Blasphemous Act

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Blasphemous Act

Sorcery

This spell costs less to cast for each creature on the battlefield.

This deals 13 damage to each creature.

trippy_mcfly on Cumly Cube

1 month ago

Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.

120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Everflowing Chalice: mana rocks should cost 3 or have a drawback
  2. Glass of the Guildpact: too weak
  3. Heraldic Banner: encouraged mono-colored decks
  4. Illuminated Folio: too weak
  5. Jayemdae Tome: too weak
  6. Loreseeker's Stone: too weak
  7. Mind Stone: mana rocks should cost 3 or have a drawback
  8. Null Rod: too much of a hate card
  9. Pithing Needle: too powerful with Urza's Saga
  10. Pyromancer's Goggles: too narrow
  11. Retrofitter Foundry: too powerful with Urza's Saga

CREATURE

  1. Bomat Courier: too powerful against slow starts
  2. Deathpact Angel: creates a Cleric token, not a supported creature type
  3. Dimir Cutpurse: too powerful
  4. Elves of Deep Shadow: too obvious of a choice as a cumly
  5. Golos, Tireless Pilgrim: too powerful
  6. Hostage Taker: too powerful
  7. Kalamax, the Stormsire: too powerful
  8. Loyal Retainers: too obvious of a choice as a cumly
  9. Monastery Mentor: too powerful
  10. Moonveil Dragon: pumping the team makes for anticlimactic endings
  11. Murktide Regent: we’ve seen enough of this card already in other formats
  12. Ornithopter of Paradise: too obvious of a choice as a cumly
  13. Phantom Tiger: too weak
  14. Risen Reef: too powerful
  15. Shadrix Silverquill: creates Inkling tokens, not a supported creature type
  16. Tatyova, Benthic Druid: too powerful
  17. Thraben Inspector: we’ve seen enough of this card already in other formats
  18. Toxrill, the Corrosive: creates Slug tokens, not a supported creature type

ENCHANTMENT

  1. Alpha Authority: hexproof makes for less interesting games
  2. Favorable Winds: too weak
  3. Offspring's Revenge: too narrow
  4. Pernicious Deed: too powerful of a board wipe
  5. Rally the Ranks: too weak
  6. Song of Freyalise: too typical a card for green

LAND (types are grouped together in this list)

  1. Tolarian Academy: too powerful
  2. Arid Mesa: mana-fixing should not be so easy in Cumly Cube
  3. Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
  4. Flooded Strand: mana-fixing should not be so easy in Cumly Cube
  5. Marsh Flats: mana-fixing should not be so easy in Cumly Cube
  6. Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
  7. Polluted Delta: mana-fixing should not be so easy in Cumly Cube
  8. Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
  9. Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
  10. Windswept Heath: mana-fixing should not be so easy in Cumly Cube
  11. Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
  12. Badlands: mana-fixing should not be so easy in Cumly Cube
  13. Bayou: mana-fixing should not be so easy in Cumly Cube
  14. Plateau: mana-fixing should not be so easy in Cumly Cube
  15. Savannah: mana-fixing should not be so easy in Cumly Cube
  16. Scrubland: mana-fixing should not be so easy in Cumly Cube
  17. Taiga: mana-fixing should not be so easy in Cumly Cube
  18. Tropical Island: mana-fixing should not be so easy in Cumly Cube
  19. Tundra: mana-fixing should not be so easy in Cumly Cube
  20. Underground Sea: mana-fixing should not be so easy in Cumly Cube
  21. Volcanic Island: mana-fixing should not be so easy in Cumly Cube
  22. Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
  23. Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
  24. Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
  25. Shambling Vent: creature lands are too versatile and discourage disciplined drafting
  26. Needle Spires: creature lands are too versatile and discourage disciplined drafting
  27. Raging Ravine: creature lands are too versatile and discourage disciplined drafting
  28. Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
  29. Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting

