|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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Torment of Scarabs Discussion
2 days ago
I've currently also been playing with a discard themed deck, and I can tell you that one problem you might run into is actually having too many discard mechanics, and not enough to follow it up. With the amount of discard you have the your opponent is likely going to have an empty hand by turn 4 or 5, and at that point a lot of your cards become really underwhelming. What helps is mixing in some cards that punish them for having an empty hand.
Hyperalgialysis mentioned Torment of Scarabs which fits that slot pretty nicely. I would also consider going up to four Torment of Hailfires, it is a card that has worked wonders as a finisher for me, and I've seen it deal 10+ damage quite a few times.
I tried playing with Deadeye Tormentor but I found he was too much of an under performer. Making my opponent sometimes discard one did not make up for that fact that he was a 2/2 for 3.
1 week ago
I think Fatal Push is still better than Harsh Scrutiny...although you can discard the gods before they can play it. If you're worried about triggering revolt, Evolving Wilds, Field of Ruin or even Scavenger Grounds will do it for you.
as for finishers, why not consider adding Gideon of the Trials? he can beat your opponents down once you do boardwipes while disrupting their biggest creatures in the battlefield. I think 1 Cruel Reality is already enough to disrupt your opponent together with Torment of Scarabs. also, can I suggest Boneyard Parley? its fancy but it makes sense after you force them to discard their creatures, use them for your disposal.
hope it helps!
1 week ago
Torment of Scarabs might be a good sideboard here. It can help you force your opponent to keep their board clear if they make it to the late game.
3 weeks ago
Torment of Scarabs is pretty good with all those -1-1 counters you have flying about.
3 weeks ago
Nice! This gives me some ideas for my own discard deck. I had included Harsh Scrutiny in mine, along with Duress in order to clean out anything that wasn't land. I also like Trespasser's Curse and Torment of Scarabs for some additional arm twisting.
1 month ago
I appreciate the suggestions, I haven't updated the list in awhile. What I am now using is Duress Lay Bare the Heart Harsh Scrutiny Opt Glimmer of Genius Torment of Hailfire Torment of Scarabs The Scarab God Harnessed Lightning Fatal Push with Dragonskull Summit Drowned Catacomb and Evolving Wilds as non basics and 8 swamps 2 mountain 2 islands. The whole deck has been revamped to be more focused on discard. It honestly could almost be monoblack. I will update it when I have a chance, so you guys can see what I have been using. I used to run the hub, but found my mana relatively flexible if I need it to be. I did tinker with the gearhulk as well, and with all the sorcery speed stuff I am using now I tend not to have many targets. The tower was tested as well, but given how radically I changed the deck I didn't try and use it again. I will test it some tho, as well as the summonings someone posted. Thanks again, never against trying something if it might help
1 month ago
Hey, the control list I suggested was based on an overall perspective of Standard not on your specific FNM meta because I didn't know that meta at the time of suggesting the list. Now that you say 80% of it is control and midrange I can now give better suggestions. I consider Tokens a control deck because it plays very few creatures and the two most important cards are not creatures.
To answer some of your questions in my opinion 4x Scrutiny or no Scrutiny, same with Duress. I also don't like Scrutiny if you're facing a lot of control it's way too miss. Scrutiny is good vs Temur, but because of a lot control then it's a dead card too much to make the deck and there's better sideboard cards to use. Control or Tokens would need to be the most dominate matchups in the meta before I would consider Duress a main deck card and if this is the case then you want 4x Duress. I say this because you want the best chance to cast it turn one because then you can take Search for Azcanta Flip or vs Tokens Hidden Stockpile. I don't have any experience playing Hailfire, but it seems like it needs a ramp strategy to consistently be good enough/worth a spot. I would cut it.
80% is a huge percentage ratio of control and midrange in your meta I recommend using cards that are good in both matchups this gives more versatility with game play. 4x Doomfall and 4x Contempt seems like auto includes because you want either as well as multiplies of these cards in either matchup.
Here's a list to consider, built for a control and midrange meta:
- 4x Glint-Sleeve Siphoner
- 4x Aetherborn
- 4x Ballista
- 3x Gonti
- 2x Noxious
- 3x Aethersphere Harvester
- 3x Blood Fast
- 4x Doomfall
- 4x Contempt
- 3x Plank
- 2x Push
- 16x Swamp
- 2x Deadlands
- 4x Aether Hub
- 2x Field
- 1x Grounds
- 4x Duress
- 3x Scrounger
- 2x Push
- 2x Reckoning
- 2x Disposses or Legacy
- 2x Tracker
Cards in this list that are good in both midrange and control matchups are: Doomfall, Gonti, Blood Fast and Harvester. Siphoner and Blood Fast are draw engines to keep up with control and get ahead vs midrange both are two drops which is amazing in these matchups. I can't stress enough how good Blood Fast is in these matchups especially getting it into play turn two. Doomfall and Gonti are ways to exile Scarab and Torrential before they can be cast. Gonti can't take either from opponent's hand, but possibly getting one from your opponent's deck is just as good as is anything else really such as Chandra or Glorybringer from Temur, Glimmer or Disallow from control.
Harverster ties this list together because it's great vs midrange Temur, as a blocker vs Glorybringer and Thopters. Provides some energy for Siphoner or life for Blood Fast vs control, it's also a resilient threat in this matchup. Good vs aggro too if you face that matchup. Gonti is another glue card in the list because it's good vs both control and midrange, especially Temur because of deathtouch. Being able to build a ground defense with Aetherborn, Gonti to combat Cub, Hydra and defend the air from Glorybringer with Harvester is very nice vs Temur.
I'll admit I don't have play experience with Torment of Scarabs, but I just don't think it does enough right away for four mana. I would replace it with a card that gives you more immedient value consistently. I would replace Torment with Gonti because Gonti gives you more advantage faster and also exiles something away from your opponent's deck which you can then cast and use later on in the game that's more important than them losing 3 life.
Over time Torment does make your opponent lose life, but is this worth a four drop card? In my opinion you're not benefiting enough from it. If your strategy was to be aggressive and attacking in the early game doing a lot of damage before you drop Torment then Torment could be better because then the opponent 3 life loss does matter. With a midrange or control strategy however the 3 life lose doesn't matter enough to be playable. Maybe you win a game with Torment if the game goes a lot of turns after turn four, but I think you're better off playing something that can give you more immedient advantage consistently in it's place.
Bone Picker is also for aggressive strategies where your small aggro creatures are going to die thus getting to cast it for only one mana. It's also good in aggro matchups because then Push is good and Picker and Push are a nice combination. For four mana with a midrange strategy however it's too lackluster; there's better cards to use four mana on such as Contempt or Gonti. If you're consistently playing Picker for only one mana then great keep it, but if you're not I would cut it.
Field of Ruin is for Azcanta, the Sunken Ruin without some kind of targeted answer for this land your opponent will overwhelm with card advantage. If your meta is control then control decks are playing Search, if they aren't then you're lucky. Playing only black for the manabase lets you safely play Ruin. Same with Grounds, one is nice to have, but I agree with you that Tracker or Crook of Condemnation is much better for turning off graveyard shenanigans. 2x Tracker in the sideboard because it's better vs control than midrange, it doesn't do much vs Temur. Sultai Energy yes, Temur no. Hub is here to help power both Siphoner and Harvester. Being able to go turn one Swamp, turn two Hub and Siphoner is a nice start. If Siphoner lives you're drawing an extra card turn three.
I agree with you Plank is a much better removal spell than Push in midrange matchups and it's not completely dead like Push is vs control because it can kill either Scarab or Torrential in a pinch.
Scrounger is great vs control, but pretty bad vs midrange without Reckoning because it can't block that's why I put it in the sideboard along with Reckoning. Main deck Scrounger is better with aggressive strategies with more creatures not midrange.
3x Plank 2x Push main deck because you're not consistently facing aggro. 2x more Push in the side in case of a possible aggro matchup. Push is still nice to have main deck because you know you'll be facing Cubs and killing a Cub at instant speed for one mana any time of the game is a great feeling.
If you find yourself starting to lose to Tokens which I can see happening because it's a bad matchup then a third Reckoning can help with this otherwise 2x Reckoning sideboard is enough because you do have Ballista. It's a good reason to play 4 of it because it's excellent vs Tokens.