Words of Waste

Legality

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

Printings View all

Set Rarity
Onslaught (ONS) Rare

Combos Browse all

Words of Waste

Enchantment

(1): The next time you would draw a card this turn, each opponent discards a card instead.

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Words of Waste Discussion

zerowner on Sen Triplets Control

1 week ago

I wrote a ton and then realized I should probably ask what decks your playgroup plays, because idk if I should be recommending graveyard hate when your opponents might not utilize their graves. Another example would be a green deck ramping really fast, in which case I would maybe recommend something like Magus of the Balance or land destruction like Armageddon to screw over the ramp that they've focused on early in the game.

Maybe I'm not getting something here, but what is Transcendence doing here? How does it pull its weight in any way? If its just to stall when you get to critically low health, why not Resolute Archangel instead?

Etherwrought Page looks incredibly slow, especially for 4 mana. The life gain is super small, the damage is even smaller, and if you're using it for the filter ability, go with Search for Azcanta  Flip instead.

Necromancer's Covenant is decent lifegain + it hates a graveyard for you.

No Solemn Simulacrum? This deck probably needs all the ramp it can get.

Identity Crisis >>>>>>>>>>>>>>> Reap Intellect.

Darksteel Forge seems weird here, even if it does keep your commander alive (and I guess your mana rocks too, but I wouldn't deem those as needing protection at the point when you've got 9 mana that you can drop on the forge). I think I'd go with a protection equipment, like Darksteel Plate, and if not that then Lightning Greaves or Swiftfoot Boots.

No Austere Command? Its like Merciless Eviction but probably better.

I think I'd go Words of Waste over Words of Wind. Wind is just going to let them return a good ETB permanent to their hand, or a land if the game has gone late enough. Can't imagine it'll ever force something like a threatening creature or Planeswalker back to the hand. Not sure if I'd actually even recommend Words of Waste with your draw capabilities in this deck, but I'd definitely say get rid of Words of Wind.

Aura of Silence is solid all around. Its a nightmare for enchant/artifact decks, and otherwise its 3 mana sorcery speed to destroy an artifact/enchantment already on the field that can be cast preemptively.

Binding Grasp seems weird. Not sure what is good about it over something like Bribery or Acquire, and perhaps even Sower of Temptation in some ways (depends on how much removal that opponent runs, I suppose).

Praetor's Grasp seems really slow, and if you're looking to just rob them of a card, Sadistic Sacrament is nuts for that (especially for removing combos!). Life's Finale also doubles as a board wipe if that was your goal. If you really wanted to play the card yourself instead, then just go with Bribery, or put that good card that they have in your deck too, because paying 3 more mana for nearly any card seems S L O W.

Speaking of board wipes, your deck is pretty low on them. You've got single target removal like Darksteel Mutation but if you're up against 3 people, how much is that gonna help? I think I'd rather pay the 2 more mana for Wrath of God and all of its cousins.

Pulse of the Dross, how often does that come in handy? They're gonna reveal the 3 least important cards in their hand, and with such a slow deck I imagine you'll almost always have more cards in hand than most players.

Spellseeker is just good imo, I'd recommend it to nearly anyone running blue.

Depending on the decks you play against, Containment Priest can be an even better counterspell (against reanimation) that not only disrupts your opponents but also offers you a chump blocker.

You also don't seem to have a win-con, as I see the previous commenter mentioned, but perhaps your win-con could just be considered disrupting your opponents so much with your deck + your commander's ability that you drain them of all of their value, in which case you definitely need more protection for your commander than the Darksteel Forge and counterspells you're running.

Jamminmagician on Blood Tax

3 weeks ago

Ben's Recommendations:

Ramp:

Worn Powerstone

Mind Stone

Armillary Sphere or Wayfarer's Bauble

Black Market

Burnished Hart

Solemn Simulacrum I know, he's annoying and expensive and in every deck but he RAmPS AND DRAWS AND IS COLOURLESS LIKE BLEH

Pristine Talisman Triggers your life-gain abilities.

