Bad Deal

Bad Deal


You draw two cards and each opponent discards two cards. Each player loses 2 life.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Bad Deal Discussion

MrBoombastic on Kroxa Repeater

9 months ago

Hi there!

Not to bring you down here mate, but the deck seems a little inconsistent as is.

As I see it, there are several problems:

  • Lurrus of the Dream-Den has no targets aside from Kroxa, Titan of Death's Hunger, which makes it less than optimal. If Kroxa isn't in the yard, it's basically just a 3/2 lifelinker for 3. Kroxa is a fine option to have, but isn't a great target either, as it just goes straight back to the yard.

  • Same goes for Call of the Death-Dweller. Your only real target is Lurrus, as getting Kroxa would make for a very underpowered Mind Rot.

  • You only have Tymaret Calls the Dead to fuel your graveyard. Kroxa decks usually want as much fuel as possible to Escape a lot. That's why most lists also run Mire Triton and Magmatic Channeler. Not saying it can't be done without them, but when you add recursion in the form of Lurrus and Call, you really want there to always be good targets.

  • Aspect of Lamprey is a fringe limited playable. It gets worse by the fact that your curve is pretty high, meaning that sometimes it doesn't have a creature to attach to. If you feel like you need an effect like this, I'd suggest Inscription of Ruin. Not an amazing card either, but the flexibility makes it so it's rarely a dead card. Also remember that having an abundance of discard will empty your opponent's hand, at which point any following discard spells basically will be dead draws.

  • Same for Bad Deal - it's a bad deal, but more for you than your opponent.

  • Adding Fabled Passage would make the mana base smoother and add more fuel for Kroxa.

If you want this to be a hardcore graveyard/recursion deck, I think you'd be better off adding more fuel as well as cheaper creatures. If this is less focused on being competitive and more just for the fun of it, just disregard all the above.

But I hope that helps. Good luck!

jvitag on Tricksters in Arms - Dimir Rogues

10 months ago

marowak_city Mind Drain is somewhat of a holdover from when the deck was originally control rather than true aggro. At the moment I have enjoyed a ton of success as the deck is built in MTGA ranked, but you might be very correct in that the Mind Drains have to go. I think the reason they have remained this long is because there are decks out there (Temur Adventures) that rely so heavily on card draw that if you can clog up their gears with an early play it might give you the edge you need to sneak through on an otherwise slow hand. I don't know. I toyed around with various card drawing, scrying effects but found that usually stopping the tempo to gas up cost me wins. The Mind Drains don't seem to hurt as much as the card draw because you are getting some interaction out of the deal. Come to think of it, Bad Deal might be a good card to throw in those slots for late game gas up and control, but I think that if you are letting the game get to that point you might be too far behind anyway. I'm not sure what to put in those slots yet, maybe I need more time to get a better feel for the meta. One thing that my many hours of play last Sat and Sun told me was that only the mono-red players have their shit together right now because I was seeing all kinds of jank mixed in with legit mythic decks on ladder so I think we are all still trying to figure what is good. I can tell you what isn't good in those slots, better than what I can tell you what is good. I am open to suggestions at this point as to how to further tune this deck.

multimedia on Wild Bonder

1 year ago

Hey, good budget version and interesting description. Nice Demonic Tutor :)

Cards $2 or less each to consider adding:

You want more protection for the creature you mutate too because without protection the mutate creature can be killed in response to being mutated or after. In multiplayer Commander mutate is much more of a problem because there's three or more opponents who could have removal. That's a lot more potential removal you have to deal with than if you were playing 1v1.

Swiftfoot Boots gives the equipped creature hexproof meaning that creature can't be targeted by your opponents removal. Boots is an equipment, it can be equipped to any creature you control and it doesn't leave the battlefield when the equipped creature is removed. Open the Armory is a budget tutor that can get Boots.

Flying and double strike is a good combination to do Commander damage with Snapdax. Hushbringer is powerful disruption in multiplayer Commander since it prevents all creatures who have an enter the battlefield ability that triggers and any creature who has a dies ability that triggers. These two types of triggers are ways for players to gain a lot of value from creatures. Hushbringer is not going to affect you much since mutating is not an enter the battlefield trigger it's a cast trigger thus Hushbringer doesn't prevent mutating.

Will-o'-the-Wisp is a one drop flying creature who can regenerate. This little Spirit can be powerful with mutate. Brightling is a unique creature with mutate since you can bounce it as well as all creatures that are mutated back to your hand. This is pseudo protection because you can activate Brightling in response to opponents removal. By bouncing all the creatures that are mutated then you can mutate them all again getting more value out of mutate.

When Snapdax dies you can choose to spend it to your graveyard instead of putting it back into the Command Zone. This gets around having to pay Commander tax for Snapdax and the tax must be paid even if you're mutating Snapdax from the Command Zone which can be problematic. When Snapdax goes to your graveyard then you can recur it with cards that recur creatures from your graveyard. Phyrexian Reclamation is very good repeatable recursion at instant speed for mutate creatures because you want the creature to come back to your hand to then cast it again to mutate again.

Cards to consider cutting:

Good luck with your deck.

Azeworai on Tinybones the card thief

1 year ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!