Spiteful Banditry

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Tokens

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Spiteful Banditry

Enchantment

When Spiteful Banditry enters the battlefield, it deals X damage to each creature.

Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Foxigami on Spiteful Avatar

1 month ago

wow these are awesome suggestions!

first. i totally misread Spiteful Banditry, thought it could make a treasure token for each token killed. BirdieGirlie while some of the suggestions for cards are not modern legal (Grismold, the Dreadsower, Varchild, Betrayer of Kjeldor, and Sylvan Offering); thank you for the suggestions! legendofa your deck looks very fun, gave me some fun ideas as well as got me into a rabbit hole of finding even more cards to consider.

first the land base was copied from another deck that is another variation of this idea. I already have some ideas on how to change it.

i would have to agree that we have too many pieces doing the same thing. while it does help with make the deck more consistent with damaging the opponents for having creatures, this deck needs more token generation. i am leaning at Slaughter Specialist and Tribute to Horobi  Flip. Slaughter Specialist in this deck can be a wincon on its own with how much mass creature removal this deck has; Tribute to Horobi  Flip for generating tokens and the flipside is also neat if the opponent still has the rat tokens.

i think removal wise, i would be keen on removing one of the creatures as Blood Artist is can be a wincon on its own with the mass creature removal we have. Suture Priest is also way too good to not include as mentioned before, so i think removing Blood Seeker is the call, though there is a world were you could keep it. that world is if we want to cut out out white from this deck and add Slaughter Specialist and Cavern of Souls for the vampire tribal action. something i will have to consider.

Mercy Killing looks soo good on paper, but in practice it is a dead card against non-creature decks. it could work if we consider Hunted Horror, but it is a sideboard piece for sure though.

Hunted Troll is very fun, but also very slow. but the regeneration ability does give it potential. probably replace 2 copies of Avatar of Might with it.

Hunted Phantasm is too good for this deck to be considered for removal. the amount of damage it could dish when we have our game plan online is a wincon on its own and its stats and unblockable ability can close out games too. however it will depend on what color direction i go with this deck. more about that later on.

i would agree that ramp and card draw is very important and this deck needs some. Sylvan Scrying would be such a great card in this deck. it being able to find Forbidden Orchard is too valuable as well as fixing mana problems.

now there is one thing i have found that no one suggested, that would be The Phasing of Zhalfir. at first this card seems to be a slow token generator as it is a saga, however the read ahead ability gives makes it even better. we can board wipe and generate tons of tokens on both sides of the field for 4 mana. the possibilities are very high for this card: first if we have a lot of tokens on the board with Blood Artist out, that will be a lot of damage and life gained. second if we have Trespasser's Curse out, that is even more damage. finally you have the option to phase out an important piece that would be wiped by this card at the cost of tempo. good for if the opponent has a big creature to answer Avatar of Might or if you need to protect something at sorcery speed. def going to replace Spiteful Banditry with it. another

now for color directions this deck can go. boy there is a lot. first lets talk about the colors we cant remove. black should never be removed, too many synergy pieces are in black. green also is paramount with Avatar of Might, Sylvan Scrying, and Golgari Charm. every other color could be removed in favor of making this deck 3 or 4 colors. if we include white, we would be considering Suture Priest, Ghostly Prison, Authority of the Consuls, and Parting Gust. this makes the deck more controlling. adding blue gives us Hunted Phantasm, Swan Song, Strix Serenade, The Phasing of Zhalfir, and Into the Flood Maw. adding red gives us Spiteful Banditry (even if it isnt good), Rakdos Charm and Sazacap's Brew. we have a lot of flexibility to even splash colors. overall we have some pretty good options. i apreciate all the help so far and cant wait to see how this deck will end up looking like!

legendofa on Spiteful Avatar

1 month ago

Swan Song and Strix Serenade are solid sideboard options, or main board if you know your local meta well. Tribute to Horobi  Flip can pull out a couple more tokens.

I agree with BirdieGirlie that Spiteful Banditry isn't right here. The "one or more" and "once per turn" clauses make it more of a slow drain than a big rip of damage. But, for BirdieGirlie, Grismold, the Dreadsower and Varchild, Betrayer of Kjeldor aren't Modern-legal.

I have a deck that runs on the same idea in . Infestation of Goblins and Rats The Avatar of Might approach looks fun, but it feels like you have too many other creatures that you want to have out, so it's going to come out pretty slowly.

