Devil's Play deals X damage to target creature, player or planeswalker.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
|Want (3)||Runed_Servitor , GARlockSpiral , JazzCrimes|
Printings View all
|Arena Cards (ARENA)||Rare|
|Commander 2019 (C19)||Rare|
|Duel Decks: Sorin vs. Tibalt (DDK)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Devil's Play occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Devil's Play Discussion
2 months ago
@eisgnom09: I am in the process of upgrading the deck and the scepter will be going in. But Dramatic Reversal does not need the scepter to be good in this deck. Often times you will have 5+ mana rocks which will net you extra mana to keep on digging. I used to run Thousand-Year Storm and Primal Amulet Flip too, and often won the game with a flashback of Devil's Play with huge amounts of mana from Dramatic Reversal copied a bunch of times.
2 months ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne
2 months ago
Hi, I hope you are my friend and not a Clever Impersonator of him hacking his account. I’ve done a Frantic Search in your deck, but didn’t find the Elsha of the Infinite turns combo. Maybe the Orcish Librarian ate some pieces already?
I'm no Niv-Mizzet, Parun, you can count on me ;)
¡¡ Sun Titan !!
3 months ago
This is sweet! I'd like to recommend Devil's Play as another good fireball variant that I think could slot shaving off a couple fireballs or other variants.
9 months ago
Merjan1 I built a very similar copy of this deck about a week ago. As far as I can tell, the current win-con is to copy as many "cast instant/sorcery spell, opponents take damage" creatures as you can ( Guttersnipe , Electrostatic Field , Firebrand Archer ) with cards like Quasiduplicate and Cackling Counterpart , then activating recursion with Pull from Eternity and Sevinne's ability stacking several times.
The last time I played, I won by playing Quasiduplicate on a Guttersnipe, then casting it from my graveyard as my first spell (and also casting Increasing Vengeance for value). Used Pull from Eternity to get Quasi back in the bin, cast Time Warp and basically did it again for lethal. Other than that, I've had times where I've had +8 turns and done basically nothing because I was digging for an answer every turn. If I had to guess - this list probably uses Devil's Play and Ral, Storm Conduit to deal damage, but I wouldn't be opposed to putting in Storm Herd or Molten Disaster or something to just boost my ability to win properly off Thousand-Year Storm .
10 months ago
Stomping Ground , Beast Whisperer , Essence Warden , Marwyn, the Nurturer , Mina and Denn, Wildborn , Banefire , Finale of Devastation , Rolling Thunder , Animist's Awakening , Savage Twister ?, Volcanic Geyser , Crater's Claws , Molten Disaster , Blaze , Burn from Within , Collective Voyage , Devil's Play , Zhur-Taa Druid , Fire-Lit Thicket , Ring of Three Wishes , Diviner's Wand , Planar Portal , Freyalise, Llanowar's Fury , Garruk, Caller of Beasts , Insurrection
1 year ago
good point, i put it back in and took out Devil's Play
1 year ago
Cards worth considering (which I can offer): Pirate's Pillage Reforge the Soul Artifact Mutation Kodama's Reach Decimate Avenger of Zendikar Charmbreaker Devils Llanowar Elves Acidic Slime Fall of the Titans Commune with Lava Volcanic Vision Devil's Play Rishkar's Expertise Release the Gremlins
Lemme know if any of these interest you, homie :)