Faithless Looting

Faithless Looting

Sorcery

Draw two cards, then discard two cards.

Flashback (You may cast this card from your graveyard for it flashback cost. Then exile it.)

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Commander 2019 (C19) Common
Ultimate Masters (UMA) Common
Commander Anthology 2018 (CM2) Common
Eternal Masters (EMA) Common
Commander 2015 (C15) Common
Commander 2014 (C14) Common
Duel Decks: Sorin vs. Tibalt (DDK) Common
Dark Ascension (DKA) Common
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Pauper EDH Legal
Unformat Legal
2019-10-04 Legal
Pauper Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Faithless Looting occurrence in decks from the last year

Commander / EDH:

All decks: 0.14%

Faithless Looting Discussion

abby315 on Do people not know about ...

18 hours ago

Less pro-player take, more psychological explanation: Notion Thief when played correctly makes you feel like you got got. It’s usually a big flashy play in which one player gets wrecked by casting Faithless Looting or a big draw spell. It feels like the Thief player has pulled off a line of play. there can be a slight opportunity cost because you’re holding it up, like a counterspell, instead of developing your board. (Tho yes good decks will take advantage of the flexibility instead.) So when you get the big Thief steak it’s an impressive-looking move.

Narset, Parter of Veils never feels that way because she’s sorcery speed, and you can and will play her any time to get the extra card and get her ability online. It feels like free value because what you DO with Narset is -2 her but the static ability is what everyone hates; and it feels skill-less to pull off because it’s not reactive.

I’m tired and not explaining this elegantly but I think it makes total sense that Narset is the salt house, even if Thief can be a more damaging effect for players. xD

StopShot on Red card draw and how ...

1 week ago

Thrill of Possibility, Light Up the Stage, Destructive Digger. In recent years the color red has become more and more engrossed with the concept of drawing cards perhaps more than any other color outside of blue. To some it may feel like a break in the color pie while others see it as boon for formats like commander. It's apparent that a balance needs to be struck so that red card draw remains an inferior counterpart to card draw of blue, but even so I do feel there are ways in which pre-existing card advantage could be improved upon to be more flexible.

((TL;DR - In this thread I'll present various red cards that offer card advantage, briefly describe the pros and cons and then offer a future-shifted variant of the card if that particular card draw mechanic were to ever be improved upon.))


Discard a card, Draw two cards.

ᴼʰ ˢᵘᶜʰ ᵖᵒʷᵉʳ ᶜʳᵉᵉᵖ

While there are many, many various other forms of this manner of red card draw it can be safe to say this is probably red's favorite form of card advantage. Effectively these cards typically read as, "this card and another card in your hand have cycling." as cards such these don't aim to increase the number of cards in your hand, but to simply take a chance at improving the cards in your hand. There are other benefits too such as purposely wanting to put certain cards in your graveyard to accrue additional value. However, because these cards never increase the number of cards in hand, running out of cards in hand is a real problem that can nullify this type of card advantage until your next draw step. It's also important to note that you can even risk throwing away a so-so card for worse cards in return. Cards like these also make themselves easy targets to get 2-for-1'd by counter spells.

Adjusted.

Flexibility. While it may not be the most astounding of changes it does lend the player more choices when playing the game. If your hand is weak you can draw two cards and if your hand is strong you can draw one card instead. This card even makes itself useful if it’s the only card in hand. If I were to further improve upon this card I might add, "This spell can't be countered by spells and abilities" but that might be too much text for a common card. I could have also just given this card cycling instead, but that might make the card harder to put in non-cycling sets. It too, would also expand the amount of text on the card if you consider reminder text.


Repeatable Rummaging Ruffians.

When it comes to discard-draw on creatures there's a myriad of different ways it can be triggered or activated, but the common factor amongst them all is the exchange rate of one card discarded per one card drawn. Despite this the pros and cons to these creatures work much like their instant and sorcery counterparts. Their abilities won't work if you have no cards in hand nor do they actually ever increase the number of cards in hand. They simply provide any given card in your hand cycling. One additional issue however is these creatures can sometimes take a full turn cycle before they can use their effects unless if you give them haste.

Adjusted.

