Coercion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Coercion

Sorcery

Target opponent reveals his or her hand. Choose a card from it. That player discards that card.

PooperDix on

5 years ago

Great concept, I highly suggest the newly reprinted Raven's crime, and plenty of land to support the retrace effect, works wonders especially late game. Had 2 different people start to counter spell it, I was laughing so hard, like go ahead pay to discard, that's cool.

I wouldn't run less than 18 mana here, and would suggest going high on it for Raven's Crime

Run 4 raven's crime 4 Duress, 4 Funeral Charm. Coercion is a good one too

akselodd on Guilt-Leaf (Needs Suggestions)

5 years ago

I would suggest cutting: (worst at the bottom)

  1. Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.

  2. Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.

  3. Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.

  4. Torment of Scarabs. As I've now said many times before, too slow with too little impact.

  5. Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.

Now some cards i think should be in the deck: (worst at the bottom)

  1. Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.

  2. Beastmaster Ascension. It can potentially just win the game out of nowhere.

  3. Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.

  4. Arterial Flow. You don't care about the vampire part of it, you care that it's a three mana Unnerve.

  5. Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.

Some cards i think should be swapped: Gnarlroot Trapper > Elves of Deep Shadow. Simply better ramp.

Sheltering Word > Swiftfoot Boots. Better and more reliable protection.

Quirion Elves > Elvish Harbinger? I dunno. this feels like it's a upgrade but it's your deck.

Anyway I hope this helps with your deck!

Saljen on Rat deck

5 years ago

Crypt Ghast would give you some ramp

Hollowborn Barghest isn't a rat, but the ability is quite good with your game plan.

Rackling same with this guy, another Rack but tied to a non-rat creature

Gibbering Descent, Bottomless Pit, Creeping Dread, and Necrogen Mists each give you reliable discard every turn

Oppression, painful quandry, and Geth's Grimoire give you more rewards when someone discards

Syphon Mind, Dark Deal, Smallpox, and Myojin of Night's Reach are all some good discard cards you're missing

Phyrexian Reclamation can let you re-play annoying creatures once people remove them, as well as provide draw for when you're top decking

Gray Merchant of Asphodel is a super solid black finisher and can keep you in the game a lot longer

Geier Reach Sanitarium gives you a discard trigger for everyone, and draws everyone another card which you can make them discard again

Attrition lets you use those rat tokens for repeatable removal

These are the cards that are probably under performing in your deck: Bone Splinters, Coercion, Death Stroke, Duress, Kaervek's Hex, Ostracize, Waking Nightmare, Ichor Rats, Typhoid Rats, Simulacrum, Subversion, Ordeal of Erebos,

RaberSaber on Pestilence Control Experiment

6 years ago

Coercion is always good

Ballzanya on

6 years ago

The other Angrath, Angrath, the Flame-Chained is much better. I wouldn't play the other one or the card that tutors for him. (Angrath's Fury). If you're looking to just sleeve this deck up and play with friends casually those cards are fine, but if you want to go to your local game store and play at FNM level, there are a few changes I'd suggest.

1.) Play as few "enters the battlefield tapped" lands as possible. The fewer you have the faster your deck is going to be. If a land has to enter the battlefield tapped, it is pretty much unplayable in modern unless it has an ability that is worth it, like the manlands for example. (Celestial Colonnade, Shambling Vent, etc.) So, this means I would cut the Mortuary Mire and the Bojuka Bogs.I would add at least one more Ghost Quarter as opposing manlands are dealt with quite nicely by it, and Tron is a thing you need to be prepared for as you will soon discover if you play modern enough.

2.) Pay attention to your mana curve and make the deck as fast and efficient as possible given the deck's strategy/goal you want to acheive with it. Modern is a fast format and certain decks like Burn, Affinity, Zoo, or Death's Shadow will just kill you before you can go anything meaningful if you have too many cards with cmc (converted mana cost) 4 or higher. You want most of your cards to have an average cmc of 3. This means of course, mostly one and two cmc instants, sorceries (and creatures in decks that are more creature heavy and win by attacking) a good handful of 3 cmc cards and maybe a handful of 4 cmc cards with maybe one or two that cost 5 mana at the most. Decks typically run 21-24 lands depending on the archetype, with some exceptions actually having as few lands as 18. Your deck however seems like it needs at least 22. I personally would put 23 in it if I were building it/playing it competitively.

