Whispering Madness

Whispering Madness

Sorcery

Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded in this way.

Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , Azdranax
Want (1) kukuminer

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Gatecrash (GTC) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Whispering Madness occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

UBR (Grixis): 0.6%

Whispering Madness Discussion

echo4lima on Nekusar, the Mindrazer

6 days ago

My ten card ramp package was Sol Ring, Arcane Signet, Rakdos Signet, Izzet Signet, Dimir Signet, Talisman of Creativity, Talisman of Dominance, Talisman of Indulgence, Chromatic Lantern, and Nightscape Familiar. Thought Vessel deserves an honorable mention, but was replaced by Arcane Signet. Whispering Madness is good, just in being another windfall effect. I usually put it on a locust token if I have any out, but if you put it on Dragon Mage, things just get silly. As far as cuts go: Nicol Bolas, Wall of Frost, Anvil of Bogardin, Keranos, Master of the Feast, Kederekt Parasite, Fell Specter are on my recommendation list

Mattio38 on Nekusar, the Mindrazer

1 week ago

Thank you echo4lima, those are some good suggestions!

  • The Chromatic Lantern could really solve the mana issue. Silly that I didn't think of it myself :P
  • Fevered Visions looks cool, I'm going to try to get my hands on a copy.
  • The problem with Whispering Madness is that I don't really do a lot of combat damage. I don't run a lot of creatures and those I do run are often too valuable to risk an attack.

Now about upping the ramp package I think you're right. 10 pieces would be great. Chromatic Lantern would help and I've got a spare copy of Arcane Signet. Next to those I'm thinking Talisman of Creativity, Talisman of Dominance & Talisman of Indulgence, but are those really the best? And what's more, what could I cut for those?

Thank you in advance!!

Mattio

rdean14 on Card creation challenge

1 week ago

So, my current deck in standard is a mill control deck.

For that one:

Teferi's Dismissal

Instant

Return target creature you don't control to its owner's hand.

Draw a card.


For my modern deck, which recurs elementals:

Death's Whisper

Creature - Elemental

When Death's Whisper enters the battlefield, destroy target creature with converted mana cost 2 or less.

Menace, Haste

At the beginning of your endstep, sacrifice Death's Whisper

4/1


For my favorite commander deck, mt Kambal deck, I've talked about ad nauseum...

Kaya's home plane of Tolvada has a maddening sky, so here's my riff on that

Observatory of Tolvada

Land

Observatory of Tolvada enter the battlefield tapped.

: Add .

, : Each player puts the cards in their hand on the bottom of their library in any order, then draws cards equal to the then draws cards equal to the greatest number of cards a player put on the bottom of their library this way. ________-

I think Teferi's Puzzle Box represents going mad, also Whispering Madness. Viseling, Ebony Owl Netsuke, Misers' Cage, Ob Nixilis, the Hate-Twisted, Underworld Dreams, Iron Maiden, etc. would love this effect. ______--

Super fun, repeat the challenge!

MindAblaze on Nekusar draw for days

1 week ago

Yeah it’s up there now. You’ve also got Windfall and Whispering Madness so you don’t need to oversaturate anyway. Still have to draw the payoff cards.

Caerwyn on R/B/B Nekusar Card Draw

1 week ago

I would cut the following:

Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.

Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.

Jace's Erasure, Sphinx's Tutelage - These can win the game, but you will usually win through damage first. As such, not worth including--there are better ways to pull out a victory than mill.

As TheOtherHand mentioned, Teferi, Hero of Dominaria is not legal in this deck, nor do you have a way to cast him.


Here are some things I would recommend adding:

I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.

I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.

You should also include more artifact ramp, such as Sol Ring and the talismans and signets.

Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.

Sigil of Sleep turns all the wheel effects into mini-Cyclonic Rifts.

Then we get to the real power of Nekusar: Grafted Exoskeleton, Glistening Oil, and Phyresis. Infect plus wheels and regular card draw can close out a game extremely quickly.

Hope some of that helps!

echo4lima on Nekusar, the Mindrazer

2 weeks ago

I'd recommend upping the ramp package to about 10 cards. This increases the likelihood of getting one or more in the opening hand and/or early turns. Later on, you can just wheel them away. Chromatic Lantern is solid in any 3+ color deck. Otherwise, try to keep them to 2 CMC or less. I cant tell you how much value I got out of Fevered Visions when I was running Nekusar. Whispering Madness is another Windfall effect with potential re-usability.

blfngl on Memory loss

3 weeks ago

Sick deck. Is King Macar, the Gold-Cursed being used with Freed from the Real and Phenax, God of Deception? That's a disgusting combo. Also, doesn't the Undead Alchemist + haste effect only work if you hit creatures? What if an opponent has all noncreature spells in their library?

