Target opponent reveals their hand. You choose a nonland card from it or a card from their graveyard. Exile that card. You lose 1 life.
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|Commander / EDH||Legal|
Agonizing Remorse occurrence in decks from the last year
Latest Decks as Commander
Agonizing Remorse Discussion
1 week ago
2 months ago
Paandaas, we can help give you more specific advice if you show us your decklist.
Generally speaking, the following are the best sideboard options:
Cling to Dust , as King_marchesa stated above, because it’s a cantrip (draws a card at instant speed) and can eliminate a recursive threat in the opponent’s graveyard, or it could help you gain life in a pinch. Tormod's Crypt or Soul-Guide Lantern are good options as well for graveyard hate.
Feed the Swarm is critical, run 4 if you aren’t running it mainboard already, since it’s one of two black cards ever printed that remove enchantments (the second being the more expensive Pharika's Libation ).
Necromentia is useful for removing a specific threat completely once you learn about your opponent’s deck via Duress or some other method.
Pestilent Haze kills small indestructible creatures or targets multiple Walkers.
Epic Downfall is a possibility if you anticipate going up against large creatures.
Witch's Vengeance is very specific but could be a possibility if your meta leans heavily towards one tribal deck.
Crippling Fear is great if you are running a tribal deck to protect your own creatures.
Extinction Event is another decent sweeper you can use to your advantage.
Feed the Serpent is expensive but another removal option.
Hope this helps. Good luck!
2 months ago
You have some good discard pressure here. The Eldest Reborn feels a little out of place here, though. I might suggest some instant-speed discard, like Scroll of Griselbrand , Necrogen Spellbomb , or Funeral Charm in place of maybe a couple of Harsh Scrutiny or Agonizing Remorse.
2 months ago
2 months ago
I think you could swap one of your sideboarded Duresses for an Agonizing Remorse, given if you run up against another infect deck you'll want to bin their Fynns (or, in a much likelier scenario, a Gruul Adventure deck and their Questing Beasts)
2 months ago
Hello! I feel bad for drawing you into this deck but I figured I needed a second opinion and good testing cannot happen without events. Do not feel bad if your responses seem to all be negative. This is a combination of two lists so it will look like yours but vary. For the future, I can test this deck on occasion with an aggro list I have but, to test against anything else would not work as I am not the original pilot of any other deck. Anyway, I love the criticism and I'll start my responses in order, but do remember, I haven't tested anything. So I will be taking consideration but not making any changes yet until I have been able to play enough to decide. Sorry for the long response. Without further ado:
I really like Kroxa, Titan of Death's Hunger. The ability to remove a card from their hand, more notably a nonland card unless they take life as well, is great. Having a 6/6 beater seems a little less important as there are many other creatures in the deck. There is great value in the choice to escape the card while maintaining Grim Flayer and fueling the escape cost. At this point I can see a direct swap of Tasigur, the Golden Fang and Kroxa, Titan of Death's Hunger. While Kroxa reduces the opponents recourses Tasigur gains resources in the opposite manner. It is more by choice of the opponent but by exiling the graveyard with it's delve ability the choices are better. Tasigur's ability can be activated multiple times in a late game setting at end of turn after holding up responses but not needing to activate them, it's another thing to do. I could see this getting in the way of say clue tokens but we have yet to test that out as I see this issue coming in against late game which aggro does not go to. I do like that Kroxa is a recurring threat. All said and done I see the choices being keep how the deck is or swap 1x Tasigur for 1x Kroxa. I say only 1 because the recursion on Kroxa is just so strong if she gets milled she can come back, dies can come back sometimes the next turn if a Grim Flayer is on the field. In the end it comes down to testing but it is a wonderful consideration.
Vraska, Golgari Queen rounds out the 4 drop slot with more removal on a stick and I would have to argue the token generation of Tireless Tracker is exceedingly wonderful for her. In testing against my aggro deck she honestly comes down to -3 then dies the next turn fueling delirium for Grim Flayer so it's hard to say what would go in this slot but it appears as though she is definitely not great in the aggro match up but I could see her excelling in other match ups with her continuous ability. Perhaps another planeswalker would fit the bill better but we have tried Liliana, the Last Hope and she does not make the cut. It's ideal if her +1 could kill something every turn but it typically would not happen and if it does the game is heavily in our favor already. For now I would keep her in but I feel there may be other options out there other than the discussed walkers. I'm not entirely sure any walker is good in the aggro match up so the answer to this question will have to wait until different testing can commence but if I do find an answer I will let you know.