3.) Have a cohesive strategy in mind when building a deck. Ask yourself, "Do all the cards work well together in the deck? Are there powerful synergies to take advantage of?", "Do all the parts feel like they belong together as cogs in one big machine?"

4.) You need to have a good sideboard and not simply relegate it as 15 card slots that need to be filled with random filler. Your deck should be thought of as 75 cards not 60 with 15 cards thrown into a sideboard. Cards in the sideboard should not dillute or have negative synergies with cards in your maindeck/get in the way with your deck's strategy. (an example of that would be having Snapcaster Mage in your deck but having a couple Grafdigger's Cage in your sideboard.)

5.) Lastly, modern has a huge cardpool to choose from. Making a deck unguided can be a daunting task, especially if you don't know a particular card is outclassed by another card you could be playing that has the same exact cmc. This means you need to find the best options for the available removal, creatures, planeswalkers etc. in the color(s) you've chosen to play. Budget can be a concern and can be a limiting factor here, but in a fast, competitive format like modern there are certain concessions you simply have to make. For example, while Despise, or Coercion are modern legal, they are almost never played because of cards like Thoughtseize, Inquisition of Kozilek and Collective Brutality. Lightning Strike while modern legal, cannot compete with Lightning Bolt. Doom Blade isn't as good as Go for the Throat since the latter kills everything that doom blade does and then some.

Now taking another look at your deck I'd advise you take out all copies of the following cards: Angrath's Fury, Shunt, Reverberate, Never//Return, Vraska's Scorn, Angrath-Minotaur Pirate, Vraska-Scheming Gorgon, crook of condemnation and the lands already mentioned. If your budget is a concern you can leave the Languish but if not, I'd take them all out and add two Damnation instead, as well as a couple Anger of the Gods. I would cut down to two Vraska's Contempt and put them in the sideboard, not the main. I would cut down to one or two Bontu's Last Reckoning in the sideboard. Given the other sweepers that should go or already are in the main, you don't need so many of them. In fact, I would cut everything in your sideboard with the exception of one or two of the bontu's reckoning and Collective Brutality. (which you should have one more of by the way, as the card is great, especially in the burn matchups)

I'd recommend you play 3-4 Inquisition of Kozilek, 1-2 Kalitas, Traitor of Ghet, 1-2 Olivia Voldaren, at least 1 Chandra, Pyromaster (great for killing lingering souls tokens and using the -7 to copy a lighting bolt or collective brutality three times)

Kolaghan's Command is expensive as is Thoughtseize but i'd play at least two of each of those. I'd run one copy of Goblin Dark-Dwellers, maybe 1-2 Gurmag Angler. At least 1 Grim Lavamancer either in the main or the side. A card that doesn't see too much modern play, but one that I happen to like is Blightning, so i'd try out 2 of those. I'd add one more Chandra, Torch of Defiance and 1 Liliana, the Last Hope.

Those are my suggestions/recommendations, I can't make you change your deck, but hopefully you'll consider them.

Srcsqwrn on Exhuming End

6 years ago

I definitely like that people want to make some changes, but I definitely would like to comment on your changes.

Starting with spot removal, I feel this is just my preference because there are often creatures in which I just want out of the way for my big creatures to get through. To be honest, if we're going late game, there is a creature or two that is definitely going to come up that's trouble. Example; Elves with a single large creature, or Affinity/Tron with their big green that gains life for graveyarded artifacts, or Ulamog's Crusher, which might cmoe up during a reanimation of mine or theirs. I just want to note that a long while back I replaced Eyeblight's for Rend Flesh. It's a lot better in the format.

If you were to switch out any card in the sideboard, you do need to remember that it needs to be 3 cmc or more. Anything less than that will obstruct the deck idea/efficiency. We don't want our cascade cards hitting them. So the listed cards; Duress, Feed the Clan, Ancient Grudge, Natural State, and Electrickery would not be supported by the deck. Choking sands is just mainly against Tron, but I definitely will consider Stone Rain as it's a bit easier to cast. I'd been on the fence about it for a while, but it might be time to test Stone Rain.

When going against burn we do use Pulse of Murasa. If we can hit this card, we're usually able to win in the long run. Aggressive mulliganing/cycling through the game is what wins us against burn. As for control, you are right. We do have a couple hiccoughs there.

