Tragic Slip

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Common
Commander 2014 (C14) Common
Conspiracy (CNS) Common
Duel Decks: Jace vs. Vraska (DDM) Common
Dark Ascension (DKA) Common

Combos Browse all

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.

Price & Acquistion Set Price Alerts

EMA

C14

CNS

Ebay

Recent Decks

Tragic Slip Discussion

Kogarashi on Vampire's Bite!

3 days ago

Maybe replace some of your instants with different effects, like Murder or Doom Blade? Those are more direct answers and removing an attacker or blocker often saves you from having to regenerate a creature (which doesn't recover it from the graveyard, it actually taps it, removes all damage from it, and removes it from combat). Doom Blade is cheaper to cast, but can't hit black creatures.

I also recommend Undying Evil (one of my favorite "surprise, it's back!" tricks, and super cheap). Tragic Slip is a good way to bypass indestructible creatures if you cast it after something dies.

Raise Dead isn't instant-speed, but it does only require one mana to cast, and will recover something big from your graveyard to your hand. You'd still have to recast it, but it's an option.

How do you feel about getting yourself some Vampire Nighthawk?

zenozia on First EDH Deck

5 days ago

with 3.59 avg cmc it's too slow try to cut some of your big finisher to add more cycle and cheap minion. this deck really shine for its destructive snowboal kit if you are ahead with this deck it become REALLY disgusting

also you missed some really good zombie Lord of the Accursed, Gisa and Geralf, Zombie Master+Urborg, Tomb of Yawgmoth is really sad for your opponent Noxious Ghoul, Prized Amalgam, Unbreathing Horde

land : where is Urborg, Tomb of Yawgmoth and Cabal Coffers also I'm not a big fan of Ghost Quarter, Arcane Lighthouse also Nykthos, Shrine to Nyx and Cavern of Souls Ik it cost 100$ but it's soooo good Unholy Grotto could also be good

planeswalker: liliana, death's majesty is all you need

artifact: Lightning Greaves. Worn Powerstone is a meme Expedition Map is usefull to get urbog, crypt or coffer Skullclamp we all know why it's good... why play Konda's Banner when Vanquisher's Banner exist Ashnod's Altar give lots of mana and you can respond to removal by sacrificing. Door of Destinies oh boy

instant: Tragic Slip, Soul Manipulation, Dispel, Disallow (oppinion: I personaly belive that having conterspell in this deck is good to protec yourselve from board wipe or graveyard hate)

sorcery: Living Death for pure chaos Ghoulcaller's Chant, Call to the Grave

just try to lower the average cmc of the deck and it is really good but the problem of zombie in general is graveward hate so try to adapt if they have too much graveward hate try to play less with the graveyard

WItC on Budget Orzhov Aristocrats

1 week ago

I am by no means an expert in modern, but a few thoughts. First hand thoughts are that your curve and land count fit an aggro deck, but aristocrats sees its value more mid-game when it has several pieces on the board. I worry with this deck that you will run out of action before you can start reaping benefits.

On the other hand you are clearly making choices for an aggro approach. Tidehollow Sculler over Inquisition of Kozilek because you need bodies to end the game, even if they get the card back. Not sure if Tragic Slip beats Fatal Push in a fast game. Zealous Persecution will only be effective if you managed to establish a wide board state, which you are not really trying to do.

I like the idea, but playtesting will be helpful to see if it can do what it is trying to do before running out of steam, and what roles need more support.

Chino90 on Shrooms ... They're everywhere !!

1 week ago

I would replace Necrogenesis with Fungal Plots. It is more versatile as a maindeck card. If you want to add some GY hate, just put some Tormod's Crypt or Scavenging Ooze in the SB.

Also, cut the 2x Thallid and add 2x Tukatongue Thallid. Spore counters are mechanic that is just too slow. On the other side, you want to have targets ready for when Mycoloth hits the board, and also to trigger Slimefoot's ability.

I would also use Tragic Slip over Vicious Offering. Broader range and 1 mana cheaper.

Fungal Sprouting should be a 1x, since it relies too much on a fed mycoloth to be efficient. It is more like a finisher. I would add 4x Spore Swarm, and cut the Saproling Migration.

Finally, 4x Blooming Marsh would be great. It is a little bit expensive considering you are making this a budget deck, but it could really smooth it.

Paloma on Black and Green Weenie Swarm

2 weeks ago

I personally think that it's much more important to build decks with cool artwork and the mechanics you enjoy than it is to build a competitively viable deck, but a few things I notice about this deck are:

you've got a lot of nice cheap creatures, but not quite enough or ones strong enough to likely finish the game in the first few turns like "weenie" decks usually try to. The strategy this deck seems to be leaning towards is take some chunks out of your opponent's life with the small creatures, then finish them off with you big creatures and powerful effects. Since that's a slightly slower gameplan, you might want some ways to make sure you can keep drawing cards at a fast enough pace. You also might want some ways to get up to the higher mana costs faster! And lastly, some control elements to make sure your opponent doesn't decimate you.

