Contamination

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Contamination

Enchantment

At the beginning of your upkeep, sacrifice Contamination unless you sacrifice a creature.

If a land is tapped for mana, it produces (Black) instead of any other type and amount.

fluffyeel on Braids, the Mastermind

3 days ago

Some thoughts that immediately come to mind:

fluffyeel on You draw you lose

1 week ago

Some small recommendations I can think of:

Profet93 on Kill, Kill and Kill some more.

1 month ago

Hypersayia9001

Cabal Stronghold/Cabal Coffers - Former budget, latter not. Big black mana producing lands. Contamination does shut them off though. Should that be an issue, note Infernal Darkness as a potential alternative.

Crypt of Agadeem - Ramp

Bojuka Bog - Personally, not a huge fan of tapped lands. But with fetches, you can use at instant speed. Not needed but worth considering depending on amount of GY decks in the meta.

Shizo, Death's Storehouse > Rogue's passage - Once budget opens, this is an upgrade. Not needed but worth considering.

Contamination - Sacrifice synergy. High synergy with bitterblossom, reassembling skeleton and any other creature that can return to field.

Syphon Mind > Dark Tutelage - While you have a relatively low avg cmc of 3.00, black has better draw that doesn't hurt you as badly. Not to mention it's steady draw, which can be good, but sometimes burst draw is preferred. Syphon mind is draw 3, each opponent discard 1. Budget friendly too.

Skullclamp - Speaking of draw, this goes well with all your sac synergies.

Murderous Rider > Murder - Can hit Walkers, is versatile as a creature with lifelink that can recoup your lifeloss. Almost a strict upgrade.

Feed the Swarm - Removal that hits enchantments. Black has difficult with artifacts and enchantments. I can provide you with some potential artifact removal should you wish depending on your meta. But this might be worth considering given that a Rest in Peace can mess u up.

Maybe Corpse Dance - With your sac outlets, you can ignore the negative aspect of the card. Also do note that after a wipe, you can choose the order in which your creatures enter the GY if they go together simultaneously.

Dark Ritual - Simple ritual ramp

Mind Stone - Ramp when you need it, draw when you don't.

Oubliette - Commander hate

At the risk of being too risky and pricey, Hatred - Do note life loss is additional cost to cast but it can be fun with use with your commander, either with it's ability or commander damage. Not to mention the political aspect of using it on your opponents attacking each other (Bonus points if you use it on their commander).

indieinside on Uncle Istvan and the Shadow Crew

1 month ago

Profet93

Why do you need so many blockers? honestly, it's just a casual 1v1 deck. If I haven't won by turn 5 or 6, then the deck isn't working.

I can definitely see myself trading out one of my blockers for Bitterblossom.

Contamination is always a great card, but may be too OP for my playgroup. Thanks for the upvote.

Profet93 on Uncle Istvan and the Shadow Crew

1 month ago

indieinside +1

Thank you for your patience. I thought there was a deck that you told me to comment on that I have yet to comment on, my mind is playing tricks on me. Anyways....

Why do you need so many blockers? Is your meta more battle cruiser? I personally like (instant speed) removal but it really depends on your meta and power level. No Mercy has always been hit or miss for me. Its good because it's a deterrent, but sometimes people will just stall out for 1-2 turns (which is nice) but then just overrun you and the trigger falls of the stack as you die.

Alternatively, another blocker with flying could be Bitterblossom. Should you wish, you could add a Contamination to synergize with it, although it might be a tad too anti-synergistic given you run coffers, lake, nykthos.

Mausoleum Secrets might always be worth considering given that you run a bunch of creatures. Do keep in mind you can only tutor for black cards though.

Skullclamp is not half bad to get some return on your creatures. Is also nice with bitterblossom.

Lastly, a fringe suggestion is Awaken the Erstwhile. You make a bunch of creatures that you can use to draw more cards. You can mess with opposing tutors (potentially).

SufferFromEDHD on Cockroaches Never Die

2 months ago

Neat. Your oldest deck, unplayed and full of creatures!

This deck needs a couple of Dredge cards. Urborg and Yavimaya as well.

I don't like Jester's Cap here because you have no way of reusing it and does it more effectively.

Planar Portal seems awkward in . Diabolic Intent seems appropriate with this strategy.

Nether Spirit is a unique card. It's perfect in your creatureless strategy but it's going to fail here. Back in the day MBC utilized it with Contamination. I would cut one for the other.

Pernicious Deed Golgari staple for a reason.

SufferFromEDHD on

2 months ago

Changeling Outcast solid rat.

Species Specialist serious card draw.

Crippling Fear/Kindred Dominance tribal destruction.

Haunting Voyage tribal reanimation.

Cover of Darkness tribal evasion.

Deserted Temple utility.

Vesuva utility/Inkmoth #2

Jet Medallion ramp.

Gate to Phyrexia artifact destruction in

Contamination control.

Profet93 on Yahenni, The One Punch Partisan

2 months ago

sonalexander +1

The Ozolith - Save counters

Ancient Tomb - Ramp

Contamination - Synergy with reassembling skeleton and bitterblossom. It does shut down coffers and Nykthos but also shuts off opposing cradles and other large mana producing lands. Do note it's cousin, Infernal Darkness which does not. Both are counterspell bait.

Imp's Mischief - Counter counterspells and redirect targeted removal, draw and extra turns.

How do you deal with artifacts and enchantments?

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