Curse of Disturbance

Curse of Disturbance

Enchantment — Aura Curse

Enchant player

Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.

Latest Decks as Commander

Curse of Disturbance Discussion

LunchBox1211 on Card creation challenge

3 weeks ago

Surata, Forest's Guide

Legendary Creature - Elf Vampire

Return a creature from your graveyard to your hand: Target permanent you control gains Hexproof until end of turn.

"Sister, you need to keep better track of your pets!" - Surata, to Nisharra.

1/2


So the guy on Curse of Opulence, Flame Blitz, Curse of Bounty, Curse of Disturbance, Curse of Verbosity and Curse of Vitality is actually a Planeswalker, simply known as "The Unluckiest." According to he is "snazzy and sharp, but always in the wrong place at the wrong time. He has a knack of getting in trouble, yet always ends up not dying." Make a REAL name for him, and a planeswalker card for him.

B0NGUS on New hubs to be added

3 months ago

While I mentioned two cards that would also be clear group hug cards legendofa, that's not all I see politics as of course. I simply didn't go deep, for reasons of time, attention, mental disorders, etc. Anyway, incentivizing hostile actions elsewhere, deterring hostile actions towards yourself, and all manner of effects that cause behaviors to change or deals to be made is more politics than group hug.

Secret Rendezvous is a "What will you do for me if I give you three cards?"

Curse of Disturbance motivates swings against an opponent.

Cunning Rhetoric deters swings against ourselves.

Sure Femme_Fatale there are political deals that can be made without anything similar to those effects (and many more I'm missing that would be more relevant), but that doesn't make a deck a politics deck. Knowing a deck can focus on those effects and make a drastically different playstyle than the typical "politics" (however you would define it) you see at your playgroup should be enough for a hub fitting that playstyle to be added. Maybe the hub shouldn't be named politics if your view is too cemented on that particular word?

legendofa "How would you define it clearly and concisely in at most two short sentences, without simply defining multiplayer games and social interaction?" I would define it this way. A politics deck changes the behavior of other players through strategies that deter or encourage actions to your benefit. It's a value-focused style where your enemies duel it out & leave you alone while out-valuing them. Whether others agree or disagree with the semantics of the portions above, it's important to reiterate: Politics in general gameplay and a deck focused on it are very different. A deck focused on it alters game choices to a much greater magnitude and frequency.

Gory.Flory on The Queen Of Politics

4 months ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

HerbieWingis on Sword and Shield Beasts of War

4 months ago

Deck looks fun and good so far! I like it. I have a comment to start. Tahngarth's ability works similarly to Kaalia of the Vast in the sense that there is no attack trigger, so for things like Bear Umbra the ability does not trigger when you give him to other players to attack, so it's really only useful on other creatures.

Interestingly enough, even if you kept him on an opponent's field for a full turn cycle, this actually is bad! Since they control Tahngarth, they will get the benefit, due to the card's wording. You only control the things attached to Tahngarth, so since Bear Umbra gives the ability to Tahngarth's text, the opponent would get to untap lands.

All this ^^^ was more just of interest rather than general advice.

Moving on, in your OTHER category. You have a LOT of incentives to get people to not attack you, too many in fact. I'll tell you which ones I think are best, but it's up to your personal preference which ones to cut. I think the Curse of Predation , Curse of Disturbance , Bloodthirsty Blade , Frenzied Saddlebrute , Disrupt Decorum , Varchild, Betrayer of Kjeldor , Shiny Impetus , Xantcha, Sleeper Agent , and Goblin Spymaster are the best personally, as they are the most effective at goading.

I have already explained Bear Umbra , and the same goes for Sword of the Animist , since there aren't attack triggers. I think that Banshee's Blade is not good compared to your other cards.

I think Dimir House Guard is really not that great, and you have enough other tutors to get Tahngarth.

Cunning Rhetoric is a fabulous card for this deck (also in general, holy moly I'm glad I know about this card now). Your monarch cards might not be that great to have, but I think it's worth play-testing. I think it might make it hard for you, since you can't attack a person who is the monarch for fear that they will attack you, although this can be counteracted through goad cards.

Otherwise, I think this deck is pretty cool, and I approve of it.

Tinnuki on Thantis the Warweaver: Never Ending War

7 months ago

Since you're making a decent amount of tokens, have you considered something like Burn at the Stake ?

And because this is a combat-centric deck, what about some curses to incentivize combat? Like Curse of Bloodletting , Curse of Disturbance , and Curse of Predation as examples.

obitus on Ghoulcaller Gisa Zombie Tokens

10 months ago

@Epicurus, so I pondered a bit while I play tested the new settings in the deck and what you mentioned really helped me tune the deck.

I had realized that I put to much emphasis on having anthem effects, 12 was to high of a count. I eventually settled for taking out sun, Liliana's Mastery, Risen Executioner, and Vanquisher's Banner.

I focused more on adding draw and tweaking the mana base and land count. I added Demonic Tutor, Curse of Disturbance, Culling the Weak, and Court of Ambition.

Epicurus on Card creation challenge

1 year ago

I believe that the current challenge is:

"So canonically, the guy featured in the Curse set is a Planeswalker who is cursed with misfortune. He ultimately did die, but was never given a name nor a card.

Fix this.

Bonus Challenge: Make him WUBRG, and make him feel "cursed", in that case each powerful ability has a downside, has an upside for your opponents or can backfire on you (flipping coins, rolling dice, choosing at random, etc.)"

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