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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Curse of Opulence
Enchantment — Aura Curse
Enchant player
Whenever enchanted player is attacked, create a colorless artifact token named Gold. It has "Sacrifice this artifact: Add one mana of any color to your mana pool." Each opponent attacking that player does the same.
Kamerot on Mighty Manotaur
2 weeks ago
GrimlockVIII I originally had a couple in the deck. I've found goading has been more effective. But I still throw in Curse of Opulence periodically for fun.
Rakious07 on The eye of the Bunny
1 month ago
Harvest Season over Skyshroud Claim, Rhys the Redeemed over Curse of Opulence, Wildfire Awakener over Sram's Expertise, Throne of the God-Pharaoh Over Legion Leadership Flip,
StopShot on New format idea: "Cursebound"
1 month ago
Cursebound is a "Rule Zero" extension of the EDH format. All legal EDH decks are legal in Cursebound. Cursebound slightly loosens up deck-building limitations of EDH to allow for nonlegendary creatures to be your commander while maintaining traditional commander gameplay as well also lightly capping the power level of nonlegendary commander decks for the sake of fun and fairness.
In the cursebound format, if your commander is a nonlegendary creature you must also have a "curse" card as your "commander's fate" in the command zone. The chosen curse card in the command zone can only enchant yourself, and it has the added text, "[this curse has] protection from yourself." If your commander is a nonlegendary card, you can only cast it from the command zone if your "commander's fate" is already on the battlefield first. The "commander's fate" is not subject to the command tax. Removing a player's commander's fate from the battlefield will not counter or return their commander to the command zone if their commander is on the stack or on the battlefield. (Removing the commander's fate only impacts their ability to cast their nonlegendary commander from the command zone.) The command tax still applies to nonlegendary commanders and nonlegendary commanders are treated as if they have the legendary supertype regardless of what zone they're in. (As in they'll proc cards like Hero's Blade," and cards like Mirrorweave would not see that commander as a valid target.) All other EDH rules apply.
In Cursebound you are allowed to choose a commander's fate that is outside your commander's color identity. The color identity of the commander's fate will also be added to your commander's color identity, (and thus you'll be allowed to add cards of that color identity to your deck). There are only two deck building limitations regarding the commander's fate. (1) Your commander's fate must be of a higher or equal card rarity than your commander. (Ex. Vampire Nighthawk + Curse of Predation is allowed. Vampire Nighthawk + Curse of the Nightly Hunt is allowed. Vampire Nighthawk + Curse of the Pierced Heart is not allowed because the curse is of a lower rarity.) If a card has multiple rarities then their rarity is always the least rarest from among their physical card printings. (2) Curse cards that have the words "you" or "your" or omit the words "you" or "your" in its text box can not be used as your commander's fate. (For example, Maddening Hex and Curse of Vengeance can not be your commander's fate as they mention the word "your" and "you" in their text boxes. Curse of Disturbance and Curse of Opulence can not be your commander's fate because both omit the word "you" in their text boxes - "Whenever enchanted player is attacked, [you] create a 2/2 black Zombie creature token." & "Whenever enchanted player is attacked, [you] create a Gold token.") All front-faced curse cards that meet these criteria may be used as your commander's fate. Decks can only have one commander's fate.
The intent and spirit of this format and the commander's fate is for two reasons. To provide nonlegendary creatures with more color flexibility as they're much-much more likely to be mono-colored compared to most legendary creatures, and to keep in spirit with "Rule Zero" fairness by providing a reasonable drawback that can make their existence more tolerable to more playgroups. These principles should be kept in mind when enforcing a banlist for this format, for example, Curse of Obsession and/or Bane of Progress would both be banned from being command zone candidates simply for going against the spirit of the format by either being able to abuse their curse's drawback or having a way to negate their curse's drawback from the command zone with very little difficulty. Command Beacon would be an example of a banworthy card in the 98 for also skating around the spirit of this format as well. (Do note, cards banned in the 98 don't apply to legal EDH decks that aren't running a commander's fate in the command zone.) While competitiveness is acceptable trying to find ways to break the intended mechanics of this format should be discouraged for the sake of healthy game balance and group enjoyment.
Gbickel on Aurelia, the Warleader
2 months ago
Auerlia is one of my favorite commanders. So glad that you are building her. Boros has historically been terrible with ramp and draw, but there's a lot of things you can to now to shore up those problems in these colors.
