Cathartic Reunion

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Cathartic Reunion

Sorcery

As an additional cost to cast this spell, discard two cards.

Draw three cards.

zapyourtumor on Jund Twist - Modern

1 week ago

Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).

The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).

Unfortunately many of the other good discard outlets are in blue, examples being: Prismari Command, Faithful Mending, Tainted Indulgence, Jace, Vryn's Prodigy  Flip, Ledger Shredder, etc.

As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.

Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)

9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)

7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)

7, 2, 4: Cathartic Pyre (flexible but weak)

7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)

7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)

7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)

6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)

5, 6, 5: Territorial Kavu (even slower because requires attack trigger)

4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)

3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)

2, 8, 8: Fable of the Mirror-Breaker  Flip (slowest 3 cmc option, tons of grind power + flexibility)

Additional notes:

MusicGoat18 on Jund Twist - Modern

1 week ago

My question is, from the following, which is better: Haggle (from Merchant of the Vale), Faithless Salvaging, Cathartic Pyre, Cathartic Reunion, Bitter Reunion, or is there something better that I'm missing? I've been thinking of the different decks played in modern, and I would like assistance in deciding which one is best to play.

zapyourtumor on Mardu Delirium

3 weeks ago

I'd put in 4 Dragon's Rage Channeler and 4 Unholy Heat. Even if Marauder doesn't hit a Topplegeist, hitting one of those two spells is still really strong. Heat is also just one of the strongest removal spells in the format right now.

Mishra's Bauble is a very good card to help you reach delirium, although it might be a bit expensive.

In general, I've found that looting effects (Thrill of Possibility, Cathartic Reunion, Thrilling Discovery) aren't that great in delirium decks. Delirium decks want to get 4 card types in the yard, so stuff that fills the graveyard like Dragon's Rage Channeler along with a bunch of strong midrange creatures, instants, and sorceries usually works pretty well. Looting effects are a lot better at getting specific cards in the graveyard (which basically only applies to Demigod and Kroxa here) for decks like reanimator or dredge, so they are definitely a lot weaker in a deck like yours that only wants to hit delirium.

keizerbuns on Assailing Archeology

2 months ago

aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.

However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:

2x Call the Bloodline

3x Canyon Slough

3x Cathartic Reunion

3x Cityscape Leveler

4x Combustible Gearhulk

4x Dragonskull Summit

4x Fabled Passage

4x Fatal Push

2x Geier Reach Sanitarium

4x Lightning Bolt

3x Mind Stone

4x Mishra, Tamer of Mak Fawa

4x Myr Battlesphere

3x Talisman of Indulgence

4x Thrill of Possibility

6x Mountain

3x Swamp

SIDEBOARD:

4x Dreadbore

4x Inquisition of Kozilek

4x Terminate

I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.

aholder7 on Assailing Archeology

2 months ago

looks like you ended up dropping green. i think that's for the best.

I decided to goldfish the deck a few times and test it out against some of the top decks to see how it fares. I was surprised to see how well it matched up, but here are the results. I did not sideboard because i was lazy.

Murktide (1-2): If they counterspell Mishra or Jaxis, you really don't have much to do and they beat you down. On the flip side, if mishra resolves theres not much murktide really doesn't like that. in the game you lost you almost won from a 19 damage combustion hulk flip. i have also discovered that hulking for 15 is not unusual and any deck you play against should just let you draw as it's too much of a risk for an instant kill from nearly full health. Lightning Bolt would have helped you close games better and served you as solid removal against weak threats.

Crashing Footfalls (2-1): Game 1 you had to use 2 Bone Splinters on their two rhinos out the gate, but they didn't have the counterspell back up to stop you and dind't draw into a second cascade spell until you dropped combustion which kind of hoses 4/4s. game 2 you couldn't get threats to board fast enough. game 3 you jaxis into a battlesphere for blockers and it lets you live just long enough to hulk out. i have found combustion hulk has been a real mvp in all of the matches. I think this match up would not normally be in your favor as each game you had multiple bone shards which is unusual but very helpful in this match up.

Rakdos Aggro (2-0): A discard deck with only 2 cards that can deal with mishra and jaxis did not fair well. they did get you really close on damage both games with the second game winning off a really lucky top deck. I do think you might have the edge in this game.