INSTANT

  1. Abnormal Endurance: too typical a card for black
  2. Aerial Predation: too narrow
  3. Alchemist's Gift: too weak
  4. Arbor Armament: too weak
  5. Autumn's Veil: too narrow
  6. Betrayal of Flesh: too weak
  7. Bladebrand: too typical a card for black
  8. Brainstorm: we’ve seen enough of this card already in other formats
  9. Cathartic Pyre: too much utility for an instant
  10. Comet Storm: one-sided board wipes need to be focused on creature type
  11. Consider: too typical a card for blue
  12. Crippling Chill: too typical a card for blue
  13. Crush: spot artifact removal is not to be part of Cumly Cube
  14. Dawn Charm: other cards in Cumly Cube fill this role better
  15. Dive Down: hexproof makes for less interesting games
  16. Divine Offering: spot artifact removal is not to be part of Cumly Cube
  17. Dragon's Fire: too typical a card for red
  18. Electrify: too typical a card for red
  19. Fell the Pheasant: too narrow
  20. Gainsay: too narrow
  21. Gut Shot: too weak
  22. Heroic Intervention: other cards in Cumly Cube fill this role better
  23. Hold the Line: too narrow
  24. Into the Core: spot artifact removal is not to be part of Cumly Cube
  25. Lash of Thorns: too weak
  26. Make Your Mark: too weak
  27. Opt: too typical a card for blue
  28. Overload: spot artifact removal is not to be part of Cumly Cube
  29. Pitfall Trap: too narrow
  30. Repulse: too typical a card for blue
  31. Scrap: spot artifact removal is not to be part of Cumly Cube
  32. Seedtime: too narrow
  33. Shatter: spot artifact removal is not to be part of Cumly Cube
  34. Smash: spot artifact removal is not to be part of Cumly Cube
  35. Smashing Success: spot artifact removal is not to be part of Cumly Cube
  36. Smite: too narrow
  37. Turn to Frog: turns a creature into a Frog, not a supported creature type
  38. Unsummon: other cards in Cumly Cube fill this role better

SORCERY

  1. Blasphemous Act: too typical a card for red
  2. Chart a Course: too much utility
  3. Cleansing Wildfire: too much utility
  4. Cultivate: too typical a card for green
  5. Disentomb: too typical a card for black
  6. From the Ashes: too narrow
  7. Funeral Rites: too much utility
  8. Gitaxian Probe: too typical a card for blue
  9. Necromantic Summons: too typical a card for black
  10. Nighthaze: other cards in Cumly Cube fill this role better
  11. Persist: too typical a card for black
  12. Pirate's Prize: too much utility
  13. Ponder: too much utility
  14. Reanimate: too typical a card for black
  15. Recover: other cards in Cumly Cube fill this role better
  16. Serum Visions: too typical a card for blue
  17. Spitting Earth: too typical a card for red
  18. Thoughtcast: too typical a card for blue

ADDED:

ARTIFACT

  1. Coat of Arms: encourages building around creature types
  2. Patchwork Banner: encourages building around creature types

CREATURE

  1. Arahbo, the First Fang: supports the Avatar and Cat creature types
  2. Avatar of the Resolute: supports the Avatar creature type
  3. Autonomous Assembler: supports the Assembly-worker creature type
  4. Bag End Porter: supports the Dwarf creature type
  5. Breya, Etherium Shaper: supports the Human and Thopter creature types
  6. Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
  7. Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
  8. Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
  9. Chronicler of Heroes: supports the Centaur creature type
  10. Conclave Cavalier: supports the Centaur and Elf creature types
  11. Conclave Mentor: supports the Centaur creature type
  12. Crosis, the Purger: supports the Dragon creature type
  13. Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
  14. Ghostly Changeling: supports all creature synergy decks
  15. Gimli of the Glittering Caves: supports the Dwarf creature type
  16. Glissa Sunseeker: supports the Elf creature type
  17. Graveshifter: supports all creature synergy decks
  18. Gwenna, Eyes of Gaea: supports the Elf creature type
  19. Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
  20. He Who Hungers: supports the Spirit creature type
  21. Heedless One: supports the Avatar and Elf creature types
  22. Jungle Creeper: supports the Elemental creature type
  23. Jungle Delver: supports the Merfolk creature type
  24. Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
  25. Keiga, the Tide Star: supports the Dragon and Spirit creature types
  26. Kiora's Follower: supports the Merfolk creature type
  27. Kumena, Tyrant of Orazca: supports the Merfolk creature type
  28. Lagonna-Band Trailblazer: supports the Centaur creature type
  29. Marwyn, the Nurturer: supports the Elf creature type
  30. Master Skald: supports the Dwarf creature type
  31. Mine Layer: supports the Dwarf creature type
  32. Neighborhood Guardian: supports the Unicorn creature type
  33. Promised Kannushi: supports the Human and Spirit creature types
  34. Realmwalker: supports all creature synergy decks
  35. Reveka, Wizard Savant: supports the Dwarf creature type
  36. Seraphic Steed: supports the Angel and Unicorn creature types
  37. Soul of Zendikar: supports the Avatar and Beast creature types
  38. Steadfast Unicorn: supports the Unicorn creature type
  39. Stingmoggie: supports the Elemental creature type and functions as artifact hate
  40. Sygg, River Cutthroat: supports the Merfolk creature type
  41. Vineshaper Mystic: supports the Merfolk creature type
  42. Wistful Selkie: supports the Merfolk creature type
  43. Yargle and Multani: supports the Elemental and Spirit creature types
  44. Zacama, Primal Calamity: supports the Dinosaur creature type