First of all, Card B is meant to be an improvement of Rummaging Goblin though the same concept wouldn't be too hard to apply to cards such as Academy Raider or Reckless Racer. At first, I thought slapping haste onto these creatures would suffice enough, however; giving them an ETB rummage seemed more creative as you achieve the same end except if you have some extraneous source that provides haste you'd be able to double the effect just for the turn it comes in. As for the ability, I've maintained the same one card discarded per one card drawn ratio just in a more roundabout way. Essentially by activating the creature ability not only do you get a rummage, but you practically get your next draw step a turn earlier. Card parity is maintained as the second card discarded will be the one you will never draw on your next turn. As impatient as red is this seemed on point to me. I also believe this ability works better on permanents than instants and sorceries as its easier to remember to skip your draw step when you go to untap the permanent that caused it the following turn.


Exile, Execute, Extinguish.

ᴼʰ ˢᵘᶜʰ ᵖᵒʷᵉʳ ᶜʳᵉᵉᵖ

Discard-Draw isn't the only avenue red gets its card advantage. Exiling cards off the top of the library is practically no different than drawing the cards, except your opponents can see what's drawn and the cards have an expiration date, so it’s better to cast them fast. While this method may be even closer in theme to pure card draw its faults can make it more of an unpopular choice than the discard-draw route. The issue itself boils down to mana and speed. Red's most explosive in the early game, but in the early game mana is limited. If you have to cast a three mana card that exiles multiple cards that you can only cast for that turn the overall CMC of that spell is going to cost you in the 5 to 7 mana range and that's if your deck is built low to the ground which makes the effect horribly impractical in red's color theme. In order to fix the issue lots of liberties need to be made in order to make the effect practical on red's level such as making the exiled cards last until the end of your next turn and making the exile spell cost one mana like with Light Up the Stage. This sets up obnoxiously tight standards to meet when designing practical cards that utilize this effect. Not only that but you don't get to choose which cards are exiled whereas discard-draw gives you some choice as to what gets put in the graveyard. Furthermore, some cards create value when put into the graveyard, unlike the exile zone.

Adjusted.

Choices. Instead of exiling two cards off the top of the library, two cards are drawn followed by exiling any two cards from the hand. Because the player can choose which cards get exiled, cards can only be cast from exile instead of being played. The difference is spells are treated as usual, but lands can no longer be played from exile. Lands are the easiest cards to play, thus not being able to play them from exile puts more weight on what cards you choose to put into exile. The card advantage effect was inspired by Faithless Looting. (That is if Faithless Looting was fixed and didn't allow you to dump busted cards into the graveyard.) As for the duration of how long cards can be cast from exile I also wanted to leave that up to choice. Red likes to attack a lot so an attack restriction impacts red more than any other color as you may have to choose between tempo or card advantage. While additionally putting a blocking restriction may seem weird it's important to note that if you choose not attack with your creatures they'll remain untapped which may make your opponent uncomfortable with attacking. Because your opponent can see what's in exile they too can try to force a choice out of you to their advantage. As I see it the cards in exile are pretty much treated as though they have Mardu Blazebringer's ability which is what has inspired this duration effect.


All or Nothing.

ᴼʰ ˢᵘᶜʰ ᵖᵒʷᵉʳ ᶜʳᵉᵉᵖ

Special shoutout to Bedlam Reveler. Similar to discarding a card to draw a card, this form of card draw instead works by discarding your entire hand just to draw two or three cards, because red is sometimes extreme like that. The main benefit to running these effects is if you’re able to use up all your cards naturally you won’t have a hand when one of these effects hit the table. Under this scenario you’d be drawing two or three cards with no strings attached which would be pretty good. The issue is playing without a hand means you can’t carry removal spells and it can make your plays all the more predictable for your opponent to counteract. It may also be difficult to use up all the cards in your hand in a speedy manner meaning it won’t be until much later in the game that you can fully utilize your draw effect. Given all the previous draw effects can be used much earlier in the game with little consequence this particular form of card draw seems to be not worth the inclusion unless it comes stapled onto a huge creature you can cheat out for two mana. With that said I’d like to create an improved form of Dangerous Wager. Back when this card was printed its only competitor was Wild Guess. (and Faithless Looting.) These two cards were roughly on equal power level to one another with their strengths balancing out, but now that Thrill of Possibility has been printed recently Dangerous Wager hardly has any benefits over it. This begs the question, how could Dangerous Wager be designed today to compete with Thrill of Possibility or Cathartic Reunion?

