Curse of Thirst
Enchantment — Aura Curse
At the beginning of the enchanted player's upkeep, Curse of Thirst deals damage to that player equal to the number of Curses attached to him or her.
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|Commander / EDH||Legal|
Latest Decks as Commander
Curse of Thirst Discussion
on Power nap
4 months ago
I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!
- Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
- Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
- Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
- Cryptolith Fragment Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
- Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
- Arcane Signet: You should run this no matter what
- Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
- Renegade Map: Basically 1 mana get a basic land if you have Archelos out
- Sphere of the Suns: Great with Archelos out and coming in untapped
- Terrarion: Seems pretty solid if it doesn't come in untapped
- Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
- Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
- Honor-Worn Shaku: Allows you to tap archelos and get something out of it
- Urborg, Tomb of Yawgmoth: It's amazing why not run it
- Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
- Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
- Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
- A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
- ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!
That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!
9 months ago
Deadshot5459, thanks for the suggestion, but Curse of Fool's Wisdom is not legal in modern. Even if it was, it is substantially worse than Overwhelming Splendor and even Curse of Thirst when it comes to closing out the game. It could certainly be built around and I actually have a deck (Gluttonous Downfall) that uses Underworld Dreams, Fate Unraveler, and sometimes Kederekt Parasite to do exactly what you're suggesting. To do the same thing here, I'd pretty much have to redesign the entire core of the deck and probably switch from orzhov to dimir. After all, Whispering Madness is usually better than Fatal Lore while also being modern legal.
2 years ago
First let me start by saying that if your goal is to win, I think you are missing value... You have 8 cards that require voting and 3 cards that affect your ability to change votes... I think that of those only 4 or 5 cards are worth their weight. I like the concept of the deck, I even built a version of politics matters deck called Politically Motivated. which is themed after House of Cards but it's in Mardu colors. I think you'd be better off cutting the cards that affect the voting outcome and play some pillow fort. Ghostly Prison , Propaganda , Collective Restraint , Glacial Chasm , and Sphere of Safety are all great cards for that purpose. I also think you should play a bit more counter magic, stuff like Arcane Denial so that you tell them no and give them a slap on the ass at the same time! Honestly some spells will resolve and destroy your boardstate so it's worth playing a few. I also think that Path to Exile , Swords to Plowshares , and Anguished Unmaking are pretty relevant to deal with cards that are indestructible.
Also here are some fun political cards I used that you may like.
- Deadly Designs
- Duelist's Heritage
- Orzhov Advokist
- Curse of Bloodletting
- Curse of Disturbance
- Curse of Misfortunes
- Curse of Opulence
- Curse of Shallow Graves
- Curse of Stalked Prey
- Curse of the Forsaken
- Curse of Thirst
- Curse of Vengeance
2 years ago
I have two gigantic, hate-fueled suggestions: Curses and Zo-Zu the Punisher.
Which curses, in particular? I'm glad you asked! Curse of Bloodletting in particular would be monstrous in this deck, Curse of Chaos is a good incentive to throw that one extra creature at the opponent, Curse of Misfortunes speaks for itself, Curse of Opulence makes the opponent a huge target early-on, Curse of the Nightly Hunt can very easily leave the opponent with no creatures left, Curse of Thirst is super jank, which means it would feel beautiful to kill an opponent with it, Curse of Vengeance is a fantastic second wind for you, unless you're playing 1v1, Torment of Scarabs builds slowly but it can also force the opponent to make some really tough choices, and Trespasser's Curse is legendary vs. tokens, tribal, anything creature-based. Also worth noting: Accursed Witch Flip, though not a curse, turns into a pretty decent one.
Other cards that force opponents to make awful decisions include Torment of Hailfire, Indulgent Tormentor, and Killing Wave. Blightning, Mogis, God of Slaughter, and Rakdos's Return also force life loss and/or loss of resources.
Thank you for your time, and for brewing this deliciously diabolical deck.
3 years ago
Yes--I think black having its own distinct feel and mechanic is important. I do not foresee Wizards abandoning life loss as a fundamental component of Black's identity.
Also, I take issue with your statement of "dealt damage in the past, but always when draining life": Artifact Possession, Choking Sands, Corpse Lunge, Curse Artifact, Curse of Thirst, Cursed Land, Dakmor Plague, Dead Reckoning, Desolation, Dry Spell, Evincar's Justice, Famine, Festering Evil (I think this is sufficient to prove my point, but I'm only at the letter F and there would be a lot more to copy and paste).
3 years ago
Based on your favorite cards, I'll list a few generals that do similar things as them.
Voice of Resurgence: Great cards in both Rhys the Redeemed and Trostani, Selesnya's Voice, seeing as how they both want a lot of creatures to pump the token, as well as being able to clone the token. Also, voice is IMO a very underplayed card in EDH based on the number of counterspells and other instant speed tricks.
Scapeshift: Obviously we want a go-big landfall deck, similiar to Scapeshift/Valakut decks in modern. This points me towards Omnath, Locus of Rage as a landfall payoff, or Mina and Denn, Wildborn, a landfall enabler. Omnath decks typically play more of the mass landfall effects ala Scapeshift and Boundless Realms, with a few big landfall payoffs like Avenger of Zendikar and Rampaging Baloths as replacements for Omnath in case he gets Nevermored or something. Mina and denn decks are more likely to play more land-to-hand type cards like Sprouting Vines to make mina and denns ability more potent, as well as mass landfall payoffs, from omnath to Grazing Gladehart, Zendikar's Roil, etc.
Bitterblossom sees probably the most play in Oloro, Ageless Ascetic, as his lifegain negates the downside, or pillowfort decks like Queen Marchesa that want to drag the game on with cards like Ghostly Prison, Sphere of Resistance, Suppression Field, etc. Think modern hatebears, but a lot bigger. And more hate, less bears.
Kor Spiritdancer = Uril, the Miststalker. All I can say there. Spiritdancer also goes in a huge amount of enchantress decks, with commanders like Bruna, Light of Alabaster, Rafiq of the Many, etc. Usually voltron. Can also be played in the much jankier and much more casual curse tribal deck. Think Curse of Misfortunes and Curse of Thirst as wincons. They're auras too.
Thoughtweft Trio: Only place I can think of is some terrible Kithkin tribal deck. Wizened Cenn is your only real lord... you can have Adaptive Automaton-esque cards as well. Pretty sure that in a Commander clash (MtgGoldfish) episode a while ago Richard played kithkin tribal, so you can look that up. Just remember, this deck is NOT good. I mean, i assume you like this card as just a cheap beater card, in which case maybe just Saskia the Unyielding beatdown might be your kind of thing.
All of these decks can be made for pretty cheap and upgraded pretty high.
3 years ago
3 years ago
I'm pretty much just wanting to see if it would be a viable deck for fnm before buying all the cards. I'm in the middle of building a g/w cat tribal deck and still need to get 3 more Metallic Mimic which are pretty expensive all together.
If the deck turns out to not be viable to standard then i will most likely put another post in modern deck help and see what i get there. I have most of the modern curses right now and was actually going to go pick up 2 of the Curse of Thirst for a small casual deck i built to play wity my friends