BirdieGirlie on Spiteful Avatar

1 month ago

This is such an interesting deck omfg I love it!!!! I have many thoughts!!!

First of all, you need more lands. You need colored mana, you shouldn't be running Field of Ruin. And, Cavern of Souls is so so powerful, but what creature type are you naming? The only type you have more than one of is Vampire, and that's not the type you really want to be defending with the uncounterable ability. So do you play the land and name, like, Avatar or Spirit, the two cards you really want to defend when they come in, even if you don't have one in hand, telegraphing to your opponent what you want to do? It's not worth it. I would take all those out and replace them with dual Islands and Plains. Or Islands and Swamps, since you have disproportionate amounts of black. I think you should add in more white, as you will see.

Three creatures all do the same things and in this case I think that's detrimental to the deck. I think Suture Priest is the best of the bunch and we can work on replacing the other two. Some options: Hunted Troll, Grismold, the Dreadsower, Slaughter Specialist, and Varchild, Betrayer of Kjeldor. They all give you more tokens. Speaking of which, a fourth Hunted Phantasm will probably also help you a lot. I'd also reduce your number of Avatar of Might by one or two, I think. It's a wincon, but doesn't give you tokens.

I also think you might want to find a place for Authority of the Consuls. Maybe instead of two Amulet of Safekeeping? Idk. A card more like Ghostly Prison forces the opponent to pay a steeper price. And it's an enchantment, I feel like enchantment removal is much more rare than artifact.

Mercy Killing and Sylvan Offering both get you more tokens without being a creature. To me Spiteful Banditry feels really bad in this deck. You have so many things that rely on having all of those tokens on your opponent's field, and you wipe them all out for...a single Treasure token? Feels bad, man. The Meathook Massacre is a wincon, and Golgari Charm can be your token removal and it's cheaper. If I had all three of those cards in hand, I would never choose Banditry. Rakdos Charm is also a wincon imo so maybe add more of those.

Finally, I'd be remiss if I didn't suggest you add some ramp and card draw. Sylvan Scrying, Opt, something similar. There are many.

I'd be remiss if I didn't mention Optimization. If you really want to optimize colors and stuff, it would be possible to take out blue altogether. Hunted Phantasm is an amazing card, but Hunted Troll is almost as good, and your mana situation will be a lot less complicated. You can switch that one island to something else. Take out Banditry and you have only a little bit of red left in the deck, so you can really focus on black, white, and green. But that's not as fun! Just figured I'd mention it.

...I've been having so much fun writing all this out and I just looked at your format again and I'd totally forgotten it! I think most of these cards should be ok for Modern! This deck concept is just so much fun I think I went a little overboard here. Sorry!

capwner on No Pain no Gain

2 months ago

This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred  Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1

Alearin on Treasure, Dwarves, and Dragon's; OH MY!

4 months ago

Hi. Thanks for the comments on my desk Magda of the Maskwood [[Guide]] Updated for MKC. I was checking your build of Magda out and saw some cards that I think might fit your build.

  1. Ingenious Artillerist - Every time one or more artifacts enter the battlefield under your control you burn everyone's faces for the number of artifacts. This seems like it would quickly get grow to a ton of damage with your damage boosting cards. If nothing else it can be a backup to Reckless Fireweaver.
  2. Spiteful Repossession - With damage boosters out this can turn being slightly behind in land to a huge windfall of treasures. If each opponent has 1 more land then you and you have one damage doubler out you would deal 2 damage to each opponent and make 6 treasure.
  3. Magmatic Force - Every upkeep, including your opponents, do 3 damage minimum to whatever you want. With your damage boosters it will often be more. Burn their face or that annoying value creature that never attacks. If you have Magmatic Galleon and/or Spiteful Banditry out you can also get so treasure for more Magda triggers.
  4. Descent into Avernus - Generates increasingly large amounts of treasure tokens for the board; however, I would say you are best positioned to use them. Besides given treasures to your opponents it is also a bit dangerous cause the damage it deals applies to you as well. If nothing else this will accelerate your games by increasing the mana available and lowering life totals.

Alearin on Magda of the Maskwood [[Guide]] Updated for DSC

4 months ago

Saljen, your deck Treasure, Dwarves, and Dragon's; OH MY! definitely takes Magda, Brazen Outlaw in a different direction, with it focus on damage doublers/triplers and ping damage but not using infinite combos to do it. Biggest downside I could see is none of the doublers/triplers are directly searchable by Magda.

