrimental to your opponents, Mairsil, the Pretender - a combo deck that can work with artifacts and flicker, Marchesa, the Black Rose - A very creature-heavy deck that has some really nice value and of course the obvious Thraximundar-style decks... There's just a lot of things to do with the colour combo. The main reason why I personally don't own any other grixis decks is for a couple reasons: a) I like to have decks in different colours, and b) people tend to associate grixis with a lot of fairly unfun playstyles, so I like to change things up so that people don't pin me as the "grixis player".
As for the tempt cycle (and tempt cards in general) you really have to be careful with how you use them, which is why I tend to use them sparingly. I'll go through each of them to explain their benefits and caveats:
Tempt with Discovery: Probably the best tempt card, since it doesn't pose an immediate threat and you can let the people who have had bad draws get some value. I've never had somebody at the table attack a player with nothing but lands over a player with other threatening permanents because "they have so many lands", and I think there are some ways to use that to your advantage. At worst you can fetch for your Arcane Lighthouse to hose a Narset
Tempt with Glory: Nice in a token deck, but there will be a lot of times in which your opponents have more creatures than you do, and they can hold the buff over you. It's also 6 mana to give your creatures a +1/+1 counter if you would benefit from more
Tempt with Immortality: Reanimate is great... REALLY great in some cases, but make sure that none of your opponents is either sitting on an Avacyn, Angel of Hope, because if they are you're going to feel really dumb for wanting that Prince of Thralls back.
Tempt with Reflections: This card is just... fun. There are so many interactions that can make this card stupid good or just plain funny, a good example being when an opponent cast it on my Duskmantle Seer to end a full-board stalemate.
Tempt with Vengeance: I like the idea, and it can be great if the table decides to let you kill one player, but a lot of the time it's just going to draw unneeded attention from players with fliers, and the majority of your tokens are just going to get blocked. Can be interesting with mass pump spells or Purphoros, God of the Forge though
Anyways, as for the Offerings (Infernal Offering, Volcanic Offering and such), while they can work as a peace treaty, they're more likely to cause the table to look at you more than you'd like. Usually instead of a peace treaty, it just looks like you've signed a blood bond with this player, so the other players don't feel bad focusing you a decent amount. However, there are some times in which it works out fine; Volcanic Offering specifically is great at dealing with a single player. If my playgroup didn't find land destruction as taboo it'd be a great include, but... well... it's pretty easy to use the card to screw over a player's mana base, so I found it unfun. Infernal Offering is great if used right though, it's a very nice give-and-take kind of card
5 months ago
8 months ago
Master WarcraftFight to the DeathFortunate FewTempt with GloryTempt with VengeanceTempt with ImmortalityVolcanic OfferingCurse of Stalked PreyTocatli Honor GuardHushwing GryffThalia, Heretic CatharBlazing ArchonMana-Charged DragonSwords to PlowsharesOblationCruel RealitySphere of Safety
9 months ago
Thanks to everyone for your comments on my deck. I am so behind in responding though so let's see if I can catch up...
As for the suggestions, the two walls you suggested dankmim, have both been in the deck at some point, and Fog Bank still is, but I've come to realize that once people know that you're not any kind of threat, they pretty much leave you alone. Not that I should leave myself totally defenseless, that wouldn't be good, but I think that overdoing the pillow-fort aspect of the deck leaves me with fewer cards that actually do what the deck is intended to do.
DexRain, I bought a copy of Jace Beleren for the deck, but after giving it some thought, came to the conclusion that it is just too scary a card to be sitting on the battlefield ticking up with his ultimate staring people in the face, even if I never intend to use it. I'm giving out so much card draw that I always have to be conscience of how low everyone's libraries are getting, so if I'm worried about it, you know they are.
Those are all good suggestions, TheWallinator74 and I've considered all of them over time. With Ghirapur Orrery, the second ability, which kicks in when someone has no cards in hand, will just never happen since I'm giving out so much card draw, so the question has to be asked, is the first ability alone worth the 4 mana it cost to cast it?
Hunted Wumpus has the one time ETB effect which is okay but there again, is the one time effect worth the 4 mana? The main problem I have with the card though is that it is a 6/6, and big green stompy creatures can be seen as a threat.
Tempting Wurm has two problems. The first is that he is a 5/5 which can be threatening, but also if one person has a Reliquary Tower effect in play and the others don't, it would allow them to dump many more threats onto the battlefield than their opponents.
I thought about Weird Harvest too, but giving out card draw is one thing, allowing people to tutor up their combos is another, so I haven't included that one yet.
