Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage to an opponent, you may draw a card.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) None
Mystery Booster: Convention Edition (MYSCON) None
Masters 25 (A25) None
Tempest Remastered (TPR) Uncommon
Innistrad (ISD) Uncommon
Eighth Edition (8ED) Uncommon
Exodus (EXO) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Curiosity occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

UR (Izzet): 0.53%

Curiosity Discussion

Caerwyn on R/B/B Nekusar Card Draw

1 week ago

I would cut the following:

Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.

Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.

Jace's Erasure, Sphinx's Tutelage - These can win the game, but you will usually win through damage first. As such, not worth including--there are better ways to pull out a victory than mill.

As TheOtherHand mentioned, Teferi, Hero of Dominaria is not legal in this deck, nor do you have a way to cast him.

Here are some things I would recommend adding:

I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.

I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.

You should also include more artifact ramp, such as Sol Ring and the talismans and signets.

Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.

Sigil of Sleep turns all the wheel effects into mini-Cyclonic Rifts.

Then we get to the real power of Nekusar: Grafted Exoskeleton, Glistening Oil, and Phyresis. Infect plus wheels and regular card draw can close out a game extremely quickly.

Hope some of that helps!

T_Dog345 on T_Dog345

1 week ago

Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God

//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor

//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain

SquirrelPenguin on List of all infinite combos 2.0

1 week ago

the only combo I have is

Niv-Mizzet, Parun + Curiosity

Infinite damage and infinite draw whenever a player casts an instant or sorcery or whenever you draw a card

MindAblaze on NOkusar

1 week ago

I like the attrition direction you’re playing here rather than the wheels version. Don’t get me wrong I love playing my Nekusar deck The Mad King of Tristram, but it’s kind of a mashup of auras like Helm of the Ghastlord, Sigil of Sleep and Curiosity and the more standard wheels, discard/draw for damage approach, with a Grixis control back drop.

I would definitely recommend Sigil of Sleep for getting rid of opponents creatures. Now, bounce is more effective if you’re making them discard too, but either way it’s still keeping you from getting hit as often.

Very nice overall. Any weak spots you want to attend to?

GhostChieftain on NOkusar

1 week ago

Glint-Horn Buccaneer seems like a perfect fit for you. You will already be drawing more cards than you know what to do with, so you are bound to discard at end step for extra damage. If you discard at end step and have Curiosity on ol buccaroo you deal damage as you discard to 7, then draw for each opponent you damage, then discard again until you kill the board. Plus buccaneer is mana efficient and can make for a decent blocker if you cant attack in.

enpc on Vial Smasher/Thrasios- How do I make this cEDH?

3 weeks ago

If you want this to be cEDH, you ned to pull the average CMC down. I know big spells are good with Vial Smasher, however they're not good for, you know, casting...

You're better off leverageing vial smasher with cards like Curiosity and Keen Sense whcih draw you cards off his ability. You then want more instants which can leverage this further. Ultimately for a win condition however, you want ot get down some sort of combo (thras/vial smasher is not a beats deck in cEDH), whether that combo be something like Thassa's Oracle via Flash + Protean Hulk, or wheterh it be some sort of infinite mana combo via somehtingk like Dramatic Reversal + Isochron Scepter.

You can make it an extra spells trun if you want, but again, you're going to need a crap tonne more ramp if you want it it work, especially low costed ramp (and stuff like Dark Ritual and Mana Vault are good to get combo started). from there you can chain lots of extra turn spells. but that would be the other wat to play the list. This however is harder to build as you have to juggle the low and high cost spells a lot more.

I put together a bit of a meta hate deck a while ago for these guys. I would take the list with a grain of salt (pun intended), however it might give you some of a nidea on how to shape the deck a bit more:

Salt Encrusted

mufasamike on King Grey, the Exalted

1 month ago

Hey abuse Rafiq granting double strike as much as possible. Anything with a Curiosity effect or something similar is great with him. Medomai grants you two extra turns if he swings in alone first; look for other creatures/enchantments with "deals damage"

Rafiq was my first commander and the deck has grown into a 50/50 split of equipment and aura voltron, but I'd say the best either of those can do for him is give protection from a color- the best evasion you can have in some cases, plus it saves him from bounce/burn. Flickering Ward, Mother of Runes & Giver of Runes all work great.

Obviously play and tweak this deck as you go, but on first glance I'd say you've got too many creature ramp - subbing those out for mana rocks (signets) and some countermagic to ensure Rafiq hits the field quick and sticks.

Oh and also Spirit en-Dal ;D

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