Dread Presence

Dread Presence

Creature — Nightmare

Whenever a Swamp enters the battlefield under your control, choose one —

  • You draw a card and you lose 1 life.
  • Dread Presence deals 2 damage to target creature, player or planeswalker and you gain 2 life.
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Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Legality

Format Legality
Historic Legal
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Arena Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Dread Presence Discussion

LandoLRodriguez on Windy Kitty's Landfall Engine

1 week ago

Changes, 20Sep2020:

-1 Swamp, +1 Urborg, Tomb of Yawgmoth. Urborg has some nice utility, something of a mana fixing effect, and outside the presence of a Blood Moon, I don't see a ton of drawback in slotting it in, besides one fewer basic to fetch with lands that only get basics. I can live with that, since...

-1 Seer's Sundial, +1 Dread Presence. With now two routes to make every land drop a swamp, this guy makes a ton of sense. The sundial is gonna cost at least 6 mana before it starts to pay off and adds pretty much nothing when it first enters play. I see Dread Presence offering much more drawing power at a greatly reduced cost, along with other utility from its other effect, and I can grab him with creature searching/recurring tools.

-1 In Garruk's Wake, +1 Doubling Season. Let me say this: I love just about everything about IGW. I love the brutality of its effect. I love the name, the art, the flavor, and the MtG lore from whence it came. I don't particularly love the heavy cost, but considering the effect it can have on a game - especially a multiplayer game - it's not really unfair. However, at the time I'm making this change, there are a total of 18 cards that would benefit from Doubling Season, and it should have a profound effect on every game it enters. I foresee IGW spending a lot of time in my hand, either waiting for enough mana to pay for it, or waiting for a time when it feels worth it to spend that mana. Doubling Season is a fun card and I love the potential for exponential growth (one land drop can turn into 4 dragons with Nesting Dragon, plus the havoc it will create once I can get my hands on an Ancient Greenwarden).

griffstick on Deadshot

1 week ago

Dropped Dread Presence and added Blood Tribute. Its another card that can half someone's lifetotal.

kenvan19 on Mono-B Discard, Devotion & ...Knights?

2 months ago

The one change I made is that as cool as Rankle, Master of Pranks is I've never been his biggest fan and so I've never invested wildcards in him. When it came time to play your deck I dropped him in favor of another Murderous Rider and Dread Presence but I think it would end up playing very similarly so it comes down to a matter of taste.

Sultai_Sir on Underrated Budget Gem!

2 months ago

griffstick: True, but at under 40 cents, there aren't many cards that can color fix you for that amount of mana, at least that I know of.

DeinoStinkus: That's a great idea! With cards like Dread Presence, Valakut, the Molten Pinnacle for burn and card draw, and Sylvan Advocate and The Gitrog Monster for beatdown, that actually seems like a legitimate deck!

MrKillStar on Ayara Ping

2 months ago


I would cut Conspiracy, since most of your creatures are zombies anyway and little tokens you create, you could just sacrifice asap with Ayara/Conrad on board.

Prismatic Geoscope - read rules on Gatherer.wizards.com - its 5 mana rock, that enters the battlefield tapped and can produce only one mana = useless in mono color deck. Better go with Sol Ring/Mana Geode/Arcane Signet are better options for that.

I use Tortured Existence+Desecrated Tomb in my For the Void deck and its just pure awesomeness. Every activasion of TD triggers Syr Conrad's ability twice (one creature coming out of you GY, another one coming in) and DT gives you 1/1 BLACK bat token with flying (which matters for Ayara). Its also insant speed activation, so you can use them to create flying blockers and a lot of tokens to sacrifice. Add in Phyrexian Altar and you can go infinite with either Ayara or Syr Konrad.

Sanguine Bond - With weak life gain in this deck, I wouldnt bother with this. I would replace it with more ramp - Caged Sun/Black Market or Songs of the Damned (which would work even better with Buried Alive), etc.; Village Rites would be very nice card draw (of course Phyrexian Arena, Necropotence is a big thing too).
Liliana of the Dark Realms could be also pretty nice for ramp.
You can always keep Sanguine Bond and throw in more life gain stuff life Whip of Erebos/Dread Presence/Ivory Tower/Venser's Journal or graveyard hate cards like Crypt Incursion/Suffer the Past.