ENCHANTMENT

  1. Aura of Silence: functions as artifact and enchantment hate
  2. Aura Shards: functions as artifact and enchantment hate
  3. Blessed Sanctuary: supports the Unicorn creature type
  4. Corrosion: functions as artifact hate
  5. Embargo: interesting prison piece for stasis decks
  6. Font of Fortunes: card advantage at a fair price for Cumly Cube
  7. Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
  8. Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
  9. Shared Animosity: supports all creature synergy decks

LAND (types are grouped together in this list)

  1. Drowned Catacomb: completing the full set of check lands
  2. Glacial Fortress: completing the full set of check lands
  3. Hinterland Harbor: completing the full set of check lands
  4. Sulfur Falls: completing the full set of check lands
  5. Cascade Bluffs: completing the full set of filter lands
  6. Graven Cairns: completing the full set of filter lands
  7. Mystic Gate: completing the full set of filter lands
  8. Sunken Ruins: completing the full set of filter lands
  9. Wooded Bastion: completing the full set of filter lands
  10. Darkwater Catacombs: completing the full set of Odyssey filter lands
  11. Desolate Mire: completing the full set of Odyssey filter lands
  12. Ferrous Lake: completing the full set of Odyssey filter lands
  13. Fire-Lit Thicket: completing the full set of Odyssey filter lands
  14. Flooded Grove: completing the full set of Odyssey filter lands
  15. Overflowing Basin: completing the full set of Odyssey filter lands
  16. Skycloud Expanse: completing the full set of Odyssey filter lands
  17. Sunscorched Divide: completing the full set of Odyssey filter lands
  18. Viridescent Bog: completing the full set of Odyssey filter lands

INSTANT

  1. Accelerate: supports prowess decks
  2. And They Shall Know No Fear: supports all creature synergy decks
  3. Artifact Mutation: functions as artifact hate and supports the Saproling creature type
  4. Bandage: supports prowess decks and is also funny
  5. Brokers Charm: charms are an important part of Cumly Cube
  6. Charge Through: supports prowess decks
  7. Cremate: supports prowess decks
  8. Mirrodin Avenged: supports prowess decks
  9. Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
  10. Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
  11. Steady Progress: supports prowess decks as well as slower proliferate decks
  12. Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
  13. Treacherous Greed: supports the niche but possible sacrifice deck
  14. Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
  15. Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall

