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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Curse of Vengeance
Enchantment — Aura Curse
Enchant player
Whenever enchanted player casts a spell, put a spite counter on Curse of Vengeance.
Whenever enchanted player loses the game, you gain X life and draw X cards, where X is the number of spite counters on Curse of Vengeance.
StopShot on New format idea: "Cursebound"
4 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.
plakjekaas on None
3 years ago
A few cards exist already that grant bonuses for killing other players:
ImaginitiveRascal on Suicide pact
3 years ago
I think the Nine Lives Solemnity combo might be nice, also cards that give you bonuses when your opponents lose like Sengir, the Dark Baron, Withengar Unbound and Curse of Vengeance.
VampDemigod on Sleighs & Gifts Needed
4 years ago
A few cards that haven’t been mentioned yet, and that are relatively budget: Nine Lives Forbidden Crypt Immortal Coil Nefarious Lich Abyssal Persecutor works as a great insurance policy when it’s in the other side of the battlefield, as well as protecting yourself and stopping the opponent from using “win the game” cards. Soul Echo is pretty nice, it only requires a gift effect. Transcendence is similar, but can’t be cast when you’re above 19 life. Stunning Reversal can help save you if you can’t give one of your self-harm spells to your opponent. It’s also a great way to save yourself. Exquisite Archangel works similarly. Demonic Pact Curse of Vengeance gives you a nice boost when you eliminate a player. Shauku, Endbringer is a slower self-harm, which can be used on your side too. If you want, you can also use a Pacifism effect on it and give it to an opponent.
Duplicity is a great card for more co-op builds.
Daveslab2022 on None
4 years ago
Okay so my thoughts on Curse of Vengeance: it’s not good in a tournament setting. Aren’t commander tournaments typically 1v1? At least at my LGS they were. This means curse literally does nothing except add counters until someone loses. Then the game is over, lol.
I also don’t like it much in a 1v1v1v1tournament setting, since most of your opponents will probably be running infinite combos to kill all 3 opponents at once.
Gofralighto on Licia, First Sword of the Mardu {Primer}
4 years ago
Been enjoying Infiltration Lens so far! Curse of Vengeance is interesting and I could see how it could work with some of the one shot methods I have, but I think I just prefer something that has more of an immediate impact.
jakethewhale007 on Licia, First Sword of the Mardu {Primer}
4 years ago
I really like your thought process behind the ozolith and parting thoughts. I'm a bit more skeptical regarding infiltration lens (but it is really good when combined with greven. The menace means that you would draw at least 4 cards if they want to block him). Ozolith also synergizes with Disciple of Bolas, Soul's Fire, Chandra's Ignition, and Rite of Consumption (as well as just being generally good scaling with Licia throughout the game), so I think I really like that card. At the very least, it is giving me some food for thought.
I am on the fence with parting thoughts, but I can see the potential. What are your thoughts on Curse of Vengeance? I know it likely isn't the most competitive card, but even if drawn in the midgame, it can easily draw you 3+ cards after only 1 turn of enchanting a player. Combined with your various methods of being able to one-shot a player out of nowhere, I just thought I'd throw it out there.
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