Curse of the Nightly Hunt

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed 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
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Curse of the Nightly Hunt

Enchantment — Aura Curse

Enchant player

Creatures enchanted player controls attack each turn if able.

StopShot on New format idea: "Cursebound"

10 months 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.

TanhelNet on The Worst Tribal Idea(Syrix, Carrier of the Flame)

2 years ago

A really cool idea. I know the difficulties of that "tribe" very well, too.

Don't know your budget, but how about some permanent damage multipliers? Curse of Bloodletting, Dictate of the Twin Gods, Bitter Feud, Gratuitous Violence, Insult / Injury, Fiery Emancipation, City on Fire, Molten Echoes. And if you're playing against enchantment-heavy decks, how about Enchanter's Bane?

Furthermore, i personally think that the curses, like Curse of Shaken Faith or Curse of Fool's Wisdom or Curse of the Nightly Hunt are really good options to disrupt your opponents, especially those who play strategies that work a bit too well against BR.

Good luck with your deck, hope i could help you!

Simerix on CURSE UPON YOUR HOUSES

2 years ago

Interesting list! It seems like you are trying to go somewhat voltron which I find odd.

Here's some cards I found kinda weird: Grafted Wargear, Cement Shoes, Vorpal Sword, Whispersilk Cloak, Goldmire Bridge, Phyresis

I don't think Magnetic Theft is needed.

Run Agent of Erebos over Curse of Oblivion

I'd suggest Brilliant Restoration over Tiana, Ship's Caretaker. My problem with Tiana is that she has to be out when your stuff is destroyed. Brilliant Restoration get everything and is a great top deck.

Cards I'd consider adding: Blind Obedience, Court of Ambition, Court of Grace, Crawlspace, Curse of Conformity, Curse of Disturbance, Curse of Fool's Wisdom, Curse of Opulence, Curse of Silence, Curse of the Nightly Hunt, Ghostly Prison, Mesa Enchantress, Monologue Tax, Torment of Scarabs, Trespasser's Curse

Nebechadnezzar on Boroschantments

2 years ago

Orpheus124 Thanks for the suggestions! I definitely like Curse of Opulence, since it incentivizes my opponents to attack someone else; fits well with the goal of turtling up. I'm a bit torn on Curse of the Nightly Hunt, since the primary win con is to deal damage to players, and they could just as well attack me. However, if the deck is turtling like it's supposed to, it becomes less of an issue and more of a boon. It even synergizes well with cards that hurt creatures in combat like Powerstone Minefield and Heat of Battle.

Now the only question is what to take out, lol. Any suggestions on any cuts that I could make to slot these others in?

Orpheus124 on Boroschantments

2 years ago

What are your thoughts on some curses in a list like this? I’m thinking Curse of Opulence and Curse of the Nightly Hunt, but there are a few more good ones.

Polaris on None

3 years ago

A lot of the time, this will work fine. Curse of the Nightly Hunt will function identically after you give the opponent control. However, some curses (like Curse of Silence or Curse of Opulence) reference "you," meaning the player who controls it (generally the caster) or instruct you to do something. If you give control of these curses to the opponent, they'll get the benefit as well as the drawback.

Rhadamanthus on None

3 years ago

You can use double square brackets around a card's name to create a reference pop-up. It's the best way to make sure everyone understands what's going on with your question: Blim, Comedic Genius, Curse of the Nightly Hunt (for an example of a curse)

The curse will stay attached to whoever it's enchanting. Changing control of an aura doesn't cause it to move.

It's important to pay close attention to what the "Enchant N" ability says, because in some cases this may cause the aura to fall off. For example, if you gave control of Dead Man's Chest to the same player who controls the enchanted creature, it would fall off because it's not attached to one of their opponents' creatures.

Neotrup on How does Leyline of Punishment …

3 years ago

If an effect says something can't happen and another effect says it does happen, then it doesn't happen. In this case Glacial Chasm would prevent your creatures from attacking (which could be useful if you had a Curse of the Nightly Hunt enchanting you), but would not prevent damage from being dealt to you.

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