SORCERY

  1. Altar of Bone: supports the niche but possible sacrifice deck
  2. Aphetto Dredging: supports all creature synergy decks
  3. Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
  4. Ashen Powder: a more situational and odd piece for reanimator decks
  5. Blood for Bones: a more situational and odd piece for reanimator decks
  6. Breath of Life: offers reanimation in white instead of its typical color, black
  7. Broken Bond: functions as artifact and enchantment hate yet also ramps
  8. Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
  9. Cloak of Feathers: supports prowess decks
  10. Crippling Fear: supports all creature synergy decks
  11. False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
  12. Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
  13. Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
  14. Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
  15. Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
  16. Jace's Triumph: there are Jace planeswalkers in Cumly Cube
  17. Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
  18. Many Partings: offers mana-fixing and food
  19. Migratory Route: offers mana-fixing and supports the Bird creature type
  20. Obzedat's Aid: offers reanimation in black and white
  21. Ordered Migration: supports the Bird creature type
  22. Raise the Palisade: supports all creature synergy decks
  23. Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
  24. Ribbons of Night: offers direct damage in black instead of its typical color, red
  25. Rise of the Witch-king: a more situational and odd piece for reanimator decks
  26. Riveteers Confluence: similar to a charm
  27. Safewright Quest: offers slight mana-fixing in green and white
  28. Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
  29. Sweep the Skies: supports the Thopter creature type
  30. Temporal Machinations: supports artifact decks
  31. Unnatural Restoration: supports proliferate decks
  32. Urborg Repossession: a more situational and odd piece for black graveyard decks

StopShot on In your opinion: what was …

2 months ago

What came before the first Commander product.

The first Commander product, Commander 2011, came out after New Phyrexia, with the Scars of Mirrodin block being infamous for creating the keyword Infect which is an incredibly powerful keyword in the Commander format, but can be argued was not designed with Commander in mind because of how it was obviously meant for 20 life formats and has never shown up as a keyword in any base commander product since its debut.

What came after the first Commander product.

Just like how powerful infect could be, after Scars of Mirrodin came the Innistrad block which would create Commander staples still used today like Blasphemous Act, Craterhoof Behemoth and Laboratory Maniac, but could you argue WoTC pushed these cards for Commander players? I don't think what Commander staples printed in a set is an apt indicator of what influence Commander has on any given Standard set, after all Avacyn Restored released Griselbrand, a card WoTC would never have created in today's Standard sets given how much the Commander format plays a role in their current set design.

How the Griselbrand standard may answer this question.

I think a more appropriate metric is to apply what I would dub the Griselbrand standard when assessing Standard sets. The Griselbrand standard is cards or mechanics that would be fine in a 20 life 1v1 block constructed format but would obviously have no business ever being in a marketed product for a 40 life multiplayer format, with other examples of the Griselbrand standard being infect, Serra Ascendant, Emrakul, the Aeons Torn, etc. Not every Standard set needs a Griselbrand-like card or mechanic to determine if the Commander format played a role in its set design. Instead, it should be asked, at what point did the Griselbrand standard die in MTG Standard set design to make way for the Commander format? I feel this is a more appropriate question to ask to determine when Commander started to take effect on Standard set design, and I'm curious to hear what set you think would best mark this transition into the Standard sets we see today.

Mortlocke on Commander Sliver Deck

5 months ago

Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.

As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:

  • Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
  • Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.

  • Worldly Tutor: You need tutors.

  • Sylvan Tutor: You need tutors.
  • Demonic Tutor: You need tutors.
  • Grim Tutor: You need tutors.
  • Guardian Project: You need card draw.
  • Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
  • Counterspell: You need interaction.
  • Mana Drain: You need interaction.
  • Strix Serenade: You need interaction.
  • Swan Song: You need interaction.
  • Kindred Dominance: You need mass removal to slow down faster players.
  • Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
  • Cyclonic Rift: You need mass removal to slow down faster players and have answers.
  • Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
  • Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Groundfoil or Breeding Poolfoil which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.

Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.

Doombeard1984 on Big ol Overlord

5 months ago

So firstly, from 1 hive to another, a thumbs up.

So a couple of things, I know playing slivers, protecting your board is sooooo paramount. Have been victim of the hate plays more than once lol. So Crystalline Sliver is likely going to be one of your 1st go to tutors. That effectively turns off Crypt Sliver, so not sure how good that is.

Secondly, Shadow Sliver is a double edged sword, as you also cant block. Personally would suggest Shifting Sliver as a better option as you get all the unblockable (pretty much) you want, with no downside.

Third.... Spiteful Sliver + Blasphemous Act can be HILARIOUS if you have either a big board state, or an indestructable board state. 13 damage per sliver hit, which you can point where you want lol.