I'm not sure your budget, but here are some of my recommendation. Ramp: Fellwar Stone, Oketra's Monument, Pearl Medallion or Ruby Medallion, Talisman of Conviction, Land Tax, $Smothering Tithe, and Curse of Opulence. Curse of Opulence is such a fun card to get gold token and insentivize your opponents to attack someone else.
Draw: Aurelia, the Law Above, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Mask of Memory, Faithless Looting. I love running Palantir of Orthanc. Its fun messing with opponents to get the draw or hitting them for lots of damage. I enjoy running wheel cards, but the Aurelia I play is a reanimator deck. So I have no problems with my creatures in the graveyard.
But a big weakness I see is spot removal. You do have boardwipes. They are okay, but sometimes you need to remove one problem permanent instead of resetting the board. I would encourage adding removal for different types of permanents. This is something that Boros excels in.
Monomanamaniac on Here we go A-Ghen (Arcanum Weaver)
5 months ago
So I'm not absolutely sure what you were looking for, or what your budget is, so I just grabbed as many decently affordable cards that I could find and brought them for you to check out. I mostly picked out things that might help you close the game with life loss or give you value from in looping. It's too bad Thousand-Year Elixir isn't more affordable Agent of Erebos Ajani's Chosen Archon of Sun's Grace Ashiok's Reaper Boros Garrison Carmen, Cruel Skymarcher Caves of Koilos Cemetery Tampering Clifftop Retreat Curse of Opulence Darksteel Mutation Debtors' Knell Doomwake Giant Dragonskull Summit Exotic Orchard Fellwar Stone Grim Guardian Hopeless Nightmare Isolated Chapel Mesa Enchantress Myriad Landscape Open the Vaults Orzhov Basilica Rakdos Carnarium Resurgent Belief Ruinous Ultimatum Smoldering Marsh Spirited Companion Starfield Mystic Talisman of Conviction Talisman of Hierarchy Talisman of Indulgence Underworld Coinsmith Wicked Visitor
Infatuated_Amnesiac on isshin upgraded
6 months ago
Legion Loyalty Rabble Rousing Loot Dispute Curse of Opulence Thorough Investigation Poetic Ingenuity Paladin Class Spinerock Knoll Connecting the Dots Roar of Resistance Fighter Class Hissing Miasma Curse of Hospitality Shared Animosity Trouble in Pairs Marchesa's Decree
DavidSP on Brudiclad (and Magda)
8 months ago
Update 2024: 1. Lower the curve 2. Bring in Magda and some dwarfs 3. Faster Mana 4. Update some lands
- Mana Vault
- Izzet Locket
- Expedition Map
- Skyclave Relic
- Stoneforge Masterwork
- Glint-Horn Buccaneer
- Goblin Instigator
- Goblin Kaboomist
- Sharding Sphinx
- Galazeth Prismari
- Storm-Kiln Artist
- Magda, Brazen Outlaw
- Tectonic Giant
- Vault Robber
- Axgard Cavalry
- Krenko, Tin Street Kingpin
- Mirrodin Besieged
- Chaos Warp
- Kuldotha Rebirth
- Preordain
- Ghired's Belligerence
- Role Reversal
- One with the Machine
- Dwarven Reinforcements
- Temple of Epiphany
- 3 Mountain
- Scalding Tarn
- Kher Keep
- Molten Tributary
- Bant Panorama
Optimator on Anarchy Burger
10 months ago
Spiteful Banditry - ramp and a mini-wrath. Seems pretty good
Gimli, Counter of Kills - has the potential to deal certain opponents a lot of damage. Good for board wipes. Is Dwarf
Fiery Inscription - strong instant/sorcery synergy!
Erebor Flamesmith - some more bonus damage. Is dwarf
Fear, Fire, Foes! - decent multiplicative damage.
Display of Power - strong copier, if you're looking for more
Wrenn's Resolve and Reckless Impulse - quality cheap impulse-draw in Red. Doesn't get too much better than this for it's cost. Well worth noting
Nahiri's Warcrafting - weird removal/impulse-draw hybrid. Worth noting
Into the Fire - another modal damager/card selector. Seems all right
Invasion of Karsus Flip - mini wrath that turns into an instant/sorcery payoff. Not terrible
Invasion of Regatha Flip - mini Torbran!
Invasion of Kaldheim Flip - pretty decent card advantage on both sides, plus damage. Well worth noting
Chandra, Hope's Beacon - probably too difficult to defend planeswalkers in this deck, but this one has all the synergy
Bloodfeather Phoenix - probably doesnt fit the deck perfectly, but it has the synergy. Better in 1v1
Curse of Opulence - very strong ramp, can get some heat off of you