Diabolic Tutor

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Diabolic Tutor

Sorcery

Search your library for a card, put that card into your hand, then shuffle your library.

CickNason on Prosshy Prossh

1 week ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

TypicalTimmy on Should Color Pie Breaks Be …

2 weeks ago

I think pie breaks should absolutely be allowed, if the setting calls for it thematically. For example, what if there is a plane where the leylines are heavily corrupted, and mana has frayed apart and blurred?

That could be the basis for a fun precon set, which would give new utilities to colors in a very thematic albeit flavorful way. For example, nobody cried over the white zombies of Amonkhet, despite white being the anthesis of necromancy. Fact is, that was a plane-wide color break and nobody was upset about it because it made sense for that world.

We tend to think about breaks in terms of mechanical aptitude, but there is far more nuance to it. Toshiro Umezawa was also a good guy. That's another pie break.

Now to your question, will blatant breaks be reprinted? Maybe, if it serves the setting. Perhaps in some sort of Anthology set, perhaps as a Secret Lair, perhaps as a Future Sight prequel.

Not like in a Modern Horizons, although some of the lesser egregious ones could possibly be done for Draft purposes.

So theoretically yes they absolutely could, if a set was catered toward it. Now designing a carefully catered set would be a wholly different topic. The reason that would be considerably unlikely is because you need to understand Magics audience:

Veteran players and new players.

Veteran players won't appreciate a sudden upheaval of core concepts. Some, like myself, would find a once-and-done deal, such as a precon set, to be refreshing. White gets some draw, blue gets some land destruction, green gets a plethora of strong flyers and enchantment boons, etc. They don't even need to be so obvious. It could be small things, like red being able to target enchantments. Or black calling for specific land tutors.

Red is already good at destroying anything, enchantments included. It just doesn't SPECIFICALLY call for them. And black ABSOLUTELY can tutor you lands, but why would you waste a Diabolic Tutor on a land in the first place?

Anyway, so veteran players would likely argue with the majority against it and few in favor. It would be a more mechanical means, if nothing else.

But that's not the problem. The problem is the NEW players, who are actively trying to learn the game, who suddenly are thrust into a set that upheavals their expectations. What's worse isn't the new players who are several sets in that can reasonably understand it's a gimmick or mechanic and is a once-and-done sort of thing.

No.

It's the BRAND NEW players, who have never opened a pack before in their life, who are now effectively learning the game wrong.

THAT'S the problem.

And for THAT problem alone, I highly doubt it, even if I would personally like to see it myself.

Basshunter on Kill, Kill and Kill some more.

1 month ago

its a really nice deck idea, but in my opinion, you got

  1. too much stuff in your deck that doesnt fit to the theme like Squelching Leeches, Skithiryx, the Blight Dragon, Paragon of Open Graves, Infernal Scarring, Grasping Shadows  Flip, Hero's Blade and maybe some others..

  2. you are really high cmc for a sac-deck. maybe upgrade to a lower cmc and faster deck..i.e. change Diabolic Tutor with Diabolic Intent, Death-Priest of Myrkul, Stir the Sands or Palace Siege is expensive too - and they dont even fit very well to the theme. You can change your reanimation-spells to low cmc like Reanimate or Animate Dead aswell

  3. To get rid of the fuel-problem, get some cards like Black Market Connections (awesome here), Blight Mound, Ophiomancer, Grave Titan ...

  4. Upgrade sac-outlets: Phyrexian Altar, Priest of Forgotten Gods, Viscera Seer, Skullclamp

So all together you should fit the theme more, search for cheaper cmc cards that do the same and get some more token-stuff

LTNDR on Nekusar Control/Wheels v4

2 months ago

Azoth2099 I originally had 34 lands, but not an insanely wild variety in fetches or duals that are considered "good." I mostly built from hand and havent had a group to playtest with for a small period of time. The reasons its so janky or inconsistent, is mainly price of certain cards. I have Diabolic Tutor instead of Demonic Tutor or Grim Tutor is because it costs so much.

Ive been hoarding cards for years now and have been heavily debating trading it all to pay for cards i could really use in the deck. Id like a more control based deck, more creatures and removal, as opposed to a storm deck, which is ironic considering i play Melek, Izzet Paragon. I believe the goal or decks similar would be


Drawing Conclusions

Commander / EDH Shierahath

SCORE: 3 | 3 COMMENTS | 254 VIEWS | IN 1 FOLDER


which i think looks fantastic and ive been drawing inspiration from it as well as

Oh look, it's another Nekusar deck.