Overall thoughts: Jaxis and Hulk were MVP in all match ups. Cathartic Reunion requiring 2 discards was a bit clunky to play around. it may be better to favor Thrill of Possibility. I got Void Maw out multiple times, even with mishra out. it was never more useful than a vanilla 4/5. granted a 4/5 was really useful against 4/4 rhinos. You just don't really run out of targets for mishra. if you do, you should probably already have won or you didn't have targets to begin with. Braids was ok in the one match i drew them in. your early game was at it's best with a turn 3 jaxis into battlesphere for 4 free damage and a surprise 8/7 giving you 4 tokens to block with on later turns all while replacing itself with 2 more cards. if that didn't happen you were usually in a weird spot hoping that you had shards and that it would be enough. I did get profane tutor off a couple of times, but i actually never grabbed mishra with it. Sometimes i was grabbing a leveler others it was hulk, but i'm not sure how much i like the card over just another good card. You never get to bone shards a creature that is going to die, do not expect to.

aholder7 on Shivan the devastator

2 months ago

it looks like the combo here is Devoted Druid equipped with Luxior, Giada's Gift to produce infinite mana then using Shivan Devastator/Crater's Claws or anything else as an outlet to kill with it.

The main issue I see with the deck is finding the druid or gift. the only way i see you finding them short of mulling aggressively is with Genesis Hydra thats not exactly an efficient way to look for them. fetching the druid can be done with anything similar to Finale of Devastation. but getting gift is a bit tricker and you may just need to dig hard with cards like Cathartic Reunion.

aholder7 on Assailing Archeology

2 months ago

I like the feel of this deck and it seems fun but I have some questions and comments.

First, is green bringing enough to the table? you are playing 8 green cards if you count the backside of the flip land. They are also cheaper cards which means you would need to assure having access to green early consistently. You are devoting more than just a small splash to it, but all you are getting out of it really is some minor ramp. something like Mind Stone or Talisman of Dominance would probably serve you better. without delerium, traverse could be replaced by a basic. With delerium its a great card but in order to do that you need to get all 4 of your types (Land, Sorcery, Artifact and Creature) into the grave. Artifact and Creature are fairly easy but with as few fetches as you are playing you need to have already gotten a Cathartic Reunion or similar off before you have a consistent chance at delerium.

second i think you need a bit more interaction. you have Bone Shards which is a nice way to also get cards in grave. but as a 3 of, you aren't going to be able to respond to many things. I'd suggest throwing in Lightning Bolts but there are a number of cheap removal options like Disintegrate or Go for the Throat if you prefer those.

I think Jaxis, the Troublemaker is one of your best cards here. 3 mana with no warning to drop a leveler or combustion. if you can keep him around you can provide value by continuing to drop threats.

I don't see you hard casting most of your larger threats so Chainer, Nightmare Adept seems like they'd only be able to be a discard outlet and you have plenty of those.

it sounds like you are enjoying Void Maw so i'll skip commentary on it.

overall i think you lack early game presence or a way to stabilize if you manage your way through it. This is especially true if you are using Bone Shards as a way to get value out of unearth targets instead of putting targets in the grave. some basic cards like Yarok's Fenlurker/Burglar Rat/Dusk Legion Zealot can be a blocker and manage resources a bit.

I also don't think your tutors are entirely required with threats and filtering.

tl;dr

-1 chainer

-3 solemn

-4 rampant growth

-2 traverse

-2 profane tutor

+2 Jaxis

+1 combustible

+4 Mind Stone

+2 Sundering Titan as a scarier unearth target.

+3 Terminate

Grind on Engineering Victory, or just Tinkering?

3 months ago

Interesting deck!!
Some of your cards seem really uninspiring to topdeck... ornithopter, shuko...
Seems like these cards would be playable in a jhoira weatherlight captain deck but not sure why they help you here.
What us bEDH?
Some ideas for your consideration-
Mask of Memory, Infiltration Lens, Monastery Siege, Daretti, Scrap Savant, Thrill of Possibility, Buried Ruin, Coastal Piracy, Bident of Thassa, Goggles of Night, Cathartic Reunion, and in general maybe a little more interaction like Chaos Warp, Resculpt.
Just some thoughts, cheers and have fun!!

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