Draw:

Greed

Gravestorm MAN that theming

Ob Nixilis Reignited one of THE cheapest walkers around

Arguel's Blood Fast  Flip

Krav, the Unredeemed and his partner Regna, the Redeemer can generate card advantage by searching for each other, seem to be on theme (life gain and tokens are both parts of this deck, see your commander for details, but krav specifically lets you draw a shit TON of cards. Also, gives you some sac outlet ability and ridiculously tiny activation cost)

Necropotence this IS a more expensive card and with good reason. But of all the "more expensive card draw" cards i believe it is the LEAST more expensive. Seriously this card blows games out. (SIDENOTE this works SUPER WELL with your axis of mortality, necropotence yourself to 1 in response to the trigger then swap with someone to go right back to 35)

Harvester of Souls Gimme card draw for your creatures. Tax'ing the hell out of the entry to hell.

Actually on-theme cards that are really mean:

Magus of the Abyss There's a REASON people refer to chumping every turn as abyss-ing

Infernal Darkness a card you can probably find for 3$ or less, ruins people's happy fun times (except you)

Call to the Grave See above regarding magyss of the abyss.

Patron of the Nezumi Pay the death tax

World Queller This one's especially spicy cause you can choose a permanent type you DON'T have one of.

Angelic Arbiter A little high on the curve tbh but does make your opponents choose combat or spells

Aura of Silence I really think this is a must-have card for this strat.

Archfiend of Depravity New government law, every player shall have no more than 2 creatures. Communism at work, the government gets as many as it wants.

Magister of Worth A VERY thematic board wipe. (it will ALWAYS be a board wipe)

Cliffhaven Vampire For all those extorts and life linkers.

High Priest of Penance

Karmic Justice

Leonin Arbiter Seriously punishes decks with greedy manabases and green decks

Aven Mindcensor See Leonin Arbiter

Oathsworn Vampire This guy is great card advantage and a recurrable chump for your "symmetric" forced sacrifice effects

Windborn Muse Better than Baird IMO

Orb of Dreams EVERYTHING is tapped

Utter End Seems to me a better card than Mortify, even if it costs 1 more.

Thalia, Heretic Cathar

Hushwing Gryff Flash torpor orb fucks SO MANY DECKS

Descent into Madness Although this is only particularly strong if you have a huge draw-engine to keep exiling bad cards from your hand instead of permanents.

False Prophet HOW IS THIS CARD SO CHEAP???

Words of Waste Can be powerful but may require too much tuning of mana/draw to be actually good.

Kataki, War's Wage expensive but powerful effect.

That's all for now. too many options honestly.

Tartaras on Xantcha Worldgorger Combo

1 month ago

There's an Obstinate Familiar in the list to allow me to skip the draws, and I'll probably put in a Words of Waste, which replaces those draws with making your opponents discard cards.

Skulloelegy on Varina, Lich Queen

1 month ago

Words of Waste

Words of Worship

Words of Wind

All work really well with Varina's draws when you find yourself digging too deep, or you have no cards in hand and want to wreck the board/hand/gain a load of life with Alhammarret's Archive -- 5 mana through Worship to gain 50 life? Sign me up.

Guviwex on Xantcha wish your girlfriend was hot like me

1 month ago

Great list so far. Here are you my suggestions:

I'd swap out the infect cards for an evasion suite. Infect is great on paper, but you don't get to direct where it's going. Thus, it comes with #1 negative (painting a large target on yourself that says: 'kill me now') without the #1 benefit (eliminating your greatest threat in a turn or two). I think you'll do better flying lower on the radar. Stick the five commander damage and be happy. Some combination of Corrupting Licid, Sleeper's Guile, Dauthi Embrace, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep should do the trick. Add in a Nim Deathmantle to keep Xantcha on the field indefinitely.

Total War seems particularly punishing. As does Errantry. I wouldn't run many Creature Auras, but Errantry locks down a board state and shortens the commander damage clock to 3 hits.

War's Toll should incentivize others to use Xantcha as a mana sink on their own turn. Which is exactly what you want.

Unnerve is both a 10/10 flavor win, and another incentive for others to activate Xantcha's draw ability. Also Arterial Flow and Words of Waste come to mind.

Glacial Chasm is good protection. Sit back and watch the world burn.

Alhammarret's Archive seems great w/Xantcha's ability, although it is quite slow. Maybe get a feel for how your opponents are dealing with Xantcha first. If you get to sit around a lot, slot this in.

I'd switch out some of your Xantcha-killing board wipes for Languish and Wildfire. Xantcha on turn three, ramp into Wildfire on turn 4-5? Yikes.

