Blasphemous Act

Blasphemous Act

Sorcery

Blasphemous Act costs less to cast for each creature on the battlefield.

Blasphemous Act deals 13 damage to each creature.

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Printings View all

Set Rarity
Double Masters (2XM) Rare
Commander 2018 (C18) Rare
Commander Anthology 2018 (CM2) Rare
Commander 2016 (C16) Rare
Commander 2014 (C14) Rare
Innistrad (ISD) Rare

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Legality

Format Legality
Oathbreaker Legal
Legacy Legal
Unformat Legal
Commander / EDH Legal
Noble Legal
1v1 Commander Legal
Canadian Highlander Legal
Tiny Leaders Legal
Block Constructed Legal
Magic Duels Legal
Modern Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
2019-10-04 Legal
Vintage Legal
Casual Legal

Blasphemous Act occurrence in decks from the last year

Latest Decks as Commander

Blasphemous Act Discussion

abbatromebone on Brain Getting Too Big

1 week ago

abbatromebone on Temur midrange ramp

1 week ago
  • That tutor is amazing run as many as you can. Not only does it find the creature it puts it on the battlefield. You can alos use creatures to help cast the spell (they don't have to be mana dorks).
  • Unless the indestructible part is happening a lot there are much better spells to run Lightning Bolt Lava Spike Searing Blaze Rift Bolt and Skewer the Critics all come to mind. Cindervines might be better than Destructive Revelry. And running one copy isnt that amazing.
  • I feel its important here to talk about sideboards (SB for short). You can 15 cards outside your normal deck to bring in against certain match ups (techinally after the first game in a round of 3, with friends i let them side board right away). That is where you want to put all of your situational cards for certain decks.
  • Cut Blasphemous Act. There 2 main reasons 1) it kills your big dudes you are ramping to as well as your mana dorks 2) if you are that far behind you've probably already lost.
  • As for the mana base you arfe running 11 red cards 3 of which are double red. They are cards you are playing later due to the cmc so getting that 2nd red isnt as bad. You have 16 red sources which is a lot for that many cards. Looks like 14 blue soruces for 4 cards. Green is clearly fine. ( I count Sylvan Caryatid, Utopia Sprawl, Gateway Plaza and the other lands as sources. I didn't count arbor elf being it has to hit a forest). You are only running 4 non-forest cards which is fine.

griffstick on "Menace" to Society

1 week ago

Well swarm isn't a problem because all the board sweepers are gonna take care of that. Cards like Pyrohemia, Powerstone Minefield, Lightmine Field these are to much to handle for any token or goblin deck. Plus theres Blasphemous Act, Mizzium Mortars, Arcbond, Magmaquake, Starstorm, and Fault Line. Unless the swarm is flying you'll be alright. If aristocrats is the problem add a lil bit more graveyard hate. Graveyard decks are some of the strongest decks in edh.

The cards I've been looking at, are the ones in the maybe board. I updated it today.

Oh and I strongly recommend Grenzo, Havoc Raiser

sub780lime on Rin and Seri

1 week ago

I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.

Have you considered Strionic Resonator to copy your commander's triggers?

Consider Blasphemous Act to replace Chain Reaction.

Consider Shared Animosity in place of Volatile Claws.

I see Heroic Intervention. I think I would also want Teferi's Protection. As a budget replacement, Eerie Interlude can still save a big junk of your board.

Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.

I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.

For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).

Balaam__ on

2 weeks ago

Just a question-how are you paying the casting cost of Blasphemous Act?

Azeworai on Radha, The Lands Matter To Me!

2 weeks ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

griffstick on Good cheap staples to pick …

3 weeks ago

This are the staple cards you need to get.

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planswalkers

I hope this helps because it took forever to type out.

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