Diabolic Edict

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Diabolic Edict

Instant

Target player sacrifices a creature.

Orange+ on Riders on the Storm ~70$

2 weeks ago

Hey, InvalidUsernamePleaseTryAgain

Well, this deck runs really efficient in low and mid strength pods. If Sythis, Harvest's Hand is left unattended for about two rounds, you can often get about 5 auras on her, which also means five cards drawn. If you can additionally protect her from dying like once or twice with the protection cantrips, you should be in for a very good round and get through a whole lot of your library.

Often, in my experience, players are not so concerned with Sythis on the board when I explain to them that it is a straight forward budget voltron deck with no sudden powerspikes or wincons (there are no hexproof auras, and no Ancestral Mask -like auras either). I will use this as an advantage, and people will often snooze of dealing with Sythis.

Sythis should probably be hitting for about 10 flying vigilance damage at about turn 7, if I were to guess. That means possibly eliminating a player at about round 8. Open the Vaults is just a backup wincon plan, the main idea here is just simply: Play Sythis, spam auras, hit hard with flying / trample + vigilance (for blocking purposes), and use surprise hexproof cantrips to void removal.

There is no standard ramp, just: land auras, land untap effects, and fetch land / produce mana on hit a player trigger. You dont really need a lot of lands, with like 5 mana you can often play 5 auras, draw 5 cards, and gain 5 life on a turn. Pretty decent if you ask me.

This is a pretty pure voltron deck, running close to no other creatures than Sythis. Jukai Naturalist and Moon-Blessed Cleric are the exceptions due to their valuable effects.

As for tokens, theres a separate category for token producing auras. They are there just to deal with black and Diabolic Edict effects (which are really good vs pure voltron decks)

kamarupa on How to Capture and Consume a Soul

5 months ago

I gotta be honest, I feel like they've printed quite a few of such cards ('has X ability of X graveyard targets') and as decent as they seem in theory, I've always felt the payoff was never good enough to warrant the effort. But you sir, have proven me wrong because this deck is nice.

I'm curious - did you consider self-mill cards like Stitcher's Supplier? and perhaps in combination with spells like Brainstone or Mystic Speculation?

Conversely, did you consider trying to overdraw to discard? It seems like a pretty unlikely strategy, but there is Inspired Idea... Maybe a fork brew might explore that more...I do think some broad spectrum counterspell might be useful, if only in the sideboard - your creatures have a goal of entering with some kind of built-in protection, so only a counterspell could offer anything extra. Rebuff the Wicked seems like a rough fit with your color scheme as is, but it doesn't really do anything Hexproof doesn't do. Whereas a general counterspell like Mana Leak could stop a Priest of Forgotten Gods from entering play or a Diabolic Edict from resolving.

I wonder if you plan on occasionally casting discard targets like Vampire of the Dire Moon - that strategy seems dynamic (good) but also less focused/committed (bad?). To that end, did you look into spells that might both sacrifice themselves and also provide abilities once in the graveyard? I didn't do any searches to see if those even exist, but imagine at least one or two does.

Collective Brutality seems way too good to only include 2x copies.

As good as Collective Brutality is, I still want to see at least 2 more slots devoted to removal. I see you have two in your sideboard, but I have a sideboard rule that violates: You have to have mainboard spells to remove to have a functioning sideboard. Extrapolate from that: mainboard removal sideboards out for sideboard removal.

I wonder if something like Pull from Eternity might be useful in the sideboard. I'm thinking that since both your beatsticks need to exile creatures themselves, being able to reuse the same creature could be useful?

So long as there's a splash of white, I'd like to see some Enchantment/Artifact removal in the sideboard. Those spells can sometimes wreck mono-black and white is the best at that. To that end, I'd probably try to run more dual lands. There are just so many useful white spells!

I'd love to see some more draw card here. I like Sword-Point Diplomacy because it has a chance of drawing 3 cards for 3 mana, which is pretty much as good as it gets for card draw. Otherside, Night's Whisper or Sign in Blood are among your best options, which are both decent.

