Bedevil

Bedevil

Instant

Destroy target artifact, creature, or planeswalker.

Latest Decks as Commander

Bedevil Discussion

KBK7101 on Sengir and Kediss - Dark Privilege (v1.1)

4 days ago

brandonplaysmagic -- Thanks!! I always like to try and make things a little bit more interesting than having to play against Korvold, Fae-Cursed King, Yarok, the Desecrated, Kess, Dissident Mage and Golos, Tireless Pilgrim (RIP) decks all the time. Experimenting with lesser known commanders is so fun!

Diamanacle -- Tevesh Szat, Doom of Fools is an amazing card and would be a fantastic Rakdos sacrifice commander. I don't have a Vial Smasher the Fierce but he seems super good, too! Exile cards always seem to cost a bit more, CMC-wise, which is why I opted for cheaper removal like Terminate or ones that could hit multiple types like Bedevil and Feed the Swarm. It does sound like a good, though. I'll add some to the maybeboard and see which ones I have laying around. As for tutors, they'd be great and I do have a one Demonic and Vampiric Tutor along with a Diabolic Intent in other decks. I was already debating adding them in, but... I have no idea what to cut. Suggestions?

As for copying this deck, have at it! If you end up posting it on here just mention me as an inspiration or something. I'd love to see it!

PurePwnage on

1 month ago

zapyourtumor, thanks for the feedback. Regarding Blood Moon, we are not a true prison deck and seek to win via hand disruption, mass removal, and ultimating either Chandra or Liliana. I agree with with your statement about Hero's Downfall being much worse than Bedevil, unfortunately it's the only wide reaching removal card I have on paper (I build all my decks on paper, and play them at FNM). Once I get a chance, I will swap the two cards out of this deck.

zapyourtumor on

1 month ago

Also, Hero's Downfall is just bad outside of mono-black. Bedevil is strictly better in BR.

KaptnK on Chainer

1 month ago

Hey there!

For a first EDH deck this looks pretty good! Had all sorts of advice to give but found most of my ideas were already in this list! Nice job!

A few things I did see:

IMO you are a bit heavy on the land with your mana curve how it is. 38 lands plus 8 rocks is a lot and you will end up drawing dead cards later on. While these can be pitched to Chainer, if your commander isnt out it wont feel great. My suggestion would be to cut a few lands, maybe 4, and add in some additional draw spells such as:

I see you already have Plaguecrafter so another one to include could be Fleshbag Marauder for some more copies of that effect.

To go with Buried Alive you could also run Unmarked Grave

In terms of removal, Bedevil would be a solid addition.

Finally a fun card to reanimate creatures could be Hell's Caretaker.

As for cards I would remove:

  • Meteor Golem is pricey for what it does. While it can be recurred you do have to pay for it each time.

Thats it! Everything else looks awesome so I would have a tough time cutting things for my suggestions. lol

Hope this helps and love the deck! Best of luck!

zapyourtumor on Amass Effect (Grixis Amass)

2 months ago

I would run Fatal Push over Moment of Craving , plus 1-2 Dreadbore s (or Bedevil ) to get rid of bigger creatures or problematic walkers.

Angrath, Captain of Chaos and Jace, Cunning Castaway don't seem that great, and even if you decide to keep them I don't think three copies of each is justified. Liliana, the Last Hope is both recursion and removal, plus her ultimate also synergizes if you ever fire it off.

Have you considered a playset of Thoughtseize ? You don't have a single turn one play in the entire deck, and I think this card would be a great way to gain information and disrupt their gameplan.

Drana, Liberator of Malakir might be a nice card to try out for more +1/+1 counters.

Also, your mana costs are pretty demanding so you should definitely cut some basics and add in more Blood Crypt , along with some Drowned Catacomb , and Steam Vents . Fabled Passage could also be used to trigger revolt on Push.

All in all these are the changes I would make:

FunnyDuck on Never Break the Chain (Chainer, Nightmare Adept)

2 months ago

Cornonjacob07

Thanks for the support! I'll try and take a look at your own list when I have the time if you want some suggestions there as well.


First, Shenanigans ! I had it in the list for a while as a stand in for Golgari Thug (who's pricey for an uncommon) and it performed...better as discard fodder than as artifact removal. Ingot Chewer does a lot for this deck and is much more abusable and cheaper to cast (9 times out of 10 you evoke it).

I essentially only have room for 3 expendable single-target removal slots after all the synergistic options like Shriekmaw . Between Baleful Mastery , Bedevil , Chaos Warp , Rakdos Charm , Vandalblast , By Force , and Shenanigans itself (for examples), I prize the exile effect and mana efficiency on Baleful Mastery first and foremost (if you're wheeling frequently with Magus of the Wheel or even Ruin Grinder a single draw is irrelevant), with Chaos Warp acting as another non-destruction removal piece that isn't restricted on what it can hit. All of that covers creature removal quite thoroughly, so I looked to dedicated artifact removal next.

I chose Vandalblast over any other targeted artifact removal due to the popularity of Osgir, the Reconstructor and Voltron-style Sword of X & Y equipment decks. A non-targeting wipe is significantly stronger against artifact decks like them vs. an incremental single-target destruction effect like Shenanigans. If you don't have a go-wide artifact deck like Osgir in your play environment, feel free to use Shenanigans over Vandalblast and reap some extra discard synergy in the meantime.


For Ilharg, the Raze-Boar I wanted a threat to work as an independent backup plan from the graveyard. The best response a graveyard deck can have against grave hate is to practice moderation, and Ilharg attacks on a similar angle to Sneak Attack without adding to the graveyard unnecessarily. The vast majority of ETB effects in the deck are valuable and worth repeating over and over again, while Ilharg itself is a hard-to-remove threat in its own right. If you are having trouble with needing creatures in hand to abuse, I would highly recommend Phyrexian Reclamation ...so much so that I wouldn't even suggest running Sneak or Ilharg without it!

And trust me when I say that sneaking in a Master of Cruelties off of Ilharg is a devious play that is guaranteed to turn heads and take names!

Gory.Flory on The Queen Of Politics

3 months ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

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