Trespasser's Curse


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Trespasser's Curse

Enchantment — Aura Curse

Enchant player Whenever a creature enters the battlefield under enchanted player's control, that player loses 1 life and you gain 1 life.

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Trespasser's Curse Discussion

FiveEightFiveBC on Rakdos, Hell's Fratboy (help wanted)

3 weeks ago

I'd give these all a second look and cut them unless you can't justify how they contribute to your aggressive strategy: Crucible of Worlds, Trespasser's Curse, Stuffy Doll, Hythonia the Cruel, Typhoid Rats, Fury Storm

NV_1980 on Inspector Clouseau

1 month ago


We played this deck a few times to get a feel for it. Though the amount of draw/scry/tutoring one gets with it is impressive, we keep getting the impression we're skating along the edge of disaster. The main strategy, requires that our opponents allow us to nibble them to death. This could work against decks that go for drawn out games, but against aggro ... we have our doubts.

Your Gruul deck for instance, would probably tear this deck a new one. Any deck focused on anti-creature (more so than this deck) will destroy it too (as (small) creatures are your only means of offense). Lifegain decks will also be a real problem for it, as drawn out games will benefit such decks more than they will you.

So, our proposal would be to either turn this into a fully-fledged draw explosion deck and utilize your draw-power a bit more by having it negatively affect your opponents (Jace's Erasure could be fun, especially multiple instances of it) OR get rid of some of your draw in favor of some more killing power Wormfang Drake seems fun in your deck. Trespasser's Curse could be a nice sideboard option at the very least.

We are curious as to your playing experience with this deck. See you at the next deck!

Regards, NV_1980

_Kane_ on The Brown Spider

1 month ago

I cannot wait to see the chaos unfold!

Here are a few quick suggestions; take'em or leave'em:

Remove Foreboding Ruins to add Savage Lands I believe the "Have" land is worse than a Tri-land.

I think you can find better ramp in Cultivate by removing Search for Tomorrow.

Where is Windgrace's Judgment and Decimate! I know you want to give people toys, but having some answers may be needed. Maybe remove a couple enchantments like - Trespasser's Curse and/or Titania's Song

Card I love seeing in this deck: Swarmyard, Endless Whispers

Potential adds: Disrupt Decorum, Fumiko the Lowblood, Tempt with Vengeance?,

jzt0 on Drain Em'

1 month ago

Hey there!

I'm going to preface my comment with what I always do: This is all positive criticism, and I don't want you to take anything the wrong way, I'm just giving you the comments I would take myself.

I love the idea, and having ways to gain life, alone, makes it difficult for aggro/burn decks to quickly take care of you. That being said, your deck is 1) too slow. 12 of your creatures die to a 2/2 with no keywords. If they bring out a 5/5 with trample, you lose. Period. You need creatures that work for you in a vacuum. A Vampire deck is a great idea for Drainin' Em :), you can run your deck around Mavren Fein, Dusk Apostle + Sanctum Seeker. Legion Lieutenant can help boost your army, and Lingering Souls are an extremely efficient and low costing way to keep you alive early game to aggro/burn decks. Vicious Conquistador is a really good 1 drop. 2 defense and having them lose one life upon attacking is so strong, especially when boosted by the aforementioned creatures. With the new creatures, I'd remove Drana's Emissary + Cliffhaven Vampire in a heartbeat. Slow, inefficient, and do nothing for you. Speed up the tempo here is key, so you give yourself a chance to win.

2) The deck needs removal. Again, if they have a 5/5 with trample, the game's over. If you had something like Doom Blade, or Mortify, or Oblivion Ring, or Unmake, you'd be in much better shape. All are great choices.

3) There are a few cards I am not a huge fan of. Campaign of Vengeance costs you 5 mana and does you pretty much nothing. What if you're not in a position to attack? What if you only have 3 creatures out? It's just not great until many more turns in, and at that point, you've either lost, or won. I'd prefer you put in a big creature, or add removal. Trespasser's Curse doesn't do you too much either. If they're running aggro, you're toast anyway. 1 life per creature makes 0 difference. If they're running control, it won't do you anything all game long. Children of Korlis is poor at all points in the game other than turn one. Late game, it's a dead draw, and they'll wipe you to 0 before his ability gains you life, and outside of turn 1, he's a chump blocker to anything more than a 1/1. Alternatives include -> Duskborne Skymarcher has flying, Indulgent Aristocrat has lifelink and can boost other Vampires, Vicious Conquistador has big defense and a nice ability to boot.

I know I ripped your deck apart, but I really like the idea, and lifelink is a really great mechanic you can work with to make a quality deck. Best of Luck!

Legendary_penguin_of_death on In all their splendor!

1 month ago

Have to you considered splashing black for Trespasser's Curse? It gets rediculously with panharmonicon.

ancientskull on Flicker M

2 months ago

I love the flicker deck! I think cards like Flickerwisp, Restoration Angel, and Ravenous Chupacabra would fit well here.

As for what you might go down for them, I don't know your meta, but cards like Torment of Scarabs and Trespasser's Curse seem very matchup dependent, and would likely go better in the sideboard. Against a control deck, Trespasser's Curse will likely be a two-mana do-nothing, whereas the Torment of Scarabs would be good because it would force them to discard or lose life. On the flip side, against go-wide strategies and tokens, Torment won't do much because they'll just sac something low-value, but Trespasser's Curse would put you at a serious advantage.

Just some food for thought. Overall, I love the deck! +1!

qwertyking on I'll steal your soul

2 months ago

Honestly I would cut Trespasser's Curse and Chaplain's Blessing and add 4.

ZendikariWol on Xantcha, Sleeper Agent Punisher/Slow Burn

2 months ago

I have two gigantic, hate-fueled suggestions: Curses and Zo-Zu the Punisher.

Which curses, in particular? I'm glad you asked! Curse of Bloodletting in particular would be monstrous in this deck, Curse of Chaos is a good incentive to throw that one extra creature at the opponent, Curse of Misfortunes speaks for itself, Curse of Opulence makes the opponent a huge target early-on, Curse of the Nightly Hunt can very easily leave the opponent with no creatures left, Curse of Thirst is super jank, which means it would feel beautiful to kill an opponent with it, Curse of Vengeance is a fantastic second wind for you, unless you're playing 1v1, Torment of Scarabs builds slowly but it can also force the opponent to make some really tough choices, and Trespasser's Curse is legendary vs. tokens, tribal, anything creature-based. Also worth noting: Accursed Witch  Flip, though not a curse, turns into a pretty decent one.

Other cards that force opponents to make awful decisions include Torment of Hailfire, Indulgent Tormentor, and Killing Wave. Blightning, Mogis, God of Slaughter, and Rakdos's Return also force life loss and/or loss of resources.

Thank you for your time, and for brewing this deliciously diabolical deck.

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