Vicious Shadows


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual 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
Shards of Alara (ALA) Rare

Combos Browse all

Vicious Shadows


Whenever a creature is put into a graveyard from play, you may have Vicious Shadows deal damage to target player equal to the number of cards in that player's hand.

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Recent Decks

Vicious Shadows Discussion

jjp16 on Please Help! Shaman Tribal

19 hours ago

Firebones675, I really appreciate the feedback. I'm currently thinking of cutting the allies and going more into the sac/reanimator route, adding Warstorm Surge, Vicious Shadows, and more of a reanimator package with things like Dread Return, Vigor Mortis, etc. I like the effect that things like Purphoros and Impact Tremors have hitting the whole board at one time.

Not sure if I have enough ramp in here at the moment, and tribal support like Urza's Incubator, most of the shamans are cheap enough cast that I haven't worried about it much but it might be nice to go more the value route. I'll have to test it out.

jjp16 on Please Help! Shaman Tribal

1 day ago

Thinking of going all in on the ETB and Sac effects, adding Warstorm Surge, Vicious Shadows and the like.

ersatz_olorin on Omnom the bomb

2 days ago

Maybe Vicious Shadows to do even more damage to a player, or just focus on bolting their creatures.

DrukenReaps on Experimental Prosh Sek'kuar partners

3 weeks ago

I may have to see if people will allow this for Hapatra, Vizier of Poisons and The Scorpion God.

I think you can run fine with 2 less lands, I'm not a big fan of bounce lands or you could consider Temple of the False God and Jund Panorama for removal. Many decks run good with 36 and you have some solid ramp.

Some other removals: Vicious Shadows, Death Pit Offering, Rampant Growth, Wake the Dead, Minion Reflector, Altar of the Brood, Voldaren Pariah  Flip, Strangleroot Geist, Slum Reaper, Savra, Queen of the Golgari, Hound of Griselbrand, Butcher Ghoul

So these are mostly good cards but some just don't do enough or won't be significant for your deck. Others, like Savra, I would recommend using Grave Pact instead but would also say 2 of these effects is generally enough. If you really want that effect to show up every game run savra or Shattergang Brothers as a commander.

Deadbridge Chant- I love this card but I don't know that you will be particularly happy when someone destroys it. I would consider it for removal from this deck.

EternalBrewmaster on Uril Enchantress Oops! All Permanents

1 month ago

CrazyDanPsycho thanks for the kind words, upvote, and good suggestion! I have considered Champion, but then I should be more in a +1/+1 counters mode to and play Mayael's Aria and Cathars' Crusade probably. Iroas is actually not in the current list anymore so I need to update this but generally enchantment creatures are best to maximize in the deck so they always proc the enchantress effects while also being tutorable and triggering Karametras ability. Furthermore, Ive been steering away from combat wincons for this deck lately as thats how literally every other Uril deck wins. Id prefer mine be more unique so it has sort of morphed into the combo deck that burns everyone to death with Vicious Shadows.

Thanks again for your kind words and taking a look!

NoSoyYucateco on More Cards, More Fun

1 month ago

Nice deck. I think your issue lies in your mana base a bit.

I would add more low-CMC ramp cards to help you push out more lands in the early game. You have access to green, so I would swap out some of these artifacts for that. There's nothing wore than losing your ramp after a Cyclonic Rift or Planar Cleansing. Think about Cultivate and Kodama's Reach, which are excellent in 3-color decks. Farseek, Rampant Growth, and Sakura-Tribe Elder should also be included. Generally speaking, these are among the best turn 2 plays you can make as a green player. Tweak your basics to include more forests to help ensure you have the right colors to play these early, and then grab your mountains and islands with them.

Next, I'd look at some of the cards at the higher end of your mana curve and cut them for cheaper draw spells. Warstorm Surge doesn't actually have that much synergy here. It costs a lot to drop it, and does nothing until you can pump out more creatures. I'd take Faithless Looting over it.

Vicious Shadows is also a bit underwhelming for the mana you're investing in it. There are too many variables for it to be consistent, and if I am going to pay 7 mana for something, it better do exactly what I need it to, immediately. Swap it for Careful Study.

Panharmonicon very rarely does anything for you in this deck. It's much more effective in Riku of Two Reflections or other decks that are keenly focused on ETB triggers, which yours is not. Swap it for a big draw spell, like Recurring Insight (which is amazing with Kydele), Rush of Knowledge, or Tidings.

Lastly, I'd take out these cards and replace them with basic lands, because 31 lands isn't enough:

Favorable Winds, Spontaneous Generation, Enigma Drake, Jace's Phantasm, Imperious Perfect

These cards either have very little synergy, don't do enough for what you are paying for them, or are too conditional.

Anyway, sorry for the novel. I really think if you make these changes, you'll speed up the deck and make it a lot more consistent. I hope this helps!

RedMulligan on Starting in Commander?

1 month ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

mishap on Goatmum goes Epic

1 month ago

Going to try removing the tokens + mass death package because it's clumsy and unfun. No more:

Substituting in some more interactive cards:

Also testing:

Search for azcanta for Quest for Ancient Secrets

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