Duress

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Duress

Sorcery

Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card.

Iehovah on Suggestions on how to handle …

1 month ago

There's always Duress, although I haven't played standard in a few years and it might not work as it does in my head.

Xica on How to deal with [[The One Ring]]

5 months ago

I didn't want to list counterspells and targeted discard, since they are the trivial choice.
I mean all of them work.

And there is a LOT of them. I didn't want to list all flavours of Counterspell with various up and downsides. And same goes for Thoughtseize, Duress, Mire's Toll, Collective Brutality. There are way too many.
And targeted discard is a way sketchier proposition than counterspells, as they turn the game into topdeck - where they don't help against the one ring.

TheVectornaut on Tergrid - making cuts

6 months ago

You say you're going for more sacrifice than discard but the current list feels very much the opposite to me. If you are serious about wanting to make the deck more casual friendly, cutting all of the cards that exclusively care about discard does seem like the easy way to get down to 100. Having cards that do both like Rankle's Prank will probably be more palatable, even if the outcome is actually even more lopsided. As an aside in the event you do keep some discard spells, you'll be better off paying a little extra for the multiplayer focused options like Delirium Skeins vs. something targeted like Duress. Obviously, if you want to do a lot of 1v1, that evaluation changes. I like the idea of focusing on a sacrifice shell with all of Grave Pact, Dictate of Erebos, and Butcher of Malakir to ding opponents while you're sac looping your own creatures with various reanimator tools. Cards like Hell's Caretaker or Whisper, Blood Liturgist are favorites of mine since you can easily convert your chumps into discarded bombs or re-trigger ETB and death triggers. You have a ton of cheap Fleshbag Marauder-type cards and that's the real reason I'd recommend this angle. If you stick with at least some of the discard package, you can run plenty of Burglar Rat and Virus Beetle 1/1s to take advantage of Shirei, Shizo's Caretaker which is also conveniently good with Valgavoth's Faithful and other potential synergy pieces like Viscera Seer, Blood Artist or Zulaport Cutthroat.

I'll also list some other cards I'd consider cutting, regardless of the focus on discard or sacrifice. Crypt Ghastfoil feels excessive here since by the time you can play it and untap on the following turn, there's currently only two cards that you wouldn't be able to cast anyway. Since I'm also recommending the cut of All is Dust anyway for being too symmetrical of a wipe for its high cost, I don't know that you'll need all that mana very often. The obvious counterpoint here are the x spells, but I'd urge caution on keeping too many of those too. Unless you're ending the game with a final enormous Torment of Hailfire, these types of effects can fall squarely under the "feels bad" category, or at least that's my experience. If you do want to keep them as wincons, you probably want even more cards like Ghast to improve consistency in reaching that goal. For somewhat similar reasons, I'd also consider cutting Dark Ritualfoil and Culling the Weak. Turbo-ing out your oppressive commander is exactly the kind of play pattern that earned the recent commander bans their new status. If the other players at the table feel like they have time to prepare potential answers to Tergrid, I think people will be much happier to play with you. And if you feel you need more mana and a way to sac guys you want in the yard, Ashnod's Altar and Phyrexian Altar are always an option. In terms of draw, I like engines that play off your deck's existing themes like Waste Not, Geth's Grimoire, Grim Haruspex, Harvester of Souls, etc. as opposed to once a turn effects like Dark Confidant or Phyrexian Arena. They may not always be more efficient but they're certainly more interesting. Necrodominance is an option I'd be careful with though since it has some anti-synergy with self-reanimator strategies. I like the idea of Deathgreeter to recoup some of the life loss from symmetrical pox effects and to benefit from mass sacrifice. I just think some of the previously mentioned options at two mana do the job better. Similarly, I feel that Osseous Sticktwister will accomplish less than some similar cards in the deck since your opponents are free to choose the life loss in a format that offers them plenty of life to spare. If you were going for a more explicit life drain strategy, I think the card could pair nicely with other 8rack staples. Unstoppable Slasher is another card that is only good if you're focused on dropping life totals quickly, and with no obvious ways to guarantee the damage gets through, I don't see this guy as being too impactful. The final card I'll mention is Mithril Coat. It makes sense on paper to protect your commander when you know it's going to get targeted. However, Tergrid is so feared at many tables that she's likely to get targeted and removed before you even have the spare mana to equip her. For this reason, I'd prioritize cheaper protection like Boots/Greaves. You could even try one of the many instants and auras that offer a one-time reanimation effect since those will also protect against your own sacrifice effects where equipment will not.