DreadKhan on Voice of the Emperor

2 years ago

I'm not really sure how you'd protect against it, but a deck that runs a lot of edicts (Diabolic Edict is the OG I think, it's easy to run more of these than you run creatures) would burn through 12 creatures pretty quickly, I guess you mulligan for a hand with both Light Paws and multiple free creatures?

I am a fairly big fan of Vault Skirge, evasive lifelink for only 1 mana seems like it would fit in, maybe sideboard material vs decks that run tons of removal? Skirge is also an Artifact fwiw, so it'll help All That Glitters, playing Skirge turn 1 and Glitters turn 2 seems like a pretty solid start?

Really out there idea, have you thought about throwing in some artifact lands, probably just Ancient Den to squeeze a bit of extra damage out of your All That Glitters? Probably not a good idea if people run a lot of artifact hate in your meta, in some areas there are no drawbacks to them, in others they're big liabilities.

I'm not sure how long your games end up going, but Single Combat might be a helpful card vs decks going wide (with creatures and/or planeswalkers), I figure few decks will have a better single creature than you, and yours can have evasion and vigilance. Maybe another sideboard idea?

Profet93 on Mono black, pauper, control, burn, and combat

2 years ago

I actually think you want some cheaper removal all around. I havent played Pauper in 5 years but back then the common decks were Aggro, Hexproof (boggles? Basically hexproof with enchantments), MBC, Mono blue control and others.

Cruel Edict/Diabolic Edict. Some people prefer the instant speed, others prefer flashback. Also note, Geth's Verdict

I would cut 1 drinker and 1 agent for 2x Phyrexian Rager to help you maintain gas in the late game. or 1x rager and 1x Gurmag Angler as a beater for late game.

Profet93 on Mono Black Control - 2022

2 years ago

Diabolic Edict > Chainers if you like instant speed over flashback. Maybe 1 less Barren moor. U have a lot of lifeloss, perhaps a smidge 2 much? Do u just plan on killing everyone before your life total disappears like Kaibi into the Shadow Realm?

+1 , really good pauper deck. Lowkey want to just copy and paste urs.

Gidgetimer on kenrith

2 years ago

I am operating under the assumption that this is intended to be a Door to Nothingness gimmick deck on a budget. With that assumption I would actually have to disagree about it looking like a bunch of cards thrown together. There six broad categories that cards fall into. Black tutors that let you get anything either to graveyard or hand. Control elements since Door to Nothingness is a slow wincon. Ramp and fixing since you need WWUUBBRRGG. Draw to find the other pieces. Recursion to reuse vital pieces. Combo to win/generate value.

Under the same assumption you need to ramp to get double of each of your colors and then find and loop Door to Nothingness with recursion effects. And loop the recursion effects with sac outlets and Kenrith, the Returned King's last ability. Any mana not used for ramping during the early game should be put into drawing to find more ramp or playing control pieces to slow down opponents. One of the most effective control moves against creature-based decks is going to be having 4 mana worth of creature ability cost reduction and loop Plaguecrafter with Kenrith to Diabolic Edict each opponent for only .

dnthymamai on Taborax and his Apostles

3 years ago

Seeing the old Dark Supplicant + Scion of Darkness combo brought back some memories..!

I would suggest that you think about adding Rotlung Reanimator in your deck as well!!

Apart from the fact that they belonged together back in the day, imagine the army of Zombies that you will now have! Plus, you 'll protect your Demons from Diabolic Edict effects even further :-)

Very nice, and powerful, deck!

Chasmolinker on Goryo's Toys - Modern

3 years ago

Yea. I really like how Ilharg brings it in tapped and attacking.

For Emrakul I don't think it matters since it can't really be destroyed by something like Murder and the like. Settle the Wreckage?? If they somehow survive the attacks of both Ilharg, the Raze-Boar and Emrakul, the Aeons Torn, You could play Thud second main phase. I don't think Sorcery speed has any real hindrance on the effect unless you find Diabolic Edict in your meta.

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