Unnerve

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Commander Anthology Vol. II (CM2) Common
Conspiracy: Take the Crown (CN2) Common
MTG: Commander (CMD) Common
Battle Royale Box Set (BRB) Common
Urza's Saga (USG) Common

Combos Browse all

Unnerve

Sorcery

Each opponent discards two cards.

Price & Acquistion Set Price Alerts

CM2

CN2

CMD

Ebay

Recent Decks

Unnerve Discussion

akselodd on Guilt-Leaf (Needs Suggestions)

3 weeks ago

I would suggest cutting: (worst at the bottom)

  1. Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.

  2. Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.

  3. Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.

  4. Torment of Scarabs. As I've now said many times before, too slow with too little impact.

  5. Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.

Now some cards i think should be in the deck: (worst at the bottom)

  1. Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.

  2. Beastmaster Ascension. It can potentially just win the game out of nowhere.

  3. Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.

  4. Arterial Flow. You don't care about the vampire part of it, you care that it's a three mana Unnerve.

  5. Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.

Some cards i think should be swapped: Gnarlroot Trapper > Elves of Deep Shadow. Simply better ramp.

Sheltering Word > Swiftfoot Boots. Better and more reliable protection.

Quirion Elves > Elvish Harbinger? I dunno. this feels like it's a upgrade but it's your deck.

Anyway I hope this helps with your deck!

Ablgabl on Indulgent Tormentor PDH

2 months ago

Thanks for your comment :)

Removal: I'm about to play Ghastly Demise as soon as it arrives :D

Serrated Arrows is MVP most of the time, cause in my group there are generals like Mistmeadow Witch, Baleful Strix, Maverick Thopterist and lots of x/1 guys. Pure advantage.

Vendetta's life loss hurts sometimes, in some games I lose 10+ life by myself to: Crypt Rats, Sign in Blood like effects etc. so it didn't make the cut.

I lack removal for black creatures (maybe it's just what I feel after playing with Fleshbag Marauder for some time), maybe I'll play Ghastly Demise instead of Chill to the Bone, but I'll need to test it.

Discard: Tasigur's Cruelty is good because you can play it for like 1 mana and it's ok to get 1 or 2 cards, Unburden has cycling, but Unnerve is so bad in late-game, 4 mana is too much for 1 or 2 cards, besides it's always getting countered in my heavy blue group and you can always try to sneak play 1 mana Tasigur's Cruelty and don't lose a turn even if it's countered. Also we are playing 2HG, totem, or sometimes even 1vs1, cause my guys are dying after 1 hour of FFA when nothing's going on at some moments so cheap spells are favored cause the tempo is much more important there.

Vulturous Aven seems great, I'm definitely going to try it.

For Urborg Uprising I'm not sure if I'm ever gonna use it to get 2 cards back xd I'm a little low on creatures, and Gravedigger - Cadaver Imp synergy, when you get back one with another is so good, that I tried to also play Warren Pilferers but it was too expensive. Needs some testing.

Armillary Sphere is sooooo good it's staying for sure.

Ramp spells: I was wondering about bigger ones like Sisay's Ring but I don't like that they are doing nothing but getting destroyed. Small mana rocks were cut long ago because of that. The ones I'm playing are the best of the best, but I'm gonna think about getiing more.

It's hard at this point to cut anything and that's my biggest problem, Cannibalize and Ashes to Ashes are first on the list but haven't played them long enough so I'm not sure yet.

Also I've been wondering on playing regular swamps over Terramorphic Expanse, Evolving Wilds because shuffling isn't very powerful, and I need those swamps, so decreasing the chances for drawing lands isn't very good. What do you think? Haunted Fengraf is also likely to be cut cause I used it maybe 2 times this year and i need black/swamps to hit as hard as it's possible and regain as much life as I can.

n0bunga on Mike Tyson's Nathty Thtackth

4 months ago

hfvalenz Mindslicer is a sweet card, with badass art. Since Nath's ability operates per instance of discarding, I wanted to try and add less cards that mass discard, and wanted more spells that specify how many cards they need to discard. For example, discarding your hand only gets one trigger per player; so for 1v1 that's 1 token, and MP that's 3. Compare that to Delirium Skeins - it specifies three cards. So assuming our opponents are on 4 cards each hand, that's 3 tokens in 1v1 and 9 tokens in MP. That's the sheer power I wanted to try and abuse here, which is why unpopular spells like Unnerve or Arterial Flow are in this.

Song of the Dryads is awesome but I've already got Lignify - there's no need to saturate removal that way. It really comes down to whether or not you want to give an opponent a land vs a 0/4 with no abilities, or if you care about the CMC.