Deathcap Cultivator is a kinda cool dude who fills an unfilled spot on your mana curve right now (you don't have a lot of cards for 2 mana and very few cheap green creatures), and he can also help you play more or better cards faster. Altar's Reap could be a great way to draw the cards you need, and Tragic Slip is an amazing control cards that works great with your deck and basically lets you take out almost any creature for one mana. Plus, as an instant, you can cast it as attacking after your opponent has declared blockers but before damage is dealt, often letting you get in a huge attack from one of your bigger creatures.

Lastly, Gnaw to the Bone is one of my favourite cards, it's really powerful lifegain and can be cast a second time from the graveyard. Even one of these in your deck can save you from the brink of death.

If you wanna check out how I tend to build graveyard decks, This Town Has Problems and Compost Pile are two of mine, I've played both and they are effective and fun, but I'm no mtg expert and I only play casually. Have fun!!

Darth_Savage on (Suggestions needed) Master of Cruelties

1 month ago

Hi Demon519,

I have a few card suggestions; Scorched Rusalka, Smallpox, Infernal Plunge, Dragon Fodder and Lingering Souls. My reasoning Master of Cruelties cost 5 mana so some ramp from Infernal Plunge would help get it out quicker, it also provides a sacrifice outlet. In terms of sacrifice, what is better than tokens, so Dragon Fodder and Lingering Souls would be obvious options. Last we have Smallpox which is just plain brutal and Scorched Rusalka which lets you deliver the last point of damage to your opponent or works as a sacrifice outlet.

Another issue you may have is getting Master of Cruelties to connect, to that end; Glaring Spotlight, Prowler's Helm, Trailblazer's Boots or the classic Whispersilk Cloak.

I'm not a great fan of Go for the Throat not hitting artifact creatures is a big limitation, thanks to Vault Skirge Hollow One and Signal Pest in particular, though not exclusively. I'd prefer Tragic Slip, Victim of Night, Murderous Cut or Smother. I would suggest Fatal Push but it may be over budget.

Hope this is of some help, have fun brewing your deck.

FancyTuesday on Saproling Token EDH

1 month ago

Welcome to commander! Since you're new to the format here's some general principles to keep in mind moving forward:

Commander is (with the exception of deliberately competitive groups) a slower format than any other out there. The doubled life total coupled with multiple opponents changes the game from "deal 20 damage" to "deal 120 damage to 3 opponents," all of whom will be building and playing decks with that in mind. If you aren't building to combo out you need to have efficiency and endurance in mind.

Endurance means you need to think long term; build up a mana base to case the kind of spells that will really swing the board in your favor in the mid to late game. Ramping is important; Cultivate is a solid choice since it gives you 2 cards for 1 and puts you a land drop ahead. Kodama's Reach is identical and worth running. Conditional ramp spells like Harvest Season look great on paper, but tend to fall on their face in practice. Not only do you need the creatures in play, you need them to not be summon sick and either tapped from an ability or having survived attacking. Odds aren't good that that you're gonna be able to beat 2 lands (or even manage 1) on turn 4, which is where you wanna be on your curve for dropping your general. You'll probably be better served with other ramp staples like Skyshroud Claim and Worn Powerstone.

Efficiency means sweepers and value. You play one card and get many cards, or your opponents lose many cards. Take Decree of Pain as an example, which is a casual EDH bomb. ETB triggers are great, whether they're giving you a valuable trigger for a common event like Aura Shards or trading the instant they drop like Bane of Progress. Your deck is built to make sacrificial creatures so triggers that give you value for sacrificing your less valuable creatures for an effect like Skullmulcher or Victimize are particularly valuable to you, as are triggers that watch for creatures entering the battlefield or dying like Dictate of Erebos.

Disruption is important, EDH decks are built around synergy and when they get rolling they really get rolling. Night Soil is a good, intuitive choice because, as endurance is so important, recursion is really prevalent in EDH. Cards like Bojuka Bog are coveted for giving you graveyard hate in a land drop. Aura Shards as I already mentioned is invaluable if you're playing a creature heavy deck, if no one at the table can stop an opponent's Birthing Pod or Doubling Season in a timely manner the game is going to go south quickly. Ideally you can answer them in a way that pays itself back like your single Aura Shards or Wrath of God blowing up many targets, but of course you're gonna need some spot removal tool. To that end you either want highly versatile, like Beast Within, or super cheap and going better than "destroy", like Swords to Plowshares or Tragic Slip.

It's late so I'm gonna leave it at that for now, I'll come back around late for some specifics.

Load more