Below are my initial thoughts. I'm no mill authority, so take my suggestions with a grain of salt. The most important thing to remember when playing commander is to play the way that YOU want to play, not someone else. These are just some cards I might put in if I was piloting Phenax.

You could use more draw. Cards like Windfall and Whispering Madness are excellent sources of both draw and mill. Ponder, Preordain, Chart a Course, Compulsive Research and Consecrated Sphinx are simply solid draw effects. Additionally, Rhystic Study is probably better for our meta than Mystic Remora, I'd say half the decks at our LGS don't play noncreature spells before turn three.

I'm not a huge fan of The Haunt of Hightower. I'd probably play one of these cards in its place: Lord of the Void or Diluvian Primordial.

I think you need more efficient mill effects. Mesmeric Orb, Memory Erosion, Altar of Dementia, Altar of the Brood, Dreamborn Muse and Nemesis of Reason are cheaper and more effective than some of the millers you're playing.

Finally, stronger ramp is needed. I think cards like Scaretiller and Nyx Lotus are too slow and conditional; you want ramp that will immediately take effect. Consider Thran Dynamo, Solemn Simulacrum, Talisman of Dominance and Arcane Signet.

I think if you take some of the cards I've mentioned here and trim down some of the extraneous cards from your deck you can definitely power it up to a seven. Also: I wouldn't remove a ton of cards right away. I've found it's better to make small changes here and there, it's easier for me to see the card's impact on the deck.

multimedia on Grixis prototype

1 month ago

Hey, some good cards here for a budget concept.

The concept of ramp with Kess is interesting. It's not the direction I would go with Kess, but it's a unique concept. The Thraximundar + It That Betrays interaction seems good. For the concept this interaction and Architect + Pili infinite mana combo are the best parts of your deck. Consider expanding on each of these parts and how Kess can be better used with them?

Kess has an advantage for ramp with rituals. Rituals make mana when they resolve. They make more mana than they cost to cast therefore they make ramp. You can cast instant or sorcery rituals from your graveyard with Kess resulting in making a lot of mana to cast big creatures or other spells. You can use the mana you make with rituals to cast that same ritual again from your graveyard with Kess.

Rituals to consider adding:

These are good rituals in Commander and they're all budget cards. Dark can make 5 black mana when cast and then cast again with Kess. Song can make 7 red mana when cast and then cast it again with Kess. Geyser is good in multiplayer Commander because it looks at all your opponents tapped lands which if you have three or more opponents can be a lot of mana especially when you can cast it again with Kess.

The mana these rituals make is either all red or all black which would be fine to help to cast most Eldrazi, but can be problematic if you want to cast a spell that's blue. Signets lets you use any colored mana to then make different colors of mana.

These two drop mana rocks are staple budget ramp and color fixing in Commander. Thief of Sanity because it has flying can be repeatable stealing of your opponents cards. Sanity is a powerful card in multiplayer Commander because you'll have many opponents to choose from to attack. Cards you steal with Sanity can be cast by you using any colors of mana. Red and black ritual mana can be used to cast cards you steal with Sanity.

High Tide and Bubbling Muck are one drop spells that make more blue or black mana when you tap an Island or Swamp until end of the turn. These spells are better in mono blue or mono black decks than three color Grixis, but they can ramp.


Sorcery tutors are good with Kess because you can cast them again from your graveyard. These cards can help to assemble Architect + Pili or get an Eldrazi into your hand after assembling the combo. The best tutors are not budget cards, they're expensive prices, but there's a few tutors that are budget.

Another way to help to find important cards is to dig for them and draw them. Dig spells that Kess can cast from your graveyard can let you see a lot of cards.

Reanimation can be used with Kess. Reanimation is a way cheat big creatures onto the battlefield. It's also a way to assemble Architect + Pili by either cheating them onto the battlefield or getting them into your hand via your graveyard. Instants and sorceries that enable reanimation and reanimation spells have interaction with Kess because she can cast them again from your graveyard.

Buried can tutor for three creatures and put them into your graveyard. It's among the best enablers for reanimation. Madness is called a wheel and what that means is all players discard cards and then draw cards. It's good with Kess since she has flying, you can cipher Madness to her after you cast it. When it's ciphered to Kess then any time she does combat damage to a player then you can cast Madness without paying it's mana cost. The wheel effect is a way to fill your graveyard with spells to cast with Kess as well as drawing cards.

If you have any questions I offer more advice. Good luck with your deck.

Load more