Duress

Duress

Sorcery

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Duress Discussion

wallisface on We need more fuel to keep the machine running!!!

6 days ago

Wabbajacke welcome to modern!

As far as land count, i’d suggest around 23 for what you’re currently running.

Personally, i’d be adding in 4 Village Rites and 4 Mishra's Bauble . Both those cards will help you cycle through your deck a lot faster and get your engine running consistently. It also means you probably only need 21-22 lands.

As far as things to drop, you can probably do the following:

  • Duress isn’t a great card, and probably sideboard at best. There are better hand-disruption cards that could be worth running, but i’m not sure this deck wants them mainboard.

  • You probably only need 3 copies of Grinding Station . With the above-mentioned draw you’re likely to find one, and you don’t need two.

  • You probably only need 3 copies of Scrap Trawler , for similar reasons.

  • personally I think you only need two copies of Sly Requisitioner , because its hard to get into play until you’re already in a good position.

  • I think Ornithopter becomes less useful when you’re running Mishra's Bauble , so you can probably drop some number of them (i don’t know how many)

wallisface on Assassin's Creed

2 weeks ago

Some thoughts:

  • 17 lands is crazy low for pretty much any deck. Burn runs ~18 usually, and most their deck is 1cmc. Having any 3 or 4 drops your wanting to realistically cast should put you at 22 lands minimum. Keep in mind a bunch of your cards are fairly mana hungry even after they’re down, with morph and/or level-up costs.

  • Ultimate Price feels like a bad card, when you could be running more copies of Abrupt Decay and Assassin's Trophy . Nameless Inversion also seems bad, but I do get why you’re running that (i just don’t think the payoff is worth it).

  • I don’t see any practical reason for you to be running Corpse Churn . You don’t really fill the yard much and you’re creatures aren’t really worth reviving.

  • Duress is a really concerning card for hand disruption, because it can just auto-suck in a lot of matchups. I’d be tempted to leave it just in the sideboard, if your budget can’t afford the better hand disruption cards.

  • imo, ditch Sign in Blood . It costs you a turn and oftentimes will make your board position worse, not better.

Chutney_Shining on Top of the Deck To Ya

1 month ago

Hello stranger, whom I have never met! Awesome concept! Some ideas that come to mind for refining this:

I think your mana curve is super high compared to the number of lands you're running. Since mono-black doesn't access to a lot of ramp, I'd suggest switching out some of your higher costs sorceries, such as Gruesome Discovery , with something like Duress . Similarly, I think that life gain cards like Increasing Ambition are too high costed, and don't really support your overall strategy. I'd suggest replacing with things like Raven's Crime , which you can retrace, or Dying Wail which offer better timing and utility.

Similarly, I think Headhunter and Hypnotic Specter probably have better synergies than your rogues. I really like [card:Black Cat], but think we could do more to trigger it on our terms. Carrion Feeder could be a cool addition, as could Legion Vanguard or Malevolent Noble .

Fiend Artisan is spendy, but would be such a powerful tutor and likely game ender in this build. Hell's Caretaker and Golgari Guildmage are significantly less powerful, but still allow you to exploit repeated triggers of your cats and Sangromancers. If you preferr an enchantment approach, Malevolent Awakening also works well.

I would definitely suggest upping the number of Painful Quandary , and definitely increasing the number of lands you're running to 20-22. I also think 4-8 removal spells, such as Murder , Doom Blade , or Poison the Cup would help respond to enemy threats and interruptions. I'd reduce the number of sorceries to make room - the looping creature threats have more of a long term board presence.

If budget weren't a consideration, a couple of copies of either Massacre Wurm or Sheoldred, Whispering One would make great finishers.

I hope this helps!

zobster on Abzan Midrange

2 months ago

Quick edit For Niv to Light, put in another Despise and take out a Duress

alger on budget mono-black aggro/devotion

2 months ago
  • lagotripha thank you very much for your feedback. I am new to modern format and i build this budget deck for joining FNM.
  • All your suggestions are on point and i will take them into consideration in order to build a sideboard / upgrade the deck. The problem is rn with the current state i have some problem playtesting the deck to see how it performs. A lot of the choices in the deck have been made based on the singles that i was able to find in my local game store thats why i dont use Gifted Aetherborn or Lashwrithe but they are great additions to the deck and they can boost its power level.
  • Finally, i tried to base mostly removal on the creature cards like Murderous Rider and Gatekeeper of Malakir but the value of Duress and Feed the Swarm is crazy and i was wanting to add some copies of each in the deck.

lagotripha on budget mono-black aggro/devotion

2 months ago

I've played a bunch of mono black in modern. It is great for FNM, but will probs never put up tournament results.

The deck lives on sideboarding and the sheer variety of options available - your opponent has no idea if you are aggro, midrange grindy or combo until turn three or four. This means that published decklists and scouting in major tournaments strips away its biggest advantage.

Cards to mess around with;

Duress (and the million variants) - hitting a Life Goes On can be 'more damage' than any 1 drop.

Gifted Aetherborn - it completes the dire moon / nighthawk trio, and helps with tribal vampire options like Stromkirk Condemned or Captivating Vampire

Stromkirk Condemned and stuff like Zombie Infestation lets you play with discard synergies - pitching your hand then casting symetrical discard, or getting back demigod.

Lashwrithe If you want an equip in mono black on a budget, it is this. Its scary on its own, strapped to a nighthawk it boosts your life total to massive levels.

Ratchet Bomb used to be the only enchantment answer, but Feed the Swarm has really patched that hole and made the deck a lot more solid.

Sign in Blood - draw two is good. Two damage is good to finish an opponent sometimes too.

There are a bunch of 'return to the battlefield' 1 drops that can help create tempo by flooding the board and provide fodder for sacrifice effects - Bloodsoaked Champion , Dread Wanderer , Tenacious Dead etc.

If you want to do it the other way, effects like Unearth let you keep key creatures on the battlefield, while synergysing neatly with stuff like Profane Command to hit face.

Finally, play to mono-black's biggest advantage, reliability. Lots of decks focus on hands that can 'just win the game', mono black does an amazing job at getting a hand that is 'better than the opponent'. Not an incredible hand, but a little disruption and a lot of 'good cards', no chance of getting mana screwed, and far less need to mulligan.

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