Diabolic Tutor

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Diabolic Tutor

Sorcery

Search your library for a card, put that card into your hand, then shuffle your library.

Craeter on Deathtouch Abuse

1 week ago

Lord_Olga Seems pretty solid to me! I'd just cut a couple of basic lands for two Diabolic Tutors to ensure a key combo card can be pulled when needed. The mana curve is really low so I wouldn't think 23 lands are needed, 21 should be fine. Could even go as low as 20 to push it, but 21 would be good imo.

Craeter on Burakos the Salty Sailor

2 weeks ago

Nice theme, love it. If you're concerned about removal, have you considered adding more Counterspell options? Also Spellseeker, Mystical Tutor.

Mechanized Production + Treasure is a pretty dang cool win con, maybe Diabolic Tutor to help search for it. Or Fabricate to search for Strionic Resonator.

Anyway good work, pirate theme is fitting and Burakos fills that role nicely as captain. Looks fun

Mortlocke on Delicious Skittles EDH

1 month ago

Hi NeverCloud,

I am always a fan of Skittles, and Poison (aka Infect/Toxic) and am happy to see yet another deck in my favorite archetypes. First bit of advice I must give you is that you must build a proper deck description. You don't need to build a whole primer, but you need to inform the visitor to your page of what cards/synergies are important. Is this deck meant for a 4 player pod? Single player? What kind of decks do you want to match this deck up against?

As for card recommendations, I understand you are going for a more stax (shout out to that foil tangle wire btw, I have one of my own and I absolutely adore that card) approach but I think having a bit of ramp may help you have more consistent games. I suggest the following:

I'm curious as to why you lean more heavily into a discard theme as opposed to a voltron or proliferation subtheme? On that note, I do have some card suggestions for you:

  • Sword of Feast and Famine - this helps you break parity with Tangle Wirefoil and Static Orbfoil in play. Unfortunately, yes you can't target it with Hatred or Howl from Beyond but I think that's a small price to pay to be able to get all of your lands to untap after just one attack.

  • Phyresis Outbreak - this card gets poison counters on opponents without targeting them, and is only amplified in efficiency by your commander after it takes just one swing against an opponent. It may be slower than what you're looking for, but worth considering.

That's it from me, I don't want to inundate you with card options. But I am genuinely curious as to how your games look, and what your usual paths to victory are.

BlueTorche on !!! Chatterfang and the hungry Crew !!!

2 months ago

In my personal decklist (Chatterfang Casual EDH), I have 3 win cons :

  • Lifedrain (with Bastion of Remembrance, Zulaport Cutthroat and Blood Artist), which is the most reliable one, as it usually kills all my opponents at once. With Chattefang, it's easy to reach 20+ drains, which is huge in late game.

  • Big tokens (with cards like Creakwood Liege, Return of the Wildspeaker, Craterhoof Behemoth (more expensive this one)), which can easily kill your opponent if you have 10+ squirrel on the battlefield. Garruk, Cursed Huntsman isn't a bad addition in the deck, but I think it's a bit "slow", as it will need at least 1 full turn of table before having the emblem. Your opponents will usually focus it and kill it during this time.

  • Commander Damage, it doesn't happen often (to be honest, I never killed someone with commander damage in more than 20 games). But it is useful if you play against a lifegain deck or a stax deck. Commander damage can easily be done when you buff all your squirrels (including Chatterfang), and you can also sacrifice X squirrels to give +X/-X to Chatterfang. It's also why I suggested Yavimaya, Cradle of Growth, which make your commander unblockable (and is a good land anyway). The BLB card The Odd Acorn Gang you put in the deck also helps this win condition.

Additionally, Pitiless Plunderer and Warren Soultrader are cards that wins you the game always all the time you'll play it with Chatterfang, as they'll give you almost-infinite mana and ETB/LTB trigger.

Another win condition would be to add Ivy Lane Denizen, which combo with Scurry Oak and give you an infinite/infinite creature and infinite 1/1 squirrels. You may need to add some creature tutor to get both of the cards at the same time (I would suggest Chord of Calling, Dig Up, Diabolic Tutor and Fauna Shaman as buget card. You may also add more expensive card like Vampiric Tutor or Demonic Tutor).

As you say, with the new BLB card, it may exist other win conditions, which can involve food token.