I didn't put Tempt with Glory in the deck earlier because I didn't think it did enough for the mana cost, but lately with all the hype surrounding the Atraxa, Praetors' Voice Commander deck, I'm even more reluctant to include it.
I do like Alliance of Arms and I have one. I'm not sure why it's not in here. Stay tuned, I may soon be including it.
Thanks again to everyone who has liked and commented on this deck. Even if I don't reply as quickly as I would like due to some comments requiring a rather lengthy response (like this one), I do read them in a timely manner and appreciate them all.
11 months ago
I like the aristocrat/Lifegain substrategy, and since some vampires get extra value from Humans dying, I think there may be room for some high value Humans, such as Cartel Aristocrat, Odric, Lunarch Marshal, Odric, Master Tactician, and Knight Exemplar (for protecting Edgar from removal before he hits the field). Since not enough vampires have lifelink, Angelic Skirmisher could also be used in some builds.
As for Athreos, I'm kind of on the fence. He has awesome value with aristocrats, but he isn't a vampire, he is unlikely to do much for the first few turns he is on the board (other than make you a target), and half of your creatures won't get anything off of his ability, because they are tokens. Only time will tell, but for now, I'm using his slot to complete the combo with Ashnod's Altar, Deathrender, and Heirloom Blade ([Heirloom Blade] is shown here: (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433293)).
1 year ago
- Tragic Slip (good against gods)
- Deathreap Ritual (good pull towards Golgari, good splash for Rakdos and Selesnya)
- Malicious Affliction (good black targeted removal)
- Morbid Curiosity (good in Artifacts and Golgari)
- Mirrorweave (seems like it could get pretty zany, also works as a functional wrath if you target a legendary creature)
- Slate of Ancestry (seems like a better option than Harmonize and the like for colors without CA)
- Thundermaw Hellkite (just busted)
- Hellkite Charger (lets speed up the game a bit)
- Illusionist's Gambit (a hilarious gotcha card in blue)
- Thalia, Heretic Cathar (this card makes the aggro deck in the pod much more threatening)
- Cavern Harpy
- Boros Charm
- Boartusk Liege
- Goblin Chieftain
- Goblin King
- Goblin Lackey
- Goblin Matron
- Goblin Piledriver
- Goblin Recruiter
- Goblin Warchief
- Ib Halfheart, Goblin Tactician
- Krenko, Mob Boss
- Skirk Fire Marshal
- Warren Instigator
Potential cuts (not removed, waiting your feedback):
- Sylvan Primordial (too much value I think)
- Sundering Titan (again, too much value)
- Nahiri, the Harbinger (she is good but doesnt support any archetypes)
- Merchant's Dockhand (very durdly. I actually hate this card, to be honest lol)
- Gruul Charm (doesnt do enough. There are better options to stop blocks)
- Merciless Eviction I think this is too good, actually. I dont want the build/reset dynamic unless you really pay a cost for it.
- Supreme Verdict (see: Merciless Eviction)
- Dovescape I think this will actually lead to too many board stalls. Not worth it.
- Reparations Doesnt do enough
- Darksteel Mutation (not necessary. We have enough good white removal)
- Limited Resources too mean.
- Tempt with Glory the tokens deck wants this, but I think it will only be better than a 6-mana put a +1/+1 on each creature you control when playing against gruul.
- Filigree Sages too little payoff for those stats
- Skill Borrower this card just sucks
- Shape Anew very bad. I love tinker, but nah.
- Black Sun's Zenith too good.
- Dread Return We said no reanimation
- Animate Dead
- Bonfire of the Damned too mean
- Starstorm too good I think. Rolling Thunder could be a good replacement?
- Tempt with Discovery I hope were playing with people smart enough not to fall for this trap
- Fang of the Pack (I think this card is not very good. I like that it has melee, but its not the best for a 6-drop)
Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!
I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.
Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.
1 year ago
If it helps, I see your weakest cards/easiest cuts lie in Lurking Predators, Tempt with Glory, Words of Wisdom, Plea for Power, and maybe Rite of the Raging Storm. Any others seem to fit well enough for a generic group hug that they are not easily replaced without leaning into a certain playstyle or else beget wanting a personal win condition.
1 year ago
if you want a player-kill combo with Stuffy Doll which you already run, you could run Guilty Conscience.
consider cutting Tempt with Glory and Worship.
you are missing some pillowfort basics like Ghostly Prison, Norn's Annex, or No Mercy. if you want some more control-type pieces, Citadel Siege can help you be political or buff your creatures. and given how many enchantments you are running, Sphere of Safety might be an option.