Fourth... Virulent Sliver only gives 1 poison counter a creature, and youre not proliferating. Venom Sliver gives you deathtouch, and if you have a Bonescythe Sliver or Striking Sliver, your opponents arent going to want attack.

Love the look of what you got though. Feel free to stop by my Hive if you wish to have a look and see an alternative take. Sliver Overlord - Predatory Super-Organisms

All hail our Overlord, and our Queen

Caerwyn on Activated Abilities and the Stack

6 months ago

As a note, Neotrup's addition is incorrect and not relevant to the present circumstance. Starfall Invocation "destroys" a creature--it does not do any damage. As such, even if you had Soul-Scar Mage on the battlefield, the replacement effect on Soul-Scar Mage would not be implicated. Thus, the creatures will still die with whatever toughness is printed on their card and the Phenax ability would look back in time to their toughness at the time of death.

For Soul-Scar Mage to be relevant, one would have to use an effect that does damage to the opponent's creatures, such as Blasphemous Act. However, that would be a drastic change to the hypothetical and goes beyond what OP is actually asking.

kamarupa on Cocaine

6 months ago

Big thanks for the +1 and thoughtful suggestions. I do feel like I need to remind you that Blasphemous Act is stymied by Brave the Elements. And on top of that, this deck often wins with only 3-4 creatures in play.

It's been quite a while that I updated this deck at all until just recently. I'm sure there are other spells that I should be swapping in. The last time I was really putting any work into this deck, The Ozolith was under $10 lol, and Path to Exile was over $5. And Aether Vial was like $25.

I like Adeline, Resplendent Cathar - I actually built a deck around her specifically. (see Sweet Adeline) I suppose I could put in place of Mangara of Corondor, which is rather slow anyway.

I'll def do some work on this and see if I can bring it up to the year 2025 :)

capwner on Cocaine

6 months ago

This is precisely why Blasphemous Act goes in all of my red decks :) Seems super strong for the budget. Of course humans really wants Cavern of Souls, but beyond that I don't think an optimized deck will perform too differently from this one. Adeline, Resplendent Cathar is awesome for humans, and she's not TOO much around $5 I think. I'd also rec Dewdrop Cure (or Sevinne's Reclamation) maybe to replace your immortal servitude, I think these are both a tad more efficient and flexible. Nice budget list!

Flarhoon13 on Blim's Blumpkins

7 months ago

Finally!!! Lost one, won one yesterday evening! Let's talk about the win. I attacked turn 4 with Blim, Comedic Genius, gifting Francois, on Gyrus, Waker of Corpsesfoil, an Oni Possession. Blim, Comedic Genius never attacked again, even though I cast him for 4, 6, 8, 10 and 12 mana. Later in the game, I cast a Sorcerous Spyglass and found an infinite combo in Aubrey's large grip... Exquisite Blood and Enduring Tenacity. Seeing that, I decided not to name Francois' Chainsaw nor his Lightning Greaves. Instead, I named Blighted Fen, which never seemed to matter.

Francois used Gyrus, Waker of Corpsesfoil to kill Aubrey, sending exactly enough to get 5 damage through, past his only creature, Athreos, God of Passage. I had a Tormod's Crypt out but never used it.

On my penultimate turn, at 6 life, I cast a Nefarious Lich and a Chain Reaction, taking out Tendershoot Dryad and The Gitrog, Ravenous Ride. I had about 9 cards in the yard, including AEther Flash, which had killed a Blood Artist and did a lot of work this game. A Demonic Collusion had found me a Blasphemous Act, which eventually took out Aubrey's Valgavoth, Terror Eater and several other blockers to allow Francois' kill shot on him. Auren was able to kill Francois. Auren passed turn to me while he was tapped out at 1 life with 5 tapped food, Night of the Sweets' Revenge in his graveyard, and his commander, Ygra, Eater of All making all creatures into delicious morsels. I made the ultimate top deck: Greed's Gambit. This allowed me to draw 9 cards with Nefarious Lich out. Among those nine was a Dark Petition which found me an Earthquake for the win. Finally!! Earthquake for 3 finally was enough to win the game.

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