Chainer's Edict

Chainer's Edict

Sorcery

Target player sacrifices a creature.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Have (3) metalmagic , Forkbeard , Thunderbeard
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Legality

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

Chainer's Edict occurrence in decks from the last year

Latest Decks as Commander

Chainer's Edict Discussion

BigChauncey on Mono Black Discard

1 month ago

I have liked Funeral Charm so much that it has gone from SB to 2 in MB to 4. It never feels like a dead card. Knock out a fairy or elf, make them discard in their draw step, or give your angler swampwalk. I liked FC and Liliana's Specter so much, I've dropped Wrench Minds to 1 in my discard deck. LP trades with most flying stuff you run into, so you generally get a 2-for-1 with it. Kinda want to bump to four but will keep at three for now. Might drop Oubliette to 2 MB, 1 SB but not sure what I want to bring in for it. Maybe 1 Crypt Rats.

It's been great. Moved Chainer's Edict to SB. Upped Cast Downs.

Spell_Slam on UB Phantasm Control Mill Variant

2 months ago

You are definitely focusing too much on mill to enable only 6 cards in your deck. You could be doing it much more organically, as you mentioned, with removal/discard/counters.

If there is a mill card you could look at, it might be Paranoid Delusions, since you can mill an opponent 6 cards in one turn with it easily and potentially get to 9 the following turn, which can enable your plan consistently throughout the game.

I would definitely cut Mind Sculpt and Memory Sluice in favor of more control cards. Chainer's Edict, another copy of Cast Down and Disfigure are classics. Artful Dodge is another one that confuses me and could probably be cut.

Wight of Precinct Six doesn't seem like a great card, since it only counts creatures. In the very late game it will be big, but it seems like most of the time it will be a weaker and more expensive Gurmag Angler (not to mention getting weaker with graveyard hate).

Esper Panorama is not a very common piece of fixing and I'm curious why you chose it over Dismal Backwater or Dimir Aqueduct.

You could also definitely use more card draw (those slots get sucked up by mill right now). Preordain and Augur of Bolas are classics for Dimir Control.

Kurppa on Pauper Knights

2 months ago

Cool deck! i really like tribal decks, and knights have decent support in pauper.

however, there are some ipmrovements to make. i'd cut Knight of New Benalia, for a strictly better knight Daring Skyjek. or maybe a Benalish Cavalry, if you don't want a 3/1. also you might consider cutting thraben inspector for Changeling Outcast or maybe even a Universal Automaton if you a 1-drop knight.

also, you definitely need more interaction in the mainboard. maybe something like Disfigure, Mire's Grasp or Last Gasp, Unmake, Oblivion Ring, or even Grasp of Darkness (though that might be too hard to cast).Celestial Flare, Chainer's Edict, Diabolic Edict, and Pharika's Libation could also work. You could also add more Journey to Nowhere in the main, and move the Cast Down to the mainboard.

other than that a cool deck!

GnuofDeath on Relentless Devotion (to Rats)

4 months ago

Peat Bog can help you putting some rats earlier. 2 Barren Moor will avoid some floods. And 1-2 Bojuka Bog against tron or any deck that use the grave. Cast Down in the Victim of Night slots and Chainer's Edict in the Diabolic Edict. Maybe 4 Sign in Blood and 19 Relentless Rats, but i'm not sure about it.

dingusdingo on Geneva Format Cards List

5 months ago

Here are my thoughts

Don't split the land cycles

It is infinitely easier to say "Oh Geneva has painlands and checklands" rather than "Okay so Dimir has Drowned Catacomb next Boros has Sunbaked Canyon" etc. This is an ease of access point for getting started in the format but also regularly building decks in the format. Having to remember specifically which lands from all the different land cycles go into what color groups will be a huge turn off for most players. I also suggest keeping 5 color cycles for non-land cards intact too; if you have Gold Myr then include the other 4 colors as well.

Include X spells

Aside from giving nice offerings to decks as games go long, it gives you a use for all that ritual style mana ramp in the format.

Focus your ideas for the format

Currently, it seems like Legacy card pool with Pioneer power levels, except the only style of play is "Make synergy then swing creature". When you wanted to make a new format, what prompted you to do so? Is there a certain type of deck you are trying to bring to prominence, or a certain type of deck you don't want to see in the format? I think you should approach from a top-down design, rather than throwing cards at the board and seeing what sticks. It will also help in selling your idea to players, "Hey try my new format, it lets you do X Y and Z different from the other formats!"

