Curse of Bloodletting
Enchantment — Aura Curse
If a source would deal damage to enchanted player, it deals double that damage to that player instead.
Printings View all
|Dark Ascension (DKA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Curse of Bloodletting Discussion
6 months ago
So, the printing of Saskia in the upcoming SLD has been the inspiration/encouragement/reason I needed to finally start building her, but I am a bit stuck with how to go about it. I currently have a bunch of directions in my head, but I need to file it down to make it work. Here are my vibes so far:
Legends! I have found a bunch of combat-focused/synergistic to goof around with Saskia's ability, and I think a Legends theme could be very functional in a midrange value deck. Cards like Aurelia, the Warleader, Gisela, Blade of Goldnight, Queen Marchesa, Marisi, Breaker of the Coil, Bruse Tarl, Boorish Herder, Zurgo Helmsmasher and Shalai, Voice of Plenty really offer a powerful way to supply the beatdown. I would of course throw in all of the Legends support spells, like Reki, History of Kamigawa, Captain Sisay (also in the SLD, by the way), Time of Need and Heroes' Podium.
Sunforger! I love this card, and being in four colors gives me a bunch of really great targets to get my damage through, protect my board, find my answers to threats and grind out the game. A few stand-outs from my preliminary research include Naya Charm, Boros Charm, Eladamri's Call, Enlightened Tutor, Signal the Clans, Congregation at Dawn and Crackling Doom, and all of the best instant-speed removal I could want in pieces like StP, PtE, and personal favorite: Crush Contraband. There would need to be a couple Sunforger synergies to make this work, such as graveyard->library shuffle effects like Mistveil Plains or maybe even Gaea's Blessing? Not sure about graveyard shuffling effects, so I am open to suggestion.
Curses! Saskia already reads like a Curse on a creature body, so I thought this may be a weird direction to go in! There are several fantastic Aura Curses in these colors, and I could run an enchantress-style of deck using these cards as a way to delay my opponents' plans and encourage them to attack each other instead of me. Good examples of cards to run in this theme are Curse of Disturbance, Curse of Bounty, Curse of Bloodletting, Curse of Opulence, and while not a Curse, Captive Audience is pretty hilarious - especially when cast against the right opponent. I would obviously run the supports cards to make this strategy work, such as the enchantress creatures and enchantment-casting synergies of the like.
So, I think some subset (maybe all?) of these themes and strategies could coexist, but I would love to see what y'all think. What could I do with my favorite badass asskicker?
10 months ago
ooh i got some suggestions if you want, Embermaw Hellion , Jaya, Venerated Firemage , Torbran, Thane of Red Fell , Fiendish Duo , Angrath's Marauders and Curse of Bloodletting , Gratuitous Violence . Idk if you'd want all of them but it could be fun to see how much kamal can do in one hit.
10 months ago
Okay, I love the flavor of the deck. I think the damage aspect could still be improved, but I also think it's very hard to focus. So, I apologize for throwing all of these options at you:
Curse of Bloodletting
(I think this would stack),
Claws of Valakut
Jaws of Stone
Breath of Darigaaz
Ashling the Pilgrim
Koth of the Hammer
As for cuts, I (without thinking very much and just reacting to a first read through) am leaning towards: impact tremors, stolen strategy, vicious shadows, war's toll ( I don't think this will stack with mana barbs and burning earth, but I could be totally wrong), red elemental blast, sarkhan the masterless, and ugin the ineffible.
11 months ago
No Bojuka Bog , Exotic Orchard , Commander's Sphere , Field of Ruin , or any of the Talismans. Yet, I see Path to Exile , Strip Mine , Phyrexian Arena , and Rhystic Study . While all of these are commander staples in their respective colors, I'd recommend refining the deck before just making a budget '5 color Good Junk' deck. While card advantage is great, the money would be better spent on something like Smothering Tithe , Revel in Riches , Black Market , Land Tax , Exploration , or Burgeoning . At least those will help cast your commander faster.
Cut out some of the nonbasic lands, starting with guildgates, and put in the Panorama lands, and swap the bounce lands for basic lands (unless you intend to add landfall).
I also see that you're running Thought Vessel and Reliquary Tower , but have you considered Spell Book, Praetor's Counsel , or Library of Leng ? Library of Leng has the added benefit of protecting you from discard effects. If you're going to run cards like Phyrexian Arena and Rhystic Study it pays to protect your hand.
How about protection yourself while you're at it. Crawlspace , Norn's Annex , Sphere of Safety , Propaganda , Ghostly Prison , Teysa, Envoy of Ghosts , Glacial Chasm , Solitary Confinement and other such cards make great protection for decks with few to no other creatures.
Back to the subject of drawing cards. What are you even trying to draw for? You don't seem to have any major combos worth drawing for. At least throw in some cards like Furnace of Rath , Bitter Feud , Curse of Bloodletting , Dictate of the Twin Gods , Inquisitor's Flail , Gisela, Blade of Goldnight , and/or some double strike equipment/enchantments. Or Helm of the Host with a toke copying effect like Parallel Lives , Anointed Procession , Growing Ranks , Second Harvest , Rhys the Redeemed , and Primal Vigor .
Just some things to think about.
1 year ago
I considered most of the cards you mention, but none of them made it in for various reasons:
Curse of Bloodletting : It's just a bit too mean to knock one player out of the game before all the others. It is very useful if someone is playing lifegain.
Angrath's Marauders : Out of the damage doublers you mentioned, this is the one I thought most about including. It doesn't run into the same issues as the previous two. The main issue is that it costs 7 mana in a deck with an otherwise low curve. The effect is also tied to an easily removable creature.
Warmonger : The important thing about Warmonger is that you can't use the effect more than 2 times a turn. It is also super easy for your opponents to remove, having them only need to collectively spend 6 mana.
Thanks for the suggestions!
1 year ago
1 year ago
1 year ago
Commenting here rather than on your page.
I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.
Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:
- T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
- T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.
The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.
Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .
Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.
Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .
Dwarven Ruins and Ruins of Trokair for Heart of Ramos and Tooth of Ramos . This is because on T3 you can play your 3rd land and play an artifact to ramp with. On T4 when you play your fourth land, you now have 5 mana available and therefore are in ramp mode. You can also sac the artifact to generate another mana if need be, and it won't hurt your land base. These are under appreciated artifacts, and to be honest you don't need 26 lands in a 58 card deck. Yes, 58. Ajani and Mudhole are outside of your library.
Dormant Volcano and Karoo for Boros Signet and Boros Cluestone . Signet gets you two mana for the cost of one (Tapping two permanents equals out to 1 mana per permanent, but now you get one of each color) and Cluestone gets you one of any color, but also gives you draw options if you need it later on.
This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.
I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?
Cut out the following, for their listed reasons:
As mentioned before, you want more artifacts that produce mana. You currently have the following:
Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:
We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.
- Faithless Looting : Because it can be played twice, due to Flashback
- Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.
As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?
You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .
This took me like 40 minutes, so I hope it helps.