Target opponent reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any colour to cast that spell.
Printings View all
|Throne of Eldraine (ELD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Covetous Urge Discussion
3 weeks ago
This is an interesting concept, but I think the meta just isn't in the right place for this. Any mono-red aggro goes under you, Temur Clover/Jeskai Fires goes over you, Azorius Control hardly exists anymore, but it waits you out as well, Rakdos Sacrifice you have no meaningful interaction with...
Just the lack of non-creature interaction in this deck means it won't be able to interact with the artifacts and enchantments that are so pervasive in this meta. You've got Planar Cleansing, but with nothing to follow that up with, you're still going to lose because your opponent can just rebuild.
Most of these cards are decent cards, they just don't fit together. You need a lot of sac-chaff for Doom Foretold and Plaguecrafter to work well, you need to make your opponent draw cards for Underworld Dreams to do good work (you also need more black mana, from the simple fact it costs , and Covetous Urge basically costs ),
1 month ago
To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald
To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator
To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves
2 months ago
3 months ago
I disagree. Witch's cottage messes up your curve more often than not, because it enters tapped more often than not. Its reanimation is not particularly good because it eats up one of your draws rather than placing the card into your hand. It's worth noting that Castle Locthwain does not count as a swamp, so when you play it you have to wait until turn 4 to play Witch's Cottage untapped.
I agree with you about Foreboding Fruit , it's decent. The standard blue "draw card" spell is three mana for two cards. This is that, but with the loss of two life and creation of a food. The food is next to useless, since the only use you have for food is returning Cauldron Familiar , and returning it only once is a relatively minor benefit compared to the value you could be getting by replacing that card with another card better suited to the task. I think Bankrupt in Blood is good here, as you have several creatures suited to sacrifice work, and it helps fill that two-drop slot (although not actually on turn two). Priest of Forgotten Gods would also work, as it has a similar effect, but you can play it on turn two.
I can see winning against Simic Flash, with enough cheap creatures and kill spells (the deck certainly has that) and overwhelming with the sheer number of spells you can play. Jund Sacrifice though? It seems like you play into their hands. They have 3-4 turns to set up value engines (that's all the time they need), you put creatures into their graveyard, and you can't do a thing about cat/oven or instant-speed activations besides kill spells, and they don't care a bit about those.
I maintain that you lack meaningful interaction with it and several other tier 1 decks. Covetous Urge gives you that. I agree you don't need boardwipes, but that's not what I said. I said graveyard-hate is what you need.
11th in the state indicates a good performance, but calling it "literal perfection" is too much for any deck. All decks can be improved, all decks have weaknesses, and all deck creators need to take advice without insulting the people that are trying to help them.
3 months ago
Not bad, although I think it can be improved. Turn 6-7 seems to be the average win with no opponent, which isn't fantastic but it's good. You lack interaction with pretty much any tier 1 deck in the format, since all you have are killspells. Also, you have some pretty under-powered cards ( Foreboding Fruit , Witch's Cottage ). To fix this, maindeck Covetous Urge , take out Foreboding Fruit , Witch's Cottage , and maybe Cavalier of Night , find some graveyard hate that works with your deck (I'd recommend Cry of the Carnarium , but it hurts you pretty bad too), and put something in your two-drop slot, since most of the time you don't have anything to do with that turn. You might consider adding some Blood Crypt s just for when you maindeck Bedeck / Bedazzle and want to cast the other half.
You'll still be weak against flash, but that's the best I have. It's a good deck, just not in this meta.
4 months ago
Stardragon assuming I don't get ninja'd...
Legendary Creature: Demon Faerie
Flying, Deathtouch, Lifelink
Whenever ~ deals damage to a player, that player reveals their hand. You choose a nonland card from that player's graveyard or hand and exile it. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.
The ability is Covetous Urge
How about Legendary, Flavorful, Owl
4 months ago
Creature - Insect
Haste, trample, first strike
Whenever a creature blocking or blocked by Stickbreaker Stagbeetle dies, put a +1/+1 counter on Stickbreaker Stagbeetle.
1 / 1
I've always had a problem with cards like Covetous Urge and Memory Plunder . I just can't make them work in decks... there's almost no synergy in casting opponents' sorceries and instants because usually those sorcs and insts are synergized with their deck and colors, not with mine. And it isn't like taking over an opponent's creature, because Traitorous Blood effects can be highly synergistic... if you're building it, you can usually be happy taking over any creature controlled by opponents (because you can swing with it, force them into an unfavorable block and 2-for-1 them, or sacrifice it to your own effects).
Anyway... the next challenge is to make these stolen sorcery/instant effects actually synergizable, if that makes sense. Make someone want to build a deck around stealing opponents' sorcs and insts.