As for your suggestions:

  1. Hammer of Nazahn - Good card in equipment focused decks and giving Magda indestructible is always good, but to me it is a build up card. It does not impact the game greatly when it hits the field by itself. You either need to have the mana open to cast an impactful equipment, 5 more treasure to search for one, or wait until you have either of the above. That being said Hammer of Nazahn not being in my maybeboard was an oversite that has been rectified.
  2. Magmatic Galleon - I feel the cost is too high so I would not want to see it in my hand to hard cast. That means I would be using a precious Magda activation to bring this out and I am not sure it is worth it, in most cases vs getting a combo piece.
  3. Mycosynth Lattice - Does this work like Maskwood Nexus? Maskwood says "The same is true for creature spells you control and creature cards you own that aren't on the battlefield.". Where as Mycosyth says "All cards that aren't on the battlefield, spells, and permanents are colourless.' I take that to mean in the deck cards are colorless, but do not become artifacts until the enter the battlefield. Which would mean you do not get to search for an extra cards since they are not artifacts yet.
  4. Sculpting Steel - This is a card I like and have tried in my desk, but have moved it the maybeboard as a card to keep in mind for alternative builds. It is not in the main deck because to me it feels like a 'win-more' card. Is doubling the triggers you mentioned powerful? Yes it is. However, if I am getting even one of those to trigger I am probably winning the game. I don't need to double the triggers to win.
  5. Spiteful Banditry - This is a card that I am not sure how to evaluate. My current thoughts are it is not worth adding, despite the lack in interaction in the deck. My thoughts shortly after it came out, "I debated putting this in the main deck, there is 1 thing that kept it out. The worst sentence to see on a card in Magic, in my opinion, "This ability triggers only once each turn". If that wasn't on this card it is an auto include variable boardwipe that gives me treasures for killing my opponents creatures. As it stands the best case scenario is to play it when you have no creatures out or the creatures with the highest toughness and wipe your opponents board and get 1 treasure. There might be metas this is more useful in, which is why it was included in the maybe section. I doubt I will ever slot it into the main deck; unless, I am completely misunderstanding the card, since at most 1 treasure per opponent's turn seems unlikely and slow."
  6. Crime Novelist - Another card that I am not sure on my evaluation of. It is currently in the maybeboard of this deck since I can't convince myself of what to swap it with. I have played games with it in my deck and had it be great, allowing me to search for Helm of the Host and then equip it, or search for one combo piece and cast the other from my hand or even just drop a big dragon on the field on turn 3 or 4. However, I have had just as many games where it doesn't seem to do much. That said I think I should try to find a way to get it in my deck without cutting lands or interaction, so if you have a suggestion for what to swap with it I am open to ideas.
  7. Steel Hellkite - I just replaced this card for Cavern-Hoard Dragon. While I had it my deck for removal as you suggest I replaced it for something that is more likely to get get the treasure I need to combo out. Given that the deck aims to win on 2-4 activations of Magda, I felt getting treasures off Cavern-Hoard Dragon was the better play then paying for Steel Hellkite's effect and hoping it does damage to remove a problem piece.
  8. Saljen on Magda of the Maskwood [[Guide]] Updated for DSC

    4 months ago

    I went a different direction with my Magda deck, you're welcome to check it out if you like: Treasure, Dwarves, and Dragon's; OH MY! . I hadn't thought about Helm of the Host, I'm definitely going to find room for that in my version.

    Here's some suggestions that I've found very helpful in my Magda deck:

    Hammer of Nazahn - can save any creature at instant speed if you've got 5 treasures up, will also let you attach Helm of the Host for free

    Magmatic Galleon - provides removal, a tapper effect for your dwarves, and the occasional extra treasure. Great first tapper to search out

    Mycosynth Lattice - functions similarly to Maskwood Nexus, in that it'll let you search out any card in your deck, works well with Darksteel Forge to make board wipes one sided

    Sculpting Steel - lets you copy Roaming Throne or Illusionist's Bracers to get extra treasures, or any of your other artifacts

    Spiteful Banditry - board wipe that gives you random treasures throughout the game

    Crime Novelist - Sac your 5 treasures, search for your thing, get 5 +1/+1 counters, and RRRRR mana. Insanely easy to combo out with this guy, insanely powerful with Magda

    Steel Hellkite gives you the option to remove anything, even things you wouldn't normally be able to like enchantments

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