Divest

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oathbreaker Legal
Modern Legal
Arena Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Common

Combos Browse all

Divest

Sorcery

Target player reveals their hand. You choose an artifact or creature card from it. That player discards that card.

Divest Discussion

Blue_Flame on Suicidal All-Out Attack

1 day ago

I think you need a sideboard. Unless you don't intend on playing with one, I'll throw you some suggestions. Since you're on a budget, I'll consider that in my card choices too:

Discard Spells - Duress , Divest , Despise

Grave Hate - Bojuka Bog , Faerie Macabre

Creature Removal - Doom Blade , Diabolic Edict , Lightning Axe , Magmatic Sinkhole , Vicious Offering

Artifact Hate - Smash to Smithereens , Ingot Chewer

LVL_666 on Sorin to victory (orzhov vampires)

1 week ago

Sorin_Markov_1947, sorry to hear about your employment situation. Hopefully it will improve soon. As for your suggestion of Divest , I think it's a good one- but you need to be extra mindful of your meta. Now, what to cut? I think you will need to play test and see what works, but it appears you've already worked things in already.

  • Cutting Anowon, the Ruin Sage seems like a good idea. He's very high cost for relatively little pay off- having to wait til the opponent's upkeep to sacrifice one creature hardly makes much of an impact.

  • Cutting Vampire of the Dire Moon , i'd be a bit hesitant to cut this one as it enables your lifelink synergy with Sanguine Bond - but again it depends on how things go as you playtest.

I think the changes you made look great. Good luck at your next Modern Event.

Sorin_Markov_1947 on Sorin to victory (orzhov vampires)

1 week ago

Thanks for the comment! Sadly, since I don't have a job, my options are very limited for good disrupt cards. I personally like Divest , what do you think about that? Call to the Netherworld is a good one, and I'll add that. That leaves a problem though: too many cards. Any suggestions on what to remove to make room?

Skullblade248 on RB Discard

3 weeks ago

Well, definitely add Angrath, the Flame-Chained . No brainer there. Captive Audience is expensive, and by the time you play it, they will have nothing left to discard. Perhaps take two out and add two Moos. However, since I'm the only to give you advice and the format is about to rotate, take the deck to Modern or Frontier. As for a sideboard, perhaps Smelt , Divest , and Cry of the Carnarium or Ritual of Soot .

Liliana69X on Pattern Recognition #124 - Flash ...

3 weeks ago

berryjon that is an absurd request. you never mentioned anything about "mono black" (or mono any other color for that matter) until now. if you want to play a mono colored deck while full well knowing its weaknesses, thats your own fault. and the "no dipping into artifacts" restriction is also absurd. even a mono black deck can use Universal Solvent .

that being said, i'll acquiesce your request just to prove a point. here are mono black cards that can get rid of artifacts.

  1. Braids, Cabal Minion . this gal could even be your commander. black has ways to reanimate your creatures, and theres always Crucible of Worlds to get back your lands.

  2. Curse Artifact

  3. Dispossess

  4. Divest

  5. Gate to Phyrexia

  6. Phyrexian Tribute

these are just the ones that mention artifacts specifically, but theres also the plethora of discard spells you can use to pluck out the Vedalken Orrery before your opponent even plays it. i could also get into the colorless nonartifacts that can remove artifacts, such as Scour from Existence , which technically meets your requirements of "no dipping into other colors or artifacts themselves".

and last but not least, i also found multiple "enchant artifact" enchantments that deal automatic free damage to the controller of the enchanted artifact during their upkeep. so lets not pretend mono black doesn't have answers.

by asking me to show you examples of monoblack artifact removal, you're basically saying that "if a mono colored deck can't answer a thing, we should ban the thing". thats ridiculous.