I think you shouldn't focus on one particular win condition. Having more than one way to win can make your deck more reliable (that is my opinion, it may not be true). However, focusing on 1 or 2 win conditions will help you cut some card and having a better deck (it's a question of perfectly balance, as all think should be).

I will also suggest you Acorn Harvest which give you squirrel (not a very strong card, but for 6 mana it creates you 4 squirrels (8 with Chatterfang), not bad).

As cut suggestions, I would suggest Acorn Catapult (which I find very expensive, just to create 1 Squirrel by turn), Cloakwood Hermit (as it need "creature card" put in your graveyard. However, token aren't cards (rule 111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card) so it doesn't work (I thought about this card when a friend suggests it to me, I was disappointed to learn this rule :( )) and Squirrel Mob (on paper, the card seems good in the deck, but fill the board with tokens is better than having a big creature that will be blocked by anything). I also find Squirrel Sanctuary a bit slow (but it combos with Earthcraft, which I don't have because of its price, but make Squirrel Sanctuary strong). Wrap in Vigor is literally a Golgari Charm in less good (its only advantage is that is cost instead of ). Toski, Bearer of Secrets is also a card I find a bit slow. I bought it for my deck, but it never convinced me, and I would prefer Driven / Despair to it, which can also help you win, or other draw cards (Village Rites, Plumb the Forbidden...). Finally, Putrefy is not the most relevant card in the deck, as you already have a lot of Artifact/Enchantment removal, and Chatterfang is a creature removal. You may prefer Nature's Claim or Maelstrom Pulse as removal, or add more token synergy card (you can also add Crack Open, which is similar to Pest Infestation in the deck (I need to buy Pest Infestation, it seems incredible in a Chatterfang deck))

DreadKhan on Diabolic Revelation or Rune-Scarred Demon?

4 months ago

I have Diabolic Revelation in one deck atm, it's purpose in that deck is to generate card advantage, usually for the next turn. In that role I find the card quite satisfactory, and I wouldn't be as happy with a Rune-Scarred Demon because it doesn't generate card advantage the same way, and the body created probably wouldn't be impactful enough for the mana. I think if you have reanimation or flicker effects then the Demon will almost certainly play better. TBH I don't think either card is a 'good' card, but either can provide a high cost tutor effect (which is desirable in certain metas), one can provide significant card advantage while the other is stapled to a 6/6 flying body. If you ever find yourself wanting to cast Revelation where X < 3 I would cut it, Diabolic Tutor is actively clowned on, and Revelation is much worse Diabolic Tutor if X = 1. I think the nicest utility for the Demon is actually that you can use it as a blocker to hopefully last until your next turn (so you can win), casting Revelation will attract even more attention while providing no blockers.

CickNason on Prosshy Prossh

6 months ago

I would add more mana dorks: Ignoble Hierarch adds Jund colors and gives exalted as a bonus Deathrite Shaman acts as graveyard hate and can drain/gain at instant speed on on top of exiling any lands from anyone's graveyard for mana of any color also at instant speed. Delighted Halfling adds colorless or any color for legendary creatures and makes them uncounterable.

I would also add more aristocrat/sacrifice effects: Korvold, Fae-Cursed King crazy draw engine with sac synergy and a potential one-shot kill if he gets big enough Mahadi, Emporium Master generates treasures EOT based on how many creatures died, setting you up for big plays in the coming turns Pitiless Plunderer generates treasures whenever another creature you control dies immediately Chatterfang, Squirrel General basically a 3 mana Parallel Lives. Goes infinite with Pitiless Plunderer 1.Activate Chatterfang by paying b and sacrificing two other Squirrels. 2.The Squirrels die, triggering Pitiless Plunderer twice, creating two Treasure tokens and two 1/1 Squirrel tokens. 3.Activate a Treasure token by tapping and sacrificing it, adding b. 4.Repeat. 5.Resolve all Chatterfang abilities, causing any number of target creatures to get +2/-2 until end of turn any number of times. This gives you: Infinite colored mana. Infinite death triggers. Infinite ETB. Infinite LTB. Infinite sacrifice triggers. Infinite Treasure tokens. Reduce all opponents' creatures to 0 toughness.