Squee_Spirit_Guide on Mono B control

6 months ago

I do love non-blue control :) I think Dark Ritualfoil would be a good addition, helping you power into your high cmc spells quicker. If you want to attack your opponent's hand Hymn to Tourach and Duress are very strong. No one expects Withering Boon and it can get rid of black creatures. Depending on the kind of creatures you find yourself up against Nekrataal, Crypt Rats, and Pestilence can be very good. Corrupt and Kaervek's Spite are fun finishers late on. Kaervek's Spite may be the most satisfying, all-in way to win in . I'm sure there are better cards out there, but around the kitchen table those are some of my favourites for mono black!

woolfhunt on Rakdos Disguise Combo

1 year ago

Main goal of this deck is to burn opponent's life quickly by flinging Hunted Bonebrute with Callous Sell-Sword. It will often do 9 damage to the dome. Doing so twice should kill opponent, as doing 2 chip damage with either Kumano Faces Kakkazan  Flip, creatures, or burn spells. Unfortunately Callous Sell-Sword is not very good in the vacuum, that's why we are playing Pyrotechnic Performer, flipping it and Bonebrute will also end us with 9 damage in addition to 9 power on the board. The drawback is of course tempo, as playing 2 disguise creatures requires a lot of mana. Although disguised creatures are rather well protected against common single-target removals, cards like Path of Peril can really mess with our board, that's why we are playing Deep-Cavern Bat and Duress in the sideboard. We are also playing package of cards that should help us digging to the combo - Bloodtithe Harvester, Charming Scoundrel, and Inti, Seneschal of the Sun.

Shorketh on $20 Sack of Elementals

1 year ago

https://www.moxfield.com/decks/lzmLKO7gs0mcqINQ5qLoXA

This is the version of the deck I'm workshopping currently, I bought all these awesome premise pieces from Mobizque and I'm just tinkering with it. Having 16 creatures when all the instants, sorceries and artifacts all revolve around them seems a bit janky, but in the end all you need is a Thunderkin Awakener and a Lightning Skelemental to cycle. Cards like Call of the Death-Dweller, Unearth, Lightning Bolt and Supernatural Stamina working to keep the thunderkin alive.

The early game is to establish your game plan using what you have in your hand and Flamekin Harbingers to get you there. Turn one Duress is always good but I didn't want to lean too hard into it. Getting a Skelemental by turn three is surprisingly consistent, and cycling it doesn't prove hard. From there you can begin raking in your benefits from damage and card draw. Incandescent Soulstroke allows you to do some fun Nova Chaser shenanigans. I'm still iffy and changing things around so I'm all ears for what people have to say.

Thank you Mobizque and assorted comments >:D

K4nkato on Tomb of Annihilation (Venture into the Dungeon)

1 year ago

I have a few observations:

1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.

2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.

3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.

4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.

Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.

jdogz32 on Obliterate

1 year ago

Your decks extremely heavy for only having 21 lands. I'd recommend going up to 24. I'd take out Cabal Stronghold in order for you to even break even on it you'd have to have 4 swamps in play and your deck only has 6. I'd also take out any land that enters the battlefield tapped. As heavy as your deck is with no form of ramp you can't afford to be waiting for lands to untap just to make your opponent lose a life. So I'd take out Piranha Marsh I'd also take out Mortuary Mire.

As slow as your deck is I'd add cards like Thoughtseize Inquisition of Kozilek or Duress taking your opponents best cards early game will really help give you the time you need to set up. I'd also replace Victim of the night for either Fatal Push or Heartless Act hope this helps

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