Consider the power level you want

Your most well developed themes are madness and lifegain, both stompy builds of medium-low power level. Meanwhile, you have one of the absolute most efficient pieces of removal ever printed with Swords to Plowshares as well as 3 various alternate casting cost creature removal spells. Having hyper efficient creature removal and almost entirely creature based damage to win will create some stale gameplay rather quickly.

Focus on deck archetypes

A healthy metagame has aggro, midrange, and control, the eternal rock-paper-scissors of MTG. Aggro has good match up against control but hard against midrange, midrange is good against aggro and weak to control, and control is good against midrange but weak to aggro. Within that basic rock-paper-scissors, also consider well-known deck archetypes and builds. Some that come to mind are burn, spellslinger, combo, white weenies, tribal, prison, and mill. The format should appeal to Timmies, Johnnies, and Spikes in various ways. If I'm Johnny combo player and the only way to "combo" win is play life gain cards + life gain pay offs + attack with creatures, I'm going to lose interest in the format.

That being said, I highly recommend you get a good splash of cards into the pool for various archetypes before you get into the minutia of what each deck will play, this is currently still barer than bare-bones. Siege Rhino seems like it will be a deck to you right now, but it might not once you get the rest of the format fleshed out.

Play to each color's strengths

This format is currently just creature whack. Green is the creature and ramp color, but is primarily serving to ramp other colors and doesn't have good beaters. Blue is known for drawing and counter magic, of which we see almost none of yet. Look at the colors and think about the keywords that go alongside them, as well as non-creature spells. Red is going to want cards with haste, especially 1 drops, but also a variety of direct damage cards. Blue is going to want a handful more draw cards, probably bounce and countermagic too. Black could benefit from another discard effect beyond Duress, and that opens the door for Megrim to be a deck. Look for perennial keywords like trample, flying, first strike, haste, and even protection from color if you're feeling spicy.

Think about threats and answers

Empty the Warrens is a storm card that could fit well into a creature heavy format without throwing the entire format to Storm but still providing a new deck archetype and varied play for the format. It is a high caliber threat for decks to close games, but there are also tons of answers decks can use to handle it, such as Pyroclasm or Wrath of God or the already in-set Marrow Shards. Thinking about how decks win is crucial to designing the format, but having answers in mind for the threats keeps the format balanced. It will give players a better and more interactive experience, and it will raise the value of sideboarding immensely. Do you have a graveyard based combo for Combo Johnny? Well a Tormod's Crypt sounds like a great include to keep them in check. Lots of big hexproof/shrouded creatures for midrange to fight control? Give control effects to get around them like Chainer's Edict or even just more wrath effects. If you want the format to be dynamic, create threats and create answers.

Find synergies for cards already in the format

Do you want every deck to be a goodstuffs pile? Nobody wants that. Look to cards that are already included and give players deckbuilding choices. For example, you might think that Voltaic Key is an excellent way to get some more mileage from Worn Powerstone, and that inclusion of Voltaic Key will lead you to a few other cards that work well with the pair. Give players options, and think about the things a player will want available to them. Finding cards that nestle in alongside existing cards is an excellent way to start.

JTetris11 on Soul Sisters Machine Gun - Pauper (Update Friday!)

5 months ago

Flooremoji that is an excellent suggestion!

Chainer's Edict is a great option, plus I automatically lose to Pestilence probably so that can be a helpful answer to Guardian of the Guildpact too. Thank you!

Flooremoji on Soul Sisters Machine Gun - Pauper (Update Friday!)

5 months ago

My reccomendation is to look into a different removal spell for Snuff Out's spot.

You have only 3 Swamps and 2 Ash Barrens, so most of the time it's going to cost four mana. When it works it's great, but without enough Swamps and not hitting black creatures to boot, I don't think it earns it's spot. Maybe even a Chainer's Edict for decks like boggles?

Apollo_Paladin on Athreos' children

5 months ago

I like your use of Mortician Beetle here; have you thought about including some control options to use on your opponent which complement him such as Chainer's Edict, Diabolic Edict, etc??

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