I like Bonecrusher Giant, but I feel only hitting for 2 damage hurts a lot more than it helps. Having another big body is great too, but I feel like that role is already played even in your list with all the other creatures we share and Kroxa. It's basically a direct swap of Bonecrusher Giant and Oath of Chandra. The most we have Oath acomplish in the deck is to bolt something then hit the graveyard (Vraska typically sacrifices Oath, the 2 damage at end step is a trigger that if it would occur is a forgotten trigger). So in this way it's with an instant speed shock or a sorcery bolt. I feel as though we have enough instant speed threats and could use these sorcery speed slots. It's just a unique card to fuel delirium at worst and a bolt with upside at best. I see the reasoning to remove it for something better as most other cards have many modes behind them but I have to admit the amount of multicolored cards in the deck hinder it and having more mono colored removal really helps the deck out in the event of multi colored protection. I find that due to the redundancy of Giant in the list and lackluster damage vs a unique card type that can enter the graveyard fairly easily is a little better. Against aggro it is a good card but I would say otherwise the card would get taken out for something else which isn't necessarily a bad thing it makes cutting cards easier for sideboarding.
Speaking of which, a disclaimer: the sideboard is not complete I just threw in cards and was somewhat in the process of removing some. We want the sideboard to work on match ups where we have difficulty but the hard part at this present moment is trying to figure out what match ups are the tough match ups. You can see we have some cards for aggro: (Abrade, Radiant Flames, even Scavenging Ooze). We have cards for midrange / control: (Agonizing Remorse, Shifting Ceratops). We have graveyard hate: (Scavenging Ooze and Soul-Guide Lantern). And lastly we have cards against combo: (Necromentia and Slaughter Games). Some of these cards can overlap for different needs we just don't know what needs need to be met.
I have had the discussion over Anger of the Gods and we are playing Radiant Flames because of the modular capabilities (playing it for 2 damage or 3, hardly ever 1 as explained here) and getting double red on turn 3 is much harder than getting all colors by turn 3. That, and the off chance we hit our own creatures they remain exiled and not destroyed. That is why we have Radiant Flames over Anger of the Gods. This slot in the sideboard is basically filled. Otherwise I agree Anger is the card to have.
Lastly about Necromentia and Slaughter Games. It is very much redundant to have both of these in the list we just haven't figured out which is better and would only run one, and not sure the amount of that one meta dependent. For Necromentia it can hit a turn earlier, and the off-chance it makes a token we can very much kill it with anything and possibly get value from it with Chevill, Bane of Monsters. For Slaughter Games it can't be countered but hits a turn later. I'm not sure if the ability to get non-basic lands with Necromentia is very relevant but Slaughter Games can only get nonland cards but as mentioned Slaughter Games can't be countered. So for now both of them sit in the sideboard until we can figure out which is better.
Perhaps you may have some insight on the topics mentioned above? If not I do appreciate the constructive criticism and all mentions will be placed in the sideboard for further testing with. Thanks!
4 months ago
Discard spells from the sideboard, like Agonizing Remorse and Duress are traditionally the way to battle counterspells. Knowing what's in their hand helps tremendously with trying to play around it. If you're forcing your deck to play on their turf, you're probably going to keep losing, because their deck is designed to play on that turf. Take their toys away and make them come down to your level instead.
5 months ago
LeaPlath Well, depends on what deck I'm facing. I don't always know first turn what deck I'm facing, but I have Agonizing Remorse to help me with that. I could also have Lay Bare the Heart as well if needed. If I see what cards they have in their hand, I might be able to know what they are doing. Also, using Watchers of the Dead I could see what two cards they save in their graveyard so I can get an idea of what they are running. But, of course, that's kind of a bad thing, since those two cards will be saved from removal. I would have to be an expert at the game, though, to know all the deck builds.
Combos are what I'll have a hard time breaking with my toolbox deck but I think I can do it if I have enchantment and artifact removal and counter instants and sorceries, I'll be good.
TriusMalarky Bring to Light is a tutor card that costs 5 mana, optimal all different colors, for one use. If I use my Grim Tutor I can generally pay 3 mana, and then get a 2 mana or 3 mana card, and without using multiple colors, and still spend just as much or 1 more mana casting both the card and the tutor. Although, Bring to Light would cost me 5 mana of all different colors for at most a 5 mana card, which could be or not be a good thing. I don't plan on running rainbow, and a grim tutor can be just as useful in lower mana cost cards. Also, Niv Mizzet is prohibitive in the sense that it requires me to run a ton of color pairs, and those would be very difficult to run with a manabase of budget mana cards and non-shocklands (those aren't budget friendly at all!). I also might never play this deck, just messing around with an idea that when Pioneer MTG Arena comes out I might test on it. I know that 'MTG' game has pioneer on it, but I can't buy the cards I want unless I use some website that has trading bots, and I don't want to do that.
I mean, it doesn't have to be a perfect deck to run it, and to be honest, I just want a taste of what something like this can do. When I look on youtube for toolbox decks, even the word 'toolbox' doesn't come up, haha. I don't think there are many toolbox decks on this website either, when you define toolbox as running as much tools against anything as much as possible. I have a really weird mixture of cards in this deck that I don't think anyone has attempted yet.