|Commander / EDH||Legal|
Printings View all
|Conspiracy: Take the Crown||Common|
|Shadows over Innistrad||Common|
|Dragons of Tarkir||Common|
|Khans of Tarkir||Common|
Combos Browse all
As an additional cost to cast Tormenting Voice, discard a card.
Draw two cards.
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Tormenting Voice Discussion
39 minutes ago
Thank you so much! I really appreciate all the depth and detail you went to, in order to inform me on better cards and help me get better cards for my deck!
I had put in Cathartic Reunion to get more discarding happening and the draw power was quite nifty, this was because I wasn't drawing enough cards that could trigger the madness, but your suggestions should solve that without relying on Cathartic Reunion!
Could the deck work with more than 60 cards if I'm milling through quicker than normal with draw power the likes of Key to the City, Insolent Neonate, Geier Reach Sanitarium and maybe Tormenting Voice ??
7 hours ago
19 hours ago
I would go with a full playset of Haunted Dead personally and trim down the flying skaabs. You get more bang for your buck and still have a flier in the token that you can chump block with if needs be. Also, if you have the mana base handy you may want to consider splashing Red for Cathartic Reunion and/or Tormenting Voice. There are some crazy competitive decks that actually forgo Blue completely and just run RB, then only get the Amalgams straight from the graveyard. Look into them for some ideas.
20 hours ago
A possible card that could be used other than Tormenting Voice in this deck would be either Painful Truths or for the instant speed draw to scare the opponents into you kill-spelling their creature is Succumb to Temptation.
20 hours ago
DrLitebur - Harnessed is an amazing creature removal, and I would play 4 of if they could hit players.
The thing is, they are garbage for our plan and Fatal Push would usually be better anyway if we were looking for heavier interaction.
Since they cannot deal damage to the opponent we simply use them to delay the opponent, but sometimes destroying a creature isn't buying us an extra turn for an extra card, in the matches we require a lot of creature interaction we pull in all our defiances and even the set of the Unlicensed Disintegration - which costs 1 more but is unconditional and can remove actual fatties.
The Bedlam Reveler usually serve as 2-4 mana draw 3s which may also serve as a threat or a chump blocker, but we can side it out, you aren't supposed to cast that thing unless you are out of options, we'd much rather stick 3 damage to the face as we do every turn than cast a 3/4, to that extent I did consider just removing it and playing another gonti and another flame but I decided against it as utility Reveler is giving when played turn 5 or 6 allows us to recover from a less-than-perfect start, if we can net 2 spells from the draw, we should win if we get to untap.
The goal of the deck is to only control a little, we HAVE to win by turn 6 or 7 or we lose.
2 days ago
I see why you have guttersnipe in there but i think Pyromancer's Goggles would do more to the deck. It's higher on the curve but it can turn arcbound into a wincon and do other cool stuff too like drawing you 4 cards off of Tormenting Voice while only discarding 1. Worst case it gives you one red mana...
2 days ago
I appreciate the idea but I'm not so sure about Shock. It seems like a perfect card at first yet when you look at the deck, I think there are some strictly better options.
Also, Galvanic Bombardment fills the role of removing small annoying creatures. I think the upside of the increasing damage with all of the discard outlets outweighs the ability to hit face. Also, Incendiary Flow is a better spell with which to burn the opponent out.
5 days ago
ziggster First off thanks for the comment and +1! I really appreciate it. I've had more fun with this deck than I have with any other deck in a while. It's something special that's for sure. Glad you enjoy it too.
Second you should know FYI that the link you posted to your deck actually links to someone else's deck. You might want to check the link and make sure you have the right address.
I gave consideration to Kari Zev's Expertise after you suggested it. At first I was intrigued because it's a card I must have missed as I looked over the spoilers. I read your comment and applied it to use in this deck. I realize that gaining control of an opponent's creature can be very powerful. There are certainly some powerful creatures in the format worth stealing from the the opponent. That kind of action is big play and can really swing the game in our favor.
I think though that the downsides to the card are significant. First it's a sorcery. I'd much rather play this kind of thing as an instant. Second I'm not sure that there's anything I'd cut in favor of this card. For example each card in the 3 cmc slot serves a really specific purpose, and the number of each is really dialed in at this point. I would only cut them if the card I was adding outweighed them considerably, and I can't see wanting this card in favor of Collective Defiance or Unlicensed Disintegration. What those cards do for this deck in my opinion outweigh what Kari Zev's Expertise could do, statistically speaking. Sure, KZE could net me an ulamog here or there. But a) I feel that's more of an outlier situation, meaning more often than not it will hit for me a creature that is less impactful than I'd like, and b) amplified especially when I may well have dumped two gearhulks with a Collective Defiance and drawn into Refurbish, Rise from the Grave and/or Ever After, on curve.
Moving from the 3 cmc slot would mean looking at cutting cards elsewhere, and would in turn expand the 3 cmc slot. There just aren't any good places to consider in this case. Early removal is too valuable. Loot is mission critical. Reanimation is mission critical. Gearhulks are mission critical. That leaves Nahiri, the Harbinger, and she's bonkers good. So much more value at 4cmc than KZE.
Another couple downsides of KZE lie in the function of KZE itself. First it's a temporary effect. We don't get to permanently gain control of the creature. So that means unless we kill it somehow we give it right back to the opponent. To me this is too complicated and not impactful enough.
Second, I'm not sure we'd benefit much from the second clause. We could maybe cheat a Harnessed Lightning or Tormenting Voice or Cathartic Reunion. I could see how the latter two would be cool but things would have to line up really well for us to be able to pull it off consistently.
All in all id say this is an interesting card. It might be a card to consider for the sideboard for midrange match ups or mirror match ups. But then again I'm not sure why I wouldn't want to just play another removal spell that's instant speed.
Hope all of this made sense. I'm more than happy to try and clarify my thoughts. Thanks again for the input!