Bottomless Pit

Bottomless Pit

Enchantment

At the beginning of each player's upkeep, that player discards a card at random.

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Trade

Have (1) metalmagic
Want (2) BelloSays , _signal_

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Legality

Format Legality
Commander / EDH Legal
Highlander Legal
Duel Commander Legal
Oathbreaker Legal
Tiny Leaders Legal
Custom Legal
Unformat Legal
Casual Legal
Legacy Legal
2019-10-04 Legal
Canadian Highlander Legal
Leviathan Legal
1v1 Commander Legal
Limited Legal
Vintage Legal

Bottomless Pit occurrence in decks from the last year

Latest Decks as Commander

Bottomless Pit Discussion

ElderCheese on Chainer of Mephistopheles (Active)

1 month ago

have you considered Bottomless Pit or Necrogen Mists they can be helpful in forcing steady discarding.

kei1 on Nekusar EDH Cards for Everyone

4 months ago

Peoni Thank you. There are definitely a lot of things to try out. The part I'm having the most trouble with now is trying to figure out what to cut.

Out:
Bottomless Pit
Necrogen Mists
Oppression

In:
Notion Thief
Fate Unraveler
Force of Will

kei1 on Nekusar EDH Cards for Everyone

4 months ago

Caerwyn Thank you for the suggestions. Having alternate win cons defintitely sounds good to have.

Peoni Thank you for the suggestions. I forgot to ask about Notion Thief I definitely see the synergy with the wheels however I was wondering if I should be concerned about it lower damage potential on the wheels.
Currently I'm thinking of Black Sun's Zenith over Damnation Mostly because its reusable.

I am now wondering if I should also remove Bottomless Pit, Necrogen Mists, Oppression and double down on more mill mechanics.

Out:
Curse of Fool's Wisdom
Quest for the Nihil Stone
Fell Specter
Fate Unraveler
Dismember
Cunning Lethemancer
Liliana's Triumph
Liliana, Waker of the Dead
Drift of Phantasms

In:
The Locust God
Consecrated Sphinx
Niv-Mizzet, the Firemind
Black Sun's Zenith
Jace, Wielder of Mysteries
Izzet Signet
Rakdos Signet
Talisman of Creativity
Talisman of Indulgence
Notion Thief

joeexotic on Do I decide what order …

5 months ago

I have Bottomless Pit, Noetic Scales, and Wheel of Torture all out at the same time. Each of them has a "during upkeep" trigger. Since I control the cards, do I get to decide what order they trigger for my opponent? So can I make sure that he discards a card first, then takes damage, and then returns creatures to his hand?

Thank you!

abby315 on TINYBONES: TINY PUNISHER (Mono-Black Stax)

5 months ago

Aw, thanks for the shout-out! I like your build - if you have access to good tutors, it's definitely more streamlined to go the infinite-mana route. Since you need a good few pieces, though, I would definitely recommend Asylum Visitor as an additional draw engine (plus it's card advantage itself if you play it for Madness).

The other card I 100% recommend for competitive is Noetic Scales. It's a really potent and lopsided effect to keep the board clear and can help remove problematic threats by stacking the triggers so that they bounce a creature before a Bottomless Pit-type trigger.

Also, definitely stealing the idea of No Mercy, thanks! Can't believe I forgot about that card - I pulled an Invocation of it at an HOU draft and it was hilarious to see players try to deal with it in a limited environment. :)

Spell_Slam on Kaervek Group Hugging Slug

6 months ago

I know this is probably one of the worst cards for multiplayer ever, but Grip of Chaos seems legitimately good for your deck as an on-curve way to protect Kaervek pretty much forever against any targeted removal.

Captive Audience is both a hug and a slug at once. Seems to fit the bill here.

Allure of the Unknown seems like a great way to get some card advantage and also get an opponent to cast a spell for you and trigger Kaervek.

Koskun Falls is a good way to dissuade attacks. You won't mind tapping even your Commander for this.

Xantcha, Sleeper Agent seems good to get opponents to spend mana to kill another opponent and get cards out of it.

Forcing opponents to discard their cards will also encourage them to play more aggressively. It also gives opponents less answers for your main strategy. You wouldn't want to focus on it too much, but a few key cards could be really fun. Rankle, Master of Pranks is pretty versatile, Sire Of Insanity might be overkill, Awaken the Erstwhile is still group-huggy, and then there's Bottomless Pit, Necrogen Mists and Cunning Lethemancer for continual discard.

Dash Hopes is one of the first cards I would remove from the deck. Gremlin Infesation, Tibalt and Judith all seem underwhelming.

[email protected]_only on 'Tis Tinybones' Trinket Taking Time Tonight

6 months ago

love the deck - I have a similar concept (less self discard, more bounce) Mind crusher, Dream Breaker

possible includes:

Okiba-Gang Shinobi - heavy hitting discard, and resets Burglar Rat & its ilk

Nezumi Shortfang  Flip - instant speed discard, and once hand is empty acts as another The Rack effect

Words of Waste - pairs stupidly well with Geth's Grimoire. all the cards!

Painful Quandary - makes every spell hurt

Oppression - painful quandary's smaller, more angry brother

Paupers' Cage - aoe rack effect is good

Wheel of Torture - aoe rack effect, with the best flavortext pun ever

Bottomless Pit yet another aoe discard

Rackling - rack with legs

Azeworai on Tinybones the card thief

6 months 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!

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