Adjusted.

Dangerous Wager was the type of card you probably wouldn't cast turn 2 or turn 3 as you would risk major card disadvantage for very little pay off. In essence you'd want to play the card much later in the game where the pay off was either equal or advantageous. Just like Dangerous Wager, this card was constructed under the same mindset to be cast more preferably towards the later half of the game. The upside is if you have one or two cards in hand when this spell is cast you're guaranteed of keeping the cards. This provides the benefit of gaining better card advantage over Thrill of Possibility yet bearing the downside of not being able to cast it as early in the game.


Speaking of Random.

ᴰᵒᵉˢ ᵃⁿʸᵒⁿᵉ ᵃᶜᵗᵘᵃˡˡʸ ᵖˡᵃʸ ᵗʰᵉˢᵉ ᶜᵃʳᵈˢˀ

"Random" is a fickle word. It's all fun and games when the word random is forced on your opponents, but the word quickly loses it novelty when its applied to the caster. It's hard to picture many scenarios where any of these cards provide outstanding value. If you cast them with no cards in hand you're practically casting a cantrip that also self-mills you. Maybe with a full hand you could call it a free mulligan, but the only times I'd want to mulligan is if my hand has all lands or all spells. In either scenario you're probably not casting this card anyway. Perhaps if random was less random it could serve as a better free mulligan card?

Adjusted.

Yes, its a bit of a word wall. The effect is simple so perhaps someone can come up with a cleaner way to shorten up the text? Essentially this is a draw three cards, then discard two cards at random. Except in this case you exile three cards at random, but you get to keep the one you like the most. Basically if there's one card you absolutely don't want to lose to the random effect, then you're guaranteed to keep it through this process. This makes the random process less random yet still beyond the caster's full control. I also chose to make the excluded cards go to the bottom of the library instead of the graveyard. The reason for this is to prevent the card from being too similar to Faithless Looting which is banned in Modern and to make it more similar to scrying or the card Fire Prophecy. Another interesting thing to note about this custom card is if you have no cards in hand this card becomes Anticipate but in red. Please keep in mind though that having no cards in hand is a pretty strong drawback as this card for the most part will be much less reliable than it if you have cards in hand.


Who Needs Lands Anyway?

Special shoutout to Countryside Crusher. Red really likes land destruction, so why not draw cards off of destroying your own lands? This effect is probably the most inconsistent out of all the red draw effects. While the concept is solid, getting it to work in practice largely seems to be a work in progress. I suppose the blue standard for this type of effect is best represented by Trade Routes and Compulsive Research interestingly enough.

Adjusted.

Since Tectonic Reformation is a red version of Trade Routes I thought I would make a red version of Compulsive Research as the card doesn't seem like too much of a stretch for red to imitate. While Card F may seem very simple for a rare, I think drawing three cards at instant speed would be pretty strong. Unlike Compulsive Research your discard payment option is limited to discarding the land card only, and you have to discard the land card first before you can even draw any cards. (With Compulsive Research you'd likely draw into the land card you'd discard anyway.) Making this card cost two more mana to draw one more additional card from Magmatic Insight also seems to align well too I think.


Closing Remarks

Anyway, that's about all I had planned. I did want to make a card to represent the Wheel of Fortune cycle consisting of Wheel of Fortune, Wheel of Fate and Magus of the Wheel but that effect is so incredibly strong that I can't really think of a reasonable way to nerf it while still having it be practical in a two player game. If I do think of something I'll probably add a Card G to this thread. Regardless, do you think any cards are too strong or too weak? What card would you really want to see be included into the game?

jakeyuki12 on My Bois

1 week ago

Contrary to popular belief, Boros doesn't have any harder of a time ramping than any other non-green color combination.

If you want to ramp early to get your general out faster, might I suggest some red ritual spells? Stuff like Seething Song or Pyretic Ritual. These give you a burst of red mana for a single turn that can really help get your general out several turns earlier. You already play Mana Vault which, let's be honest, is most of the time a ritual too since how often do you actually untap it?

On top of these early ritual effects, you could also consider playing some big-gun ritual effects like Mana Geyser or Brass's Bounty. While these aren't early game ramp, they can provide some explosive later-game turns.

I also heavily recommend cards like Underworld Breach and Past in Flames as these give you access to your ritual spells later game as well as your whole graveyard to re-use.