The only discard like Duress that we would have access to would be Coercion, Dark Inquiry, and Nightsnare, if you think any of these might be useful I would consider them, and test them.

I do want to note that I have often contemplated adding in Tranquility to fight against Bogles, but in most other situations it's been useful to have Appetite at Instant speed. With this deck you usually keep mana up on the opponent's turn, and it's more efficient to use your mana on their turn, most times. Being able to remove an artifact/enchantment on their turn can be huge. Plus the life gain is some nice padding on top of that. It's also useful against burn decks who run enchantments, just as a couple nice side bonuses. I am still on the fence for Tranquility, though.

TheDeckMaker2300 on O-Kagichi, Vengeful Spirits

6 years ago

Here's some spirits I can point out

Reminder of the good old Deadeye Navigator is a spirit and the onnas are etb trigger plus a couple of more

You can also put in spirit avatars in this deck as well https://scryfall.com/search?as=&order=&q=%28t%3ASpirit+t%3Aavatar%29

Ore Gorger = have fun removing the opponents stupid powerful non-basic lands.

Karador, Ghost Chieftain ex main spirit tribal commander now can be the Lieutenant for this heck he's basically in a way Gisa and Geralf but for spirits

Kira, Great Glass-Spinner basicly a double dip on Drogskol Captain but problem is you have to shoot your abilities twice on your creatures to buff them.

Tomorrow, Azami's Familiar you choose from 3 chooses from a draw you choose the card for the situation going on and this is for every single dang draw.

You have a nice amount of enchantmentsEidolon of Blossoms feels sadden she's not in this Team

Eidolon of Countless Battles from the number of spirit tokens you make this is cute.

Drogskol Reaver seriously why is this not in the spirit usually have life gain and you can draw like crazy.

Ghostblade Eidolon oh great O-Karachi just has to make contact twice to eliminate someone from the game

Bounteous Kirin talk about life gain.

Infernal Kirin very classy you get to look at there hands and get a butt load of discard if you have the correct spirits

He Who Hungers...why...just why is this not in your deck? This is Coercion on a stick and it recurs a spirit when it dies (to hand) and you got token making.

Hokori, Dust Drinker plus bouncing it with Spectral Shepherd at the end step before you turn then casting it again and other spells and leaving at less 1 and a blue = cute

Elder Pine of Jukai you need lands you can dig to them with this plus combos with Loam Dweller

Last but not least Sekki, Seasons' Guide a huge 8/8 that makes spirits from damage and you can sac eight he's back on the board

lilgiantrobot on Special Lil Guy's First Commander Deck

6 years ago

Welcome to the format! My very first suggestion is going to be to add 3 more lands and another/different piece of ramp. With a 7cmc commander you want to hit your land drops, because if Teysa dies a few times she gets incredibly expensive. 1x Swamp 1x Plains 1x Bojuka Bog will do wonders I think. The Bog is especially important, b/c people reply on their graveyards so much in EDH and this clears one out w/o using a spell slot. I'd also recommend an Orzhov Signet. Three of your other ramp pieces don't do anything until turn 4 at the earliest, and this is a nice cheap color fixer.

Something I think you're going to find as you play this is that the targeted hand removal over a single opponent isn't very good. In a multiplayer format, using a spell to make one person out of three or four discard a single card is a bit of a negative gain for you, and isn't going to be actively working towards the decks goals. Instead of a Coercion, you can play Liliana's Specter and get everyone to discard a card and have a creature on the battlefield for the same cost. Its not targeted, but in most games I think the overall effect will be better. Unnerve and Syphon Mind are the other two good discard spells I can recommend in general.

Since you're running Debt to the Deathless, Exsanguinate is an excellent back-up to that. Gray Merchant of Asphodel will always drain each opponent for at least two, and often he is a blowout if you can keep replaying him.

I think Stir the Grave should be replaced with either Phyrexian Reclamation or Whip of Erebos. PR makes it easy to get back your creatures if you don't have Teysa to make tokens and can be used over and over again. Whip exiles the creature, but does give everyone lifelink which is also what you want. But both can be used more than once. Sepulchral Primordial is a cool way to get back opponents best creatures.

Those are just some of my thoughts on what will make this a more enjoyable deck for you to pilot. If you already have the cards in your list, I 100% suggest you play a few games, see what works and what doesn't, and then re-evaluate the advice people post here. We wouldn't be asking for advice if we were already perfect either!

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