Jagg3r5 on

4 months ago

There's a lot to comment on here, but I'll try hit all the bases. I would initially suggest using tapped out to look at other decks with similar strategies to get more ideas as to what you can do. For now however, here's what I have.

Firstly there are a number of cards that either have better alternatives, or simply don't have a place in the deck. Cards that reduce your opponents maximum hand size are helpful, but I would suggest omitting them for cards that can reliably empty your opponents hands. If your deck works as intended these cards will have very little use, as your opponents won't have more than one in hand at a time anyways. To this same end I would say drop cards that make everyone draw. Loading your opponents hands is relatively counterproductive in a discard deck as you defang your greatest strength. Capital Punishment and Torment of Hailfire are both cards you may wish to avoid also, as they give your opponents options and you basically neuter yourself because of it. Losing creatures when combating your deck means very little as you (currently) don't have a lot of board presence. Plus if your commander is out, most will likely take the alternative to discarding if possible to avoid giving you tokens.

You also have A LOT of low drop discard cards, and quite a few that are single target. Depending on how many players you play with this may be okay, but if it's more than you and 2 others I would advise looking for alternatives. You may be trying to only aggro one player at a time, but discard decks rarely make friends, and in larger games you may stall out before you can pick everyone off. I wouldn't necessarily say get rid of all of them, but I would certainly advise pulling at least a few. Reasons: firstly, the more people discard the more tokens you get, so go for cards that hit the board or all your opponents to get the most out every spell; secondly, your commander is a 5 drop meaning either you use these cards early and don't benefit nearly as much from them or sit on them until after you cast him and he sticks, which leaves you dead and open for the first chunk of the game.

Speaking of open, there's a lot of low cost creatures with discard effects out there, and I would highly suggest you switch out some of these discard sorceries and instants for them to increase your damage potential, give you defense, and give you more cards with discard effects that aren't just a one-off. I actually very recently built a $50 budget black that has a lot of this[(see Toshiro Budget) if you want a few ideas. Your deck currently relies VERY heavily on your commander sticking for you to get board presence, so adding creatures will force opponents to choose between threats, and they will either have to kill off your commander (who you can get back) or whatever other creature is plaguing them. While you don't want to go too heavy in this direction for the same reason you don't want too many single target discard instants and sorceries, having a few can be highly beneficial. I would also suggest looking into cards like Nighthowler or Puppeteer Clique that can take advantage of all the cards ending up in your opponents graves. Another way to get damage would be cards like Blood Artist or Zulaport Cutthroat, as when your tokens die it can add up quickly, especially in large games. Further still, cards like Beastmaster Ascension or Mycoloth can turn your tokens into vast armies or lethal combatants extremely quickly.

The only other thing I would say is look into more draw power options. You've got a few, but you may find you need more. A lot of your cards are making you discard too, and since you don't have a lot of recursion, what hits your grave is going to stick. Since you (currently) can't get much momentum from there, draw power is going to be key in abusing the advantage you get when everyone starts top decking. Once you get everyone to that point, you likely won't catch people discarding much as they'll cast it just to avoid the discard, so you need to be able to capitalize on it while it lasts. You can't do that effectively if your're stuck topdecking with them. One card to look at would be Shamanic Revelation, although cards that can give you an extra draw each turn like Bloodgift Demon are better.

A few card suggestions that aren't in my or your deck for you to look at; Mindcrank combos with Megrim very nicely to shred cards off someone's deck, filling their grave with cards to hijack; Unnerve for just a decent discard; Guul Draz Specter for a discard creature and a potential damage dealer; Cryptolith Rite as another cheap mana gen, one that works wonders with tokens

I want to apologize if a lot of this seems insulting of your intelligence. I don't know how skilled or seasoned a player you are, but in the event you're newer to the game or format I opted to provide as much help advice as possible. Now all of these are suggestions, so if you don't like the playstyle that some such adjustments would create then please don't run them! After all EDH is more about fun than anything else, so play what fits your style. Best of Luck, and hope this helped!!!

xyr0s on How to turn modern?

7 months ago

Nah, it looks like a fairly decent commander deck (not that I know much about commander). Sure, it doesn't have the same powerlevel as something that has received a couple thousand dollars of shiny foil reinforcements and reserve-list upgrades, but it's still a pretty decent deck. Commander/edh is a multiplayer format, which goes a long way to smoothen out power-level-differences between decks. But it also changes the powerlevel of cards - a staple of modern, like Fatal Push isn't very strong in edh, where there are many more creatures, and where nobody minds playing some big, broad-shouldered and competent creatures, rather than the low casting cost rabble that populates the battlefield in modern. In the other direction, any card that reads "each opponent/each player" is a lot stronger in edh, due to the presence of more players (Unnerve for example).

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