7H30F7 on Black is still the best

1 month ago

epartica So modern as a format is in the perfect middle ground in terms of power level. The decks are not terribly broken (except for the fun Hogaak) and the control is not powerful enough to stop the most aggro decks. As you get to Legacy, however, you will see that aggro decks that are not combo decks/storm no longer exist. With the addition of Force of Will and Daze and cards like that, it's hard to have a deck that focuses on too much aggro w/o being combo. Thus, a tempo deck, which takes its place, is a deck that is more aggressive than not but also has a lot of control. Thus, while it can be a faster deck, it also uses control to lockdown the opponent. A good example is a Death and Taxes deck.

I'll do a little bit of thinking and get back to you on the other suggestions. I have a few right now.

At some point, if you're more committed to the deck, I really would recommend getting a couple Liliana, the Last Hope for the deck. But a good alternative would be Liliana, Death's Majesty it's about $6-7 (compared to the $40 for the Last Hope). Especially the {-7} will help with control, and the ability to recur creatures from your graveyard.

I also suggest adding a couple of more early game instants and sorceries that help control your opponent. Inquisition of Kozilek / Duress / Divest are good hand control cards. Fatal Push , Go for the Throat , and Liliana's Triumph would be good for creature control. All of the sacrificing your own creatures will trigger the revolt on Fatal Push a lot, so I really recommend it. All of them are pretty inexpensive. Profane Command can also be quite helpful. If you need GY hate, maybe Deadeye Tracker or Nihil Spellbomb .

I'd also suggest getting a couple better sacrifice outlets. The best I can currently think of is Carrion Feeder and Altar's Reap , but I'll get back to you w/ more. In addition, I would use Unearth rather than Blood for Bones . I would also definitely add Mortician Beetle .

For lands, I would suggest Blast Zone , Scavenger Grounds , Mortuary Mire , Ifnir Deadlands and Memorial to Folly are some that I can think of immediately, but I'll dig around for some more.

multimedia on Davy Jones Pt.2

4 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

Leminestrone on

4 months ago

Yo le Kroaxis.

Petit cube vraiment plaisant à jouer, qui sera encore plus boosté avec quelques évolutions et équilibrages. J'en suis un peu au même point que toi au niveau du built, mais quelques idées pour améliorer les synergies selon moi :

  • Toujours favoriser une carte qui fait 2 pour 1, c'est à dire qui peut être utilisée de plusieurs façon selon le built. Exemple : Divest permet de discard un adversaire mais elle ne fait QUE ça. La remplacer par Pilfering Imp permet de jouer une créature / Avec une capacité d'évasion / Qui discard l'adversaire. Il sera donc beaucoup plus facile de lui trouver une place dans un deck.

  • Se méfier des cartes qui interagissent trop entres elles de façon situationnelles. Exemple, le cycle des cartes type Liliana's Triumph . La probabilité de se retrouver avec cette carte ET un planeswalker Liliana dans le même pack est à mon avis trop basse... Dans beaucoup de cas cette carte sera boudée car morte.

  • Si tu as du mal à trouver des archétypes, les principales bases de Magic feront une belle structure de départ :

    • Des Kills et du Cimetière
    • Du Boost de créatures et de la Ramp
    • Du Blast et de la célérité
    • Du Tempo et de la pioche
    • De l'exile et du Lifelink.

De cette façon, l'utilisation de tes cartes golds découleront logiquement de ces bases.

  • Méfie-toi également des cartes qui vendent du rève, mais qui n'ont pas réellement de cible dans le cube. Après avoir pioché cette carte hier et regardé ta liste verte, je me suis aperçu que Chord of Calling était quasiment une carte morte. En effet, avec ses trois , elle sera vraiment difficilement jouable dans une jeu autre que bicolor... Pourtant, elle est inintéressante pour aller chercher un Thon vert puisqu'il n'y en a pas dans la liste. Idem pour les Deadeye Plunderers qui seront beaucoup trop compliqué à optimiser dans un cube qui comporte uniquement une quinzaine d'artefacts.

Voilà :) Il me tarde de rejouer ce pack en tout cas !

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