If you find that Xantcha is eating removal often, Fury Storm seems like a good add. Playing Xantcha three times, and quintupling an x=6 Exsanguinate to drain the table for 30 sounds like a positively delightful way to spend 10 mana. Works with that Profane Command in your Maybeboard as well.

Speaking of mana, you probably want Cabal Stronghold and Neheb, the Eternal in here.

Maybe Mana Geyser for a game ending drain from Xantcha or Exsanguinate-- although that might be too cute. Works great with War's Toll.

Howl from Beyond and Torment of Hailfire are also good ways to finish people off.

--

As far as what to swap out:

Spiteful Visions isn't asymmetrical enough. You're probably going to be using Xantcha's ability often enough to make this hurt.

Exquisite Blood isn't really working within your game plan. You're using it as a defensive option here. I think there are better options (Chasm, for example).

Blood Sun works against you too much.

Polluted Bonds could probably be swapped out for something. I get that your opponents will be drawing more, but if feels like 5 mana good stuff.

I think War Cadence could be swappped out for any of the evasion enchantments suggested above. Dauthi Embrace probably.

Vow of Lightning and Vow of Malice should probably also be swapped out for more solid evasion.

Rite of the Raging Storm might also be too cute, but it's hard to judge.

--

Overall, this is a really good list. Xantcha is a cool card and it's fun to see how many niche interactions she enables. Good luck with it!

zjepsen on Xantcha: Once More, With Feeling

1 month ago

Summary of first round of changes:

  1. Out: Words of Waste, Portcullis and Bottomless Pit. In: Price of Progress, Wild Ricochet and Thrilling Encore.

  2. The three cards I cut had no plan to truly benefit from them. As mentioned previously, Words of Waste felt bad to draw and I never wanted to activate it in both optimal and sub-optimal conditions. It's not a good card to draw when you're about to die. Portcullis is a semi-stax kind of card, which I originally intended to include based on the optimal situation of playing a turn 3 Xantcha into a turn 4 Portcullis, aiming to keep Xantcha as the primary threat on the table. Ultimately it just isn't impactful enough, and would be a terrible late-game draw. Finally, Bottomless Pit, meant to encourage Xantcha activations, would hurt me just as much as others.

  3. The three cards I included are all reactive. My playgroup packs solid board wipes, so there's a lot of potential value to be gained from Thrilling Encore. One of the highlights of the first game I played with the deck was targeting an opponent's Expropriate with a Reverberate. With Wild Ricochet, being able to redirect an opponent's spell in the mid to late game -- and/or copying its effect -- can serve many different purposes. Finally, Price of Progress is a way to end the game, though I will definitely need to retool my mana base so I'm not killing myself in the process.

zjepsen on Xantcha: Once More, With Feeling

1 month ago

Some takeaways from today's games:

  1. Curse of Opulence is wonderful at influencing combat and helping ramp. A lot of value packed into one red mana. The card has cemented its slot in this deck.

  2. While I never got to actually activate it, Shinka, the Bloodsoaked Keep was a fantastic option to hold up, as a 5/5 first striker can survive most fights in the early to mid game; it was nice to have the option.

  3. I run too many non-basics for a two-color deck. A late-game From the Ashes neutered any chance I had at winning one of the games.

  4. Drawing Words of Waste felt awful. I didn't want to skip out on the card draw for a Xantcha activation just to make everyone discard a card, and it didn't seem like a good use of 4 mana, either, even with the added loss of 2 life. I can see cutting this immediately for something more impactful.

  5. I'd like to decrease my dependency on creature blockers as rattlesnakes, which will allow me to include something like Bedlam to more readily encourage combat. It improves the usefulness of Virtus the Veiled and Master of Cruelties, too.

  6. Targeted unblockable repeated effects from cards like Key to the City seem like a better long-term goal for keeping Xantcha connecting each turn than to run extra targeted removal. I'd rather save that removal for the actual threats, while enabling Xantcha to continue dealing damage in other means.

  7. Group damage doublers like Dictate of the Twin Gods definitely seem promising in such a world, so I'm likely to give that a try.

Finally, I need to take a hard look at how I actually intend to win. Seems simple and silly to admit, but in the late game, after casting a tutor, I didn't have the confidence in knowing what my ultimate end game needed to be. Maybe I do need to put some combos in after all...

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