|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Torment of Scarabs
Enchantment — Aura Curse
At the beginning of enchanted player's upkeep, that player loses 3 life unless he or she sacrifices a nonland permanent or discards a card. "Like a carpet unrolling for their god, the scarabs poured out from the necropolis."
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|Have (6)||frederiklw , Atroxreaper , Supremespeed , nakni , ztanos , MattN7498|
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Torment of Scarabs Discussion
3 weeks ago
My win con was Torment of Scarabs but I need to find a more effective win con. I will definitely try out the land suggestion. I've been thinking about Snapcaster Mage but just haven't tried him out yet. Thanks for you suggestions. They have helped a lot.
3 weeks ago
I would cut Urborg, Tomb of Yawgmoth and 2 Island for 4 Creeping Tar Pit. Ditch Doom Blade for 2 more Fatal Push. Cut Negate and Torment of Scarabs for 4 Snapcaster Mage. Also, Darkslick Shores would smooth out your mana.
1 month ago
I like the deck a lot! I used to play a similar deck, but post rotation I find it hard to replace cards like Torment of Hailfire and Torment of Scarabs, which were my previous win conditions. I'm not too sure how this deck will "seal the deal"/win? Maybe get something huge like Doom Whisperer into the deck? Or use the earlier Cabal Stronghold with Dread Shade? I like Twilight Prophet but I'm not sure how she's helping the strategy? Or maybe she's the slow-draining win condition? She is to be preferred over Sword-Point Diplomacy, right? Is cards like Raiders' Wake and Heartless Pillage worthy of a slot? I look a lot forward to see this deck evolve and use it myself!
2 months ago
I recommend changing your mana base to a playset of each of Urza's Mine, Urza's Power Plant, and Urza's Tower, and 2 different playsets of dual lands of your choice and 2 Inventors' Fair for a total of 22 lands. instead of playing Hanweir Battlements, play 2-4 Lightning Greaves, it has a starting cost of 2, but allows you to make one creature you summon every turn have haste for free afterwards, along with giving it shroud. if you dont mind paying 2 every turn you can also use Fleetfeather Sandals instead for the same effect but with flying that can assist your offense. instead of haveing a masssive ammount of cards that discard yourself, use a playset and a half ofTorment of Scarabs and Demonic Pact. haveing 6 of these cards will nearly guarantee you pulling one of them by turn 4 and your forcing your opponet to discard instead of yourself. this means that you wont be able to defend with Lupine Prototype, the issue is minute however as id imagine he'd be tapped from being on the offenseive with flying, but is easily resolved with a playset of Amaranthine Wall. although expensive, you may want to use 3 of All Is Dust as its a one sided board wipe for you. if you want to add ramp you can use a playset of Powerstone Shard. if you want some combos, you can use Prototype Portal or Sculpting Steel to make copies of important artifacts, such as Lupine Prototype. perhaps you may want to add Diabolic Tutor to help you find specific cards. i feel that all of your spells and activated abilities that use red mana are not very productive compared to everything else
2 months ago
I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards
Commander - Oloro, Ageless Ascetic
2 months ago
As for what you might go down for them, I don't know your meta, but cards like Torment of Scarabs and Trespasser's Curse seem very matchup dependent, and would likely go better in the sideboard. Against a control deck, Trespasser's Curse will likely be a two-mana do-nothing, whereas the Torment of Scarabs would be good because it would force them to discard or lose life. On the flip side, against go-wide strategies and tokens, Torment won't do much because they'll just sac something low-value, but Trespasser's Curse would put you at a serious advantage.
Just some food for thought. Overall, I love the deck! +1!
3 months ago
I have two gigantic, hate-fueled suggestions: Curses and Zo-Zu the Punisher.
Which curses, in particular? I'm glad you asked! Curse of Bloodletting in particular would be monstrous in this deck, Curse of Chaos is a good incentive to throw that one extra creature at the opponent, Curse of Misfortunes speaks for itself, Curse of Opulence makes the opponent a huge target early-on, Curse of the Nightly Hunt can very easily leave the opponent with no creatures left, Curse of Thirst is super jank, which means it would feel beautiful to kill an opponent with it, Curse of Vengeance is a fantastic second wind for you, unless you're playing 1v1, Torment of Scarabs builds slowly but it can also force the opponent to make some really tough choices, and Trespasser's Curse is legendary vs. tokens, tribal, anything creature-based. Also worth noting: Accursed Witch Flip, though not a curse, turns into a pretty decent one.
Other cards that force opponents to make awful decisions include Torment of Hailfire, Indulgent Tormentor, and Killing Wave. Blightning, Mogis, God of Slaughter, and Rakdos's Return also force life loss and/or loss of resources.
Thank you for your time, and for brewing this deliciously diabolical deck.