Woe Strider could be used as instant sac outlet for your Ayara, with a 0/1 WHITE token and scry 1 as a nice bonus.

Cabal Coffers,Lake of the Dead,Nykthos, Shrine to Nyx - also very good lands for mono black decks, just not for low budget decks. Urborg, Tomb of Yawgmoth - probably not worth it if you dont run that many non-swamp lands.

Cards I would cut off:

Forlorn Pseudamma - 4 cmc 2/1, that needs to be tapped and pay additional just to make 2/2 zombie seems not very good.
Piper of the Swarm - they only thing making rats is Piper and Plague of Vermin (which is ok though). Piper works much better in Ayara rat decks. In this almost zombie tribal deck, Piper just doesnt really fit.
Syphon Flesh - Very independent on your opponent's board state and number of opponents.. So its kinda 50/50.
Conspiracy - Unless you're going to do some shenanigans with making non-zombie creatures and tokens into zombies (I counted 10 things in total that are either non-zombie creatures or make non-zombie tokens), I really wouldnt waste a card space with it, unless you can do some absurd amount of tokens.
Prismatic Geoscope - as I already said above.

MrKillStar on

2 months ago

I would personally replace:
Prism Ring for Trading Post - Could be very handy artifact in decks like this.
The Immortal Sun for Exquisite Blood - creates infinite loop with Vito and Sanguine Bond, but isnt cheap. I wouldnt bother with The Immortal Sun, unless your playgroup runs a lot of planeswalkers or you struggle with card draw (which shouldnt be a problem in mono-black.
The Haunt of Hightower - I would say you need either more discard or mill effects to get Hightower big.. Doom Whisperer seems to be much more useful.
Tavern Swindler - Its just gamble that doesnt seem to be worthy in a deck, where you can already get a lot of life by other cards. Bastion of Remembrance works as another aristocrat effect (Tortured Existence+Desecrated Tomb+Phyrexian Altar as infinite engine).
Dreadhorde Invasion - You dont use any other Amass effect cards and it takes 6 turns to make a 6/6 zombie with lifelink (which will last only until end of your turn), which is pretty meh. It would be good if you had some sacrifice cards, like Smothering Abomination, Village Rites, Diabolic Intent, etc. I would go for either Twilight Prophet or Bloodline Keeper  Flip. Captivating Vampire could be useful aswell. With Carnival of Souls you could get a bit of ramp, but can backfire really hard, so its kinda risky.
Gifted Aetherborn - is pretty nice drop I guess, but feels kinda weak overall. Kalastria Highborn supports your mostly vampire creatures and can also drain your opponents.
Swiftfoot Boots - unless you want the haste, Whispersilk Cloak seems like a decent option. It cost more to cast and to equip, but makes your creature unblockable.
Drag to the Underworld - should do a good job, Oblivion Strike might be something to consider aswell. Or just Corrupt?


Some more cards that might be useful:
Call the Bloodline - discards useless cards and makes a 1/1 vampire token (once per turn).
Revenge of Ravens - decent defensive enchantment that could fit your lifesteal deck nicely.
Burnished Hart - slow ramp creature. BH also triggers your Dread Presence and Staff of the Death Magus.
Crypt Incursion, Suffer the Past - more graveyard hate and another life gain.

Azeworai on Tinybones the card thief

3 months ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

pistolpeteiii on Vito Corleone, Gain and Drain Mafioso

3 months ago

I think you are dipping into too many styles of play with your deck selection. If you streamline into a certain style of build I think you will have some more success. Looking at the choices of cards you've picked, I think a Mono-Black aggressive style Vito deck would suit what you are looking for.

Early turns you can play creatures such as; Vampire of the Dire Moon (4), Serrated Scorpion (4), Priest of Forgotten Gods (4), Yarok's Fenlurker (4)

Your mid-game would be; Vito, Thorn of the Dusk Rose (3), Ayara, First of Locthwain (3), Dread Presence (4)

And finishers in the form of; Nightmare Shepherd (4), Gray Merchant of Asphodel (3)

Pack some removal in the form of; Murderous Rider (3), Eliminate (3)

and then 21 Swamp and there's your deck! (Castle Locthwain if you've got em)

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