Not legal in any format
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At the end of each turn, each opponent loses life equal to the life he or she lost this turn. (Damage causes loss of life.)
Price & Acquistion
Wound Reflection Discussion
1 week ago
I had conidered all of those projectneptune, and I don't think that they would add what you think they would add. I will go through each.
Glacial Chasm - This card has way too many downsides. The Cumulative Upkeep alone is out of control. Additive life loss becomes huge. T1 is 2, T2 is 6, T3 is 12, T4 is 20. Half your starting life to reach 4 more turns is pretty huge. On top of that, it costs 2 land drops to use. This can be huge, and combined with the life loss it is not something you just put out to be prepared. It also prevents some of my offense. If I want to play a Master of Cruelties or Virtus the Veiled for an attempt at a win, I need to advertise the play and expose myself for a full round ahead in order to be able to attack with it, and that doesn't even count the Insurrection play. In all, I have much better options. Other decks that are built to abuse it would be a better home for it.
Leave // Chance - That is a very narrow set of circumstances that makes it worthwhile. Board wipes happen, but I would rather counter, Boros Charm, Teferi's Protection , or just recover faster with new threats. Even a Replenish or Yawgmoth's Will would probably do me much better.
Archfiend of Despair - As a budget option, I can see this being fine. As it stands, I like my other options. They body is a liability compared to the durability of an enchantment, and the Academy Rector to Wound Reflection is an awesome play.
Cleansing - This card is much less a third Price of Progress/Acidic Soil than you think. I looked at this card early on, as soon as I saw the power of Price of Progress. Unfortunately, it is not nearly good enough. Giving the opponent choices makes it basically useless. Acidic Soil has to be held until they are really beat down or they have 15 lands to make it worthwhile, and usually only comes out as a finisher. I actually wish I had a better option than Acidic Soil, and Cleansing is no Acidic Soil. Here's how it would play. Wait until mid to late game so it actually matters. In the mid game playing it means that they take maybe 5-7 damage or so, and keep their board state. That is not nearly enough to change a game. Late game it matters even less. Even if they are pretty low, Say 15 life and 15 lands, they will sacrifice only their worst lands, they will keep enough to retaliate hard, and they will take 6-8 damage, leaving themselves with a Gaea's Cradle, an Ancient Tomb, two dual lands, an Urborg, Tomb of Yawgmoth and a Maze of Ith. That is not nearly good enough an effect to warrant the slot. This is also my problem with Torment of Hailfire. Give them choices and they will find a way out of losing. If Cleansing did 3 damage per land saved, it would be worth it. For 1 damage, it is too little to matter.
3 weeks ago
Yeah his ETB isn't THAT great, but it can be better when enhanced!
1 month ago
The reprint of Seedborn Muse is another reprint that I have been desiring very much, since I will be needing one for an EDH deck that I am building. With all the great reprints in this set, would it be too much to hope that WotC may reprint Rhystic Study in it?
I also am very fond of archfiend of despair, since I am surprised that it took WotC so long to print a creature version of Wound Reflection, and I actually made such a creature as my own custom card quite some time ago.
I also am very pleased to see black cards that are causing loss of life, rather than dealing damage, as Dominaria had me worried that WotC was changing how black functioned.
Another reprint of Swords to Plowshares is always welcome, but I really wish that it had new art, because the current art, while awesome, has been used numerous times, currently.
1 month ago
i want to build virtus the veiled and grom the great. I plan to focus the deck on useing Archfiend of despair/Wound Reflection. Any tips or advice would be much apreciated. Here is a rough draft i have so far.Virtus and Grom
Ignore the off colour cards they are place holders for the unlinked cards above.
2 months ago
Running Oros the avanger as the commander but the point of the deck is to slap down stuff like Pyrohemia, [[pestilence] and maybe Withering Wisps if I add snow lands, along with Repercussions and such and just start to burn the board.
My old list just seemed a little all over the place so I think I want to cut back on the white a little bit, but keep it in for tutors and maybe some protection. I also want to cut back on the redundant abilitys like multiple copies of "players cant gain life" since life gains isnt a HUGE part of my meta, but its always a nice include.
This is my old list and right now im a little bit of a slump. I know I probably want something like Heartless Hidetsugu, Mogis, God of Slaughter because they can be pretty nice, not to mention that hidetsugu can combo well with either the doublers or Wound Reflection. Im not sure if I should put in Spitemare/Stuffy Doll but if Im doing board wide ticks of damage, they might not be bad (plus stuffy doll will make sure the "no creature" clause never triggers till it gets exiled)
2 months ago
mintymustache, I am not sure I like either one of those cards. Please don't take that wrong, I really appreciate the investment in the deck that you exhibit in suggesting them. I had not seen Quest for Pure Flame, but had considered Bitter Feud and passed it by. Please let me explain.
For Quest for Pure Flame, the build up necessary requires 4 separate damaging effects from you against your enemies to go off, and then you sacrifice it to double a single damage effect. That is a lot of work, may anger people prematurely, and would not be surprising or out of nowhere like I prefer. Boros Charm can sorta do that for a single creature attack, it comes out of nowhere, and it is a modal spell with spectacular other uses, without any meaningful increase in the cost over Quest for Pure Flame. There are probably other cards with similar effects that are instant style combat tricks that would play better than Quest for Pure Flame. I even tried Slumbering Dragon at one point. It was less spectacular than I had hoped due to the build up necessary. Cards with that kind of build up need either a huge payoff to make it worthwhile, or some trick to make it easier to pull of. That kind of build around has no room in this deck.
As for Bitter Feud, if both players agree to ignore it, it is worthless. I don't know about your meta, but in mine, that would be standard operating procedure. That is why Cruel Entertainment didn't work with players I play with. It gives them complete control, and no other advantage. Other cards like Furnace of Rath and Dictate of the Twin Gods do similar things, only they affect every source, not just from the people targeted, and there is no choice to minimize things. I would go for those first.
In any case, I think I have already included the strongest cards in that category with Gisela, Blade of Goldnight, Wound Reflection, and even Duelist's Heritage. Adding more would mean removing something else. It would have to pretty huge to make the slot.
For changes I have been considering, I have thought about moving Warping Wail to the main deck. I actually used it from the sideboard a few games ago. It made me think, and I may trial it to see how well it plays. A modal non-blue counterspell with flash chump blocker, ramp, and creature spot removal as alternate modes is likely a good fit for the deck.
2 months ago
so i have been getting a lot of play out of Wound Reflection often i hold on to allot of the bombs till its out. so i was wondering how you feel about Bitter Feud. or something like Quest for Pure Flame