Chains of Mephistopheles
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.
Printings View all
|Masters Edition (MED)||Common|
Combos Browse all
|Commander / EDH||Legal|
Chains of Mephistopheles occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Chains of Mephistopheles Discussion
2 days ago
It is more than just "show how well you know the stack and triggers." The goal of the tower is to include as many complicated cards as possible.
Triggered abilities that another trigger might implicate--as the game goes on, these chained triggered abilities are going off left and right, so it becomes just as much a function of keeping track of what is on the field as it is knowing the rules. It also becomes a matter of figuring out what order to place your simultaneous triggers on the stack, in order to trip up your opponents.
It is about filling the deck with cards that are easy to mess up. I used the Red Elemental Blast and Pyroblast example earlier. Red Elemental Blast you are required to hold onto until there is a blue permanent or spell; Pyroblast you have to cast right away if there is a permanent on the field, or, if not, the first time a spell is cast. Why? Because REB has to target a Blue spell/permanent; Pyroblast can target anything, but only has an effect if it is Blue.
It's about including cards that suddenly alter the boardstate, like Bludgeon Brawl, so you have to constantly remember to take actions that are not normal (like, say, remembering to equip every artifact you cast).
It's about including cards like Chains of Mephistopheles that both have complicated rules text, and can implicate a whole bunch of triggers resulting in a chain reaction of things that must be performed and responded to.
The person building the tower goes out of their way to create a pile that (a) has a bunch of cards with strange rules quirks and (b) interact with one another in complicated ways.
With thousands upon thousands of cards in the game, there are a lot of great options for the tower's creator to build something truly sadistic, designed to trip up even the most skilled of judges.
1 week ago
I recommend the following changes to make this build more budget-friendly:
Also, you can take out the 5 fetchlands for 5 Swamps.
1 week ago
So, even though its absurdly expensive Chains of Mephistopheles is what's really going to push tinybones over the top. I've been working on a list to if you'd like to check out it out :) I believe abby315 also has a popular build so they might be able to provide additional insight.
2 weeks ago
3 weeks ago
Teferi's Ageless Insight has good synergy with your commander. Teferi's Tutelage is also a viable option. I’d drop Time Spiral for Wheel and Deal to keep the mill moving forward. Also, Devastation Tide or Cyclonic Rift are always funny when followed by a wheel effect—-especially if Narset, Parter of Veils or Notion Thief is in play. If you wanna get crazy with that theme, run Chains of Mephistopheles and consider Teferi's Puzzle Box as well.
1 month ago
1 month ago
Hi, very nice deck, thanks for sharing it. I'm working on my own build of Tinyboy aswell, so I wanted to bring you some cards you may consider for yours:
Chain of Smog, Arterial Flow, Tasigur's Cruelty are some mana efficient discard spells that you may use on your turn to get card advantage, since the other engine cards only function during opponents' turn.
I hope to be of some kind of help to you, keep up the good work.
1 month ago
(although ironically, Chains of Mephistopheles seems pretty bad with it)