Some pay off for sacrificing Mirkwood Bats, Blood Artist, Garna, Bloodfist of Keld & Poison-Tip Archer are good win condition for infinite sac outlet effects

Some better tutor effects: You can replace Diabolic Tutor for some other options below Diabolic Intent Tutor for 2 mana for any card with an additional sac requirement for sac effect synergies Demonic Tutor The OG best tutor Diabolic Revelation You wanna be cheeky? If you have big mana you can dump it all to grab multiple pieces to win the game

Some ramp effects: Cultivate & Kodama's Reach puts one to hand one to battlefield Nature's Lore & Three Visits puts any forest card onto the battlefield Entish Restoration is a new card that is better than harrow because you sacrifice a land on the resolution of the spell rather than paying the additional cost upfront, which makes it more safe from a feels-bad counterspells which puts you down a land. If you have a big enough creature you get 3 basics to the field all at instant speed as well. Nissa, Vastwood Seer  Flip is a pet card of mine which allows you to search for a basic and when you have 7 lands she flips and generate lands and card draw for pretty much free. Oracle of Mul Daya Allows you to play an additonal land every turn and allows to play them off the top of your library. If you dont see a card you like you can shuffle it away with a fetch land to try to get another off the top.

Better Lands: Urborg, Tomb of Yawgmoth & Yavimaya, Cradle of Growth are must includes allowing all your lands tap for B/G respectively in addition to your other colors. The pain lands Llanowar Wastes, Karplusan Forest & Sulfurous Springs are cheap dual lands that give you all your colors The reveal lands Game Trail, Foreboding Ruins & Necroblossom Snarl are also good cheaper options which give you dual colors The shocklands Blood Crypt, Overgrown Tomb & Stomping Ground are fetchable and come into play untapped for a measley 2 life are some of the best lands in the game Verdant Catacombs is the last fetch of your color not included. I would include it if you could because it allows all three of your fetches to fetch any of your shocks or battlelands. You can also include other Fetchlands as well such as Arid Mesa, Misty Rainforest etc to fetch because they can fetch for one of the jund colors of lands at least, however, they aren't as efficient Ziatora's Proving Ground is a must include because you can fetch it out and it taps for jund as well as cycle if it comes too late. If you don't have a turn one play you can fetch it out as your best land with no plays.

Hopefully this helps

TypicalTimmy on Should Color Pie Breaks Be …

6 months ago

I think pie breaks should absolutely be allowed, if the setting calls for it thematically. For example, what if there is a plane where the leylines are heavily corrupted, and mana has frayed apart and blurred?

That could be the basis for a fun precon set, which would give new utilities to colors in a very thematic albeit flavorful way. For example, nobody cried over the white zombies of Amonkhet, despite white being the anthesis of necromancy. Fact is, that was a plane-wide color break and nobody was upset about it because it made sense for that world.

We tend to think about breaks in terms of mechanical aptitude, but there is far more nuance to it. Toshiro Umezawa was also a good guy. That's another pie break.

Now to your question, will blatant breaks be reprinted? Maybe, if it serves the setting. Perhaps in some sort of Anthology set, perhaps as a Secret Lair, perhaps as a Future Sight prequel.

Not like in a Modern Horizons, although some of the lesser egregious ones could possibly be done for Draft purposes.

So theoretically yes they absolutely could, if a set was catered toward it. Now designing a carefully catered set would be a wholly different topic. The reason that would be considerably unlikely is because you need to understand Magics audience:

Veteran players and new players.

Veteran players won't appreciate a sudden upheaval of core concepts. Some, like myself, would find a once-and-done deal, such as a precon set, to be refreshing. White gets some draw, blue gets some land destruction, green gets a plethora of strong flyers and enchantment boons, etc. They don't even need to be so obvious. It could be small things, like red being able to target enchantments. Or black calling for specific land tutors.

Red is already good at destroying anything, enchantments included. It just doesn't SPECIFICALLY call for them. And black ABSOLUTELY can tutor you lands, but why would you waste a Diabolic Tutor on a land in the first place?

Anyway, so veteran players would likely argue with the majority against it and few in favor. It would be a more mechanical means, if nothing else.

But that's not the problem. The problem is the NEW players, who are actively trying to learn the game, who suddenly are thrust into a set that upheavals their expectations. What's worse isn't the new players who are several sets in that can reasonably understand it's a gimmick or mechanic and is a once-and-done sort of thing.

No.

It's the BRAND NEW players, who have never opened a pack before in their life, who are now effectively learning the game wrong.

THAT'S the problem.

And for THAT problem alone, I highly doubt it, even if I would personally like to see it myself.

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