Commander / EDH Local_Hethen

SCORE: 2 | 2 COMMENTS | 467 VIEWS | IN 2 FOLDERS


Id be happy to discuss possible cards I might already own and what could really increase the consistency of the deck.

legendofa on Rat Colony hub

3 months ago

sergiodelrio I'm also avoiding loose and vague hubs names. They get used incorrectly or are broad to the point of all-inclusive.

Vague hub names have caused problems in the past. One hub in particular (Team America, now inactive) was being used for the wrong decks entirely. It's a Legacy tempo shell from 2008-2009, but was being treated as a synonym for any Jeskai deck, which is about as far away from the intended definition as you can get. I understand the source of the confusion, but a confusing hub is not a good hub, in my opinion. If it can't be understood at a glance, it's going to get reworked.

"Reduced variance" or "low variance" also already exists, kind of, as the "competitive" hub. The whole intent of competitive decks is to reduce variance as much as possible, so that the deck is as streamlined and consistent as possible. This is achieved through tutors, redundancy, deck manipulation, using playsets of cards, and so on. So what would be the criteria for inclusion in a "low variance" hub? I expect that a "low variance" hub would be highly subjective, used for any deck that its creator thinks is unusually consistent, whether or not it actually is.

I have also declined to put in a real tutor hub so far for similar reasons. How many tutors do you need to have to be a "tutor" deck? Is four enough, with Imperial Seal, Vampiric Tutor, Diabolic Tutor, and Diabolic Intent? What about Eladamri's Call, Green Sun's Zenith, Natural Order, Buried Alive, Terramorphic Expanse, Misty Rainforest, Mystical Tutor... What would be a short and solid description of a "tutor" deck? "A deck that regularly searches its library" would include landfall decks, almost every competitive EDH deck, "silver bullet" decks, and hatebear decks, all of which already have their own hub, and probably more. "A deck with seven or more card that search its owner's library" is arbitrary, as is any other number for inclusion. "A deck that regularly searches its library for specific cards that help it advance its win condition"--nah, I'm going to search for this useless card that doesn't help me at all.

Incidentally, "scry" is already available as a hub in the keyword/subtype checklist.

If a hub includes a $300 Dragon's Approach Pioneer deck, a $80 Elrond, Master of Healing casual Commander deck, and a $50,000 Vintage Beseech the Mirror deck, that hub becomes even broader than the aggro/combo/control archetypes, and as such becomes almost meaningless. I've added Dragon's Approach, Rat Colony, and Shadowborn Apostle to the short list for consideration, so they might be coming soon; I didn't see as many decks or as much diversity for Persistent Petitioners. And don't worry about a long post, as long as it's meaningful. It shows the idea has people willing to defend it and fight for it, which makes it more likely to be included one way or another.

wallisface on

4 months ago

Some thoughts:

  • don’t include either of those sideboard cards into your deck, they’re bad.

  • Profane Tutor is much better than both Grim Tutor and Diabolic Tutor. I’d just run the Profane Tutor and ditch both of these other tutors entirely in favour of more early game interaction (killspells).

  • your land count of 28 seems good, especially as Cabal Coffers ”isn’t a land” and won’t be helping you at-all until you have 3 other lands in play anyway. However, you could replace some swamps with Troll of Khazad-dum, as they can act both as land-fetches early game, and large creatures late game.

  • if you’re planning on making big mana, Tainted Adversary is going to be a lot more useful than Gifted Aetherborn.

  • you never want to be paying more than 2 mana for a killspell. In that vein i’d recommend either Infernal Grasp, Bloodchief's Thirst, or Sheoldred's Edict instead of Murder.

  • I don’t think Hypnotic Specter is very useful - a lot of decks will already be empty handed by their own play-patterns before this thing swings. I’d swap it for one of the before-mentioned killspells (or Damnation),… if you really want a creature, maybe something like Tourach, Dread Cantor.

I think the biggest hurdle to this deck is that while you’re probably going to be able to play a land every turn, that’s still pretty slow ramp-wise, so you should be investing a lot more resources into ensuring you can slow the game down in those early turns (by killing your opponents threats) so that you can reliably do stuff with your big spells in the late game.

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