Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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|Commander / EDH||Legal|
Disrupt Decorum occurrence in decks from the last year
Latest Decks as Commander
Disrupt Decorum Discussion
1 month ago
I think that ways to increase your creature's power and give it trample could help too. Disrupt Decorum fits in perfectly if you don't mind it's price. Otherwise, Titanic Growth, Rancor, Barge In, and Crash Through are solid options. It could also be worth looking into making Marisi your commander for more consistent access to goad, but I'm not sure what you'd be able to replace black with. I really love the deck though!
2 months ago
2 months ago
Mind's Eye - I think Lithoforming and Exploration are both stronger cards in this deck.
Snow-Covered Mountainx1 - I will have to see how big the impact this has on my mulligans and draws. I've been able to more than double the amount of draw the deck had even a year ago, but I'm not sure if that is enough to cut the land count down any further.
I've decided against Lithoform Engine for now.
As always it feels impossible.
I am also considering adding Goblin Engineer at that point to capitalize on Lotus, Crucible of Worlds for the interaction with Nahiri's Lithoforming, and all the artifacts I am likely to get with Dockside Extortionist.
3 months ago
Okay, so I just thunk a thought. What if you force combats every turn, in order to get your creatures through without them being blocked, and then you just find ways to tap down your stuff that you don't want swinging? Turn the game into a super-aggro melee in the early game, so everyone is forced to swing with (and possibly lose) their set-up creatures. That's what red should be doing to win - make everyone else react and fight on your terms.
So, cards that can force combats: Angel's Trumpet, Avatar of Slaughter (Mogis approved), Bloodthirsty Blade, Curse of the Nightly Hunt, Disrupt Decorum, Geode Rager, Goblin Diplomats, Goblin Spymaster, Grand Melee, The Akroan War, Trove of Temptation, Warmonger Hellkite, and of course, War's Toll.
6 months ago
Syphon Mind and Midnight Clock are far better in multiplayer but not particularly "abusive". Ward of Bones and Land Equilibrium can be crazy harsh in a big game vs a small one and they tend to feel a bit more "abusive". Edric, Spymaster of Trest also really shoots up in power level with multiple opponents. Unwinding Clock is basically a colorless Seedborn Muse, its super busted. Disrupt Decorum is a hell of a party that doesn't even work in 1v1. A known Constant Mists can do wonders in hand, as nobody will want to waste an attack on you. Arachnogenesis and Comeuppance are similar, if they are suspected responses to attacks you may start being left alone in the game until someone has a counterspell for you. Dragon Broodmother, and a few other cards trigger token making on each player's turn, maybe not super abusive but still much better in multi than in a 1v1 game. Mind's Eye can be quite strong as well, especially with Smothering Tithe!!
7 months ago
Here’s some decent pieces to both help with the war theme and make life difficult for your enemies.
Fumiko the Lowblood because samurai
Warmonger Hellkite makes creatures attack and can be pumped
Grand Melee because open war
Goblin Diplomats because diplomacy is needed in every war
Prowler's Helm like a spy slipping through their defenses.
Outpost Siege card advantage and siege is referenced.
Dockside Extortionist because there is always people like that in war
Neheb, the Eternal is likely worth a spot.
Oni of Wild Places may not necessarily fit the theme but repeatedly bouncing varchild has its advantages
Iron Myr for mana
Downhill Charge seems pretty good.
Seize the Day is very war themed to me.
By Force implies hostilities
Burn at the Stake might be a big kill card after you’ve taken a bunch of survivors. 3 times the amount you tap gets huge quick.
Crawlspace so you can bottleneck their armies like Sparta did against the Persians lol.
Voyager Staff to remove varchild maybe?
That’s what stood out most to me with a quick glance through EDHRec. I’ll keep brainstorming for ya though!
8 months ago
I run Master of Cruelties fine without either of those - we have lots of removal if it's imperative we punch through and it's often easy enough to find someone without a blocker - he's most effective with haste enablers where we can surprise someone.
I think Master Warcraft is just a much worse Disrupt Decorum to be honest (although much more budget friendly) - and overall I'm not to keen on the card as you don't get to choose who is being attacked, as alexjustdoit already mentioned.
As for Rogue's Passage - it's definitely playable, however we are very tight on utility land slots and there are quite a few I'd choose over this. Sure it seems good on paper to help get an attacker through to get back Monarch, but in practice we have lots of creatures with either evasion or deathtouch so that's not normally an issue. I also don't like spending 5 mana on my own turn unless I'm deploying something generally as we want to play at instant speed as much as possible. Just my take, but I hardly think either of these are necessary to run Master effectively.