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Tragic Slip

Instant

Target creature gets -1/-1 until end of turn.

Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.

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Tragic Slip Discussion

Abubroki on Vampires black and red

1 hour ago

You're welcome!

Yes, 4x Lightning Bolt works for most decks. I like having Underworld Connections as a counterbalance to the Vampire Nocturnus color drawback. I remember the days of 5-color decks with only Revised Edition: people splashing red just for Lightning Bolt .

Playtest replacing the Gatekeeper of Malakir with the Vampire Lacerator . I know the gatekeeper is popular in vampire decks and threads, but to me it seems more like a 2/2 for 3 mana or a 2 black vanilla: even if it brings excellent removal (Diabolic Edict flavour), said removal is still ETB-conditioned, and you have loads of better removal in your deck.

Thoughtseize is a keeper, and it is surely better than my proxy Dash Hopes , but you might want to also replace 1x Terminate and 1x Tragic Slip for 2x Rakdos's Return . I still think Rakdos's Return is quite underplayed in the format (it is almost Fireball and Mind Twist in a single card)...

daveandkenz on Deck Names Are Too Mainstream 3.0

1 day ago

I actually didn't like Ulcerate at first, either. But then I decided that, with Sultai being all about ruthlessness, BUG is going to have to do whatever it takes to win; even if that's paying three life to kill a creature. It kills Pack Rat before it becomes a threat on turn two even if I played a Temple that turn. I'm not arguing that it's the best removal in standard, oh how I miss the days of Tragic Slip , but it's just a one-of, and, sometimes, you gotta give some to get some.

metrocosmico on The Warren

1 day ago

you gotta fix that mana base to play in modern. at the very least some Dragonskull Summit or Auntie's Hovel

also, Terminate over Doom Blade

and given that goblins die so much you could consider Tragic Slip as sideboard for killing those pesky jund monsters

nobu_the_bard on Board Wipes / Wraths / ...

2 days ago

It depends on the deck and circumstances. My LGS has a diverse crowd but the other players generally have stronger decks and more expensive cards than I do; I'm almost guaranteed to run into a Sword of Feast and Famine or Sword of Light and Shadow sometimes with a Umezawa's Jitte for some players, others will constantly play powerful enchantments like Mirari's Wake or an onslaught of expensive planeswalkers. The most cost-effective strategy for dealing with these things is having a removal suite that is flexible and fast (repeatable is less important, against the opponents I need the removal for, the game won't usually last long enough to matter, one way or another).

White is my favorite for removal, I like Swords to Plowshares , Return to Dust , Oblation , Illumination particularly. Wrath of God , Hour of Reckoning (my white decks tend to be token decks) have performed well. Against some opponents I need to hold back playing creatures until after the first board wipe usually to stall them and come out strong.

I like me some Tempest of Light and Leave No Trace for mass enchantment removal; wish I had budgeted for an Austere Command though.

Blue is pretty good but more conditional and more repeatable for removal; Capsize . Cyclonic Rift , Crystal Shard , Reality Strobe have all served me very well.

Black's alright for removal: Slaughter , Tragic Slip , Black Sun's Zenith , Bane of the Living have all served well.

Red and Green I don't have much removal for, but Hull Breach , Blasphemous Act , and Decimate have been pretty good.

Since my big threats are usually made worse by equipment, some of my decks run Tower of the Magistrate . It tends to throw those guys for a loop.

JPremWeb on Mimeoplasm EDH. (help needed)

4 days ago

I would say Wasteland Viper, Adaptive Snapjaw, and Nemesis of Mortals are all pretty underwhelming to begin with. I imagine you're using Snapjaw primarily as a source of "fat" for the Mimeoplasm, that could easily be a larger creature like Colossus of Akros or Death's Shadow first of all. Nemesis of Mortals isn't BAD per se, but again, outclassed by a lot of other options, like Ghoultree , who again, also works great to pump your commander as he's a 10/10.

Wasteland Viper just seems meh, its made redundant by the black Archetype you already have in there, and if you want a source of instant speed removal or a combat trick, stuff like Tragic Slip or just plain old Putrefy would be better imo

Altoman on Morbid

4 days ago

I switched Tragic Slip for Bone Splinters to give me more opportunities with the myr. Putrid Leech is such a great card, i just had to put it in the deck so i made some space :P.

Boza on Morbid

6 days ago

Nice going! I have always wondered if bear is playable in pauper, maybe it is.The only change I would make would be swapping Tragic Slip for Rancor to provide earlier beats, and since you have no way to sac myr, I would swap him and Predator (or maybe even a land, 19 lands seems OK) with 4 Putrid Leech - by far the scariest creature pauper has to offer.

DiamondFlavor on Ghave, Guru of Spores EDH

6 days ago

Since this is your first Commander deck, I'll just suggest what I consider to be format staples, the kind of things that will really just help smooth out your deck, regardless of strategy.

Essentially every green EDH deck I play uses Sakura-Tribe Elder , Yavimaya Elder , and Wood Elves . They provide efficient land-fetching attached to bodies, which makes them incredibly useful with things like Skullclamp , Birthing Pod , Grave Pact and similar effects, Green Sun's Zenith , Victimize , Phyrexian Reclamation , and on and on.

Another advantage to land-fetching guys is that they thin your deck. Evolving Wilds and Terramorphic Expanse are nice, cheap options to help with the same. I think it's also worth picking up the rest of the cycling lands: Secluded Steppe , Barren Moor , Slippery Karst , Drifting Meadow , Polluted Mire . Also, Bojuka Bog is a nice, cheap land if anyone plays heavily into the graveyard in your group.

I'm not a huge fan of Doom Blade and Tragic Slip just because they are far too narrow. Many EDH decks can deal with losing their creatures, and a 1-for-1 removal that only hits creatures generally isn't worth your slot. Engines like Attrition and Aura Shards , alongside re-useable creatures like Fleshbag Marauder , Reclamation Sage , Shadowborn Demon , and Acidic Slime are preferable, at least in my experience. 1-for-1 removal spells need to be versatile and/or effective to justify themselves, so think Beast Within , Maelstrom Pulse , Putrefy , Oblation , Return to Dust .

When you have access to green, I don't think that mana rocks are necessary, unless your deck has specific synergy with artifacts. I would just cut the Signets and the Ingot for land ramp, like the creatures I mentioned above or stuff like Cultivate , Kodama's Reach , and Explosive Vegetation .

I hope that helps!

TCGPlayer.com Price

Low Avg High Foil
$0.05 $0.17 $0.78 $1.0
Color(s) B
Cost B
Converted cost 1
Avg. draft pick 2.68
Avg. cube pick 6.74

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Pauper Legal

Printings View all

Set Rarity
Conspiracy Common
Dark Ascension Common