Deadly Dispute

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Deadly Dispute


As an additional cost to cast this spell, sacrifice an artifact or creature.

Draw two cards and create a Treasure token. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")

Dazard on How to Lose Friends and Infuriate People.. for $99

1 day ago

Beautiful! Made me smile. +1

I would swap Altar's Reap with Deadly Dispute. It's just straight up better. Or is too expensive already to fit the low budget scheme?

Gidgetimer on Deadly Dispute and Myr Retriever

1 month ago

You will return the artifact first. The first step of casting a spell or activating an ability is to put it on the stack. It is not until later in the casting process that costs are paid. When the costs are paid the Myr Retriever will trigger and the trigger will wait to be put on the stack until a player would receive priority immediately after the process for casting Deadly Dispute. When the player would receive priority Myr Retriever's ability will be put on the stack above Deadly Dispute and will therefore resolve first.

K4nkato on Deadly Dispute and Myr Retriever

1 month ago

If I sacrifice Myr Retriever to Deadly Dispute do I draw two cards or grab an artifact from my graveyard first?

DreadKhan on

2 months ago

If you like Treasures, there is also Deadly Dispute, it's a bit more mana but technically you can still spend another since it makes a treasure. Just thought of it!

Crow_Umbra on (Mid-power playgroups) Do you value …

2 months ago

If you haven't already, I'd say make both deck lists and try some solo play-tests to see how you like the pacing of both decks. That can at least give you an initial feel of which list feels more fun and compelling.

I played Araumi for a while, and liked her at first. Over time it became pretty evident that Araumi is a glass cannon, and her style of play felt very boom or bust. If you haven't already, I'd recommend checking out this deck primer for Araumi To Drown the World in Death: Araumi EDH [PRIMER]. This is one that I used quite a bit as a reference when building my list.

I've been brewing Ratadrabik recently and like some of his built in resiliency in the form of Ward . One of the bigger issues with Araumi was that she was often a sitting duck without Lightning Greaves or some counter spell to protect. Since Ratadrabik makes the token copies when your Legends die, it allows you to be a bit more proactive with using your own sacrifice effects to generate draw or value (Deadly Dispute and other similar effects with sacrificing as an additional cost). Since Encore is dependent on filling up your yard, that's another big resource pot that you're leaving vulnerable.

Absolutely try both out, but if I had to choose based on my own tastes and playing experiences, I'd probably pick Ratadrabik over Araumi. Encoring out Nazgul to immediately get 3 Ring Tempts You triggers is still nothing to scoff at.

griffstick on Mono black, pauper, control, burn, and combat

3 months ago

I've considered Changeling Outcast. I stuck with Ichor Drinker over it because it's got lifelink and can make a 2/2 later plus the synergy that artifact has with Deadly Dispute made it the better choice

Crow_Umbra on Welcome to art class, time to draw. (Suggestions)

3 months ago

In regards to cuts as a general rule of thumb, I'd recommend re-examining your cards above 6 cmc currently in your deck, and any cards with a heavy investment (3 or more pips) in a single color. You want to increase your likelihood of being able to play the stuff you draw into. I think of all your heavier cmc spells, Vanquish the Horde makes the cut and Emergency Powers is on the bubble, but the rest can likely be trimmed out. It's hard to justify the inclusion of some cards with both a steep cmc and heavy color investment in a 3 color deck.

I'd also generally suggest re-examining any cards that require you to jump through hoops for a potential pay-off.

Breena, the Demagogue can be an awesome draw option that your opponents will benefit from, but she will in turn get huge and can snipe people if not dealt with.

Mystic Remora is an excellent option for draw, and should be cheaper due to recent reprinting. Plumb the Forbidden, Deadly Dispute, and Village Rites are all potential instant speed options that you could utilize, especially in response to someone trying to remove one of your creatures. Beat them to the punch, draw, then punish them for it.

You could also add some draw into your mana base with stuff like Silent Clearing, Geier Reach Sanitarium, and Mind Stone.

Lastly, I'd suggest reconsidering all of your copy enchantment effects. Cut 1-2 of them, since those are all dependent on having something else out worth copying. Otherwise, they just kinda sit in your hand doing nothing. That was something I discovered when I used to play Tuvasa the Sunlit lol.

Best of luck!

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