|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
4 weeks ago
While I definitely see the enchantment synergy, having curses like Torment of Scarabs that deny your opponents resources and cards like Master of the Feast that give your opponents resources seems non-synergistic. I'd try to focus either on the curse plan or the Fate Unraveler plan to maximize your interactions.
White is a really useful color for a curse deck and is likely to be more effective than blue without more mill cards. It gives you access to the incredibly strong Overwhelming Splendor and occasionally useful Curse of Exhaustion. You can also play Hero of Iroas, Kor Spiritdancer, Sram, Senior Edificer, or Mesa Enchantress instead of Cloud Key. Bitterheart Witch is one way to get a Curse of Misfortunes into play to start the engine, although Heliod's Pilgrim is another possibility.
For a "draw to death" strategy, Unraveler can be supplemented by Underworld Dreams. If you go red, you could use Fevered Visions and Kederekt Parasite instead. This strategy benefits from symmetrical draw effects like Dictate of Kruphix and Howling Mine, or forced draw as you have with Master of the Feast. Having plenty of removal and/or hand disruption is important since your opponents will have more gas to work with. If the chip damage isn't getting the job done, Notion Thief is another great way to break the symmetry.
1 month ago
Flip Mesa Enchantress Sphere of Safety Open the Vaults Torment of Scarabs Curse of Exhaustion Curse of the Nightly Hunt Curse of the Pierced Heart Curse of Oblivion
Curse of Vengeance Curse of Shallow Graves Open the Armory Chromatic Lantern Arid Mesa Isolated Chapel Norn's Annex
2 months 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.
2 months 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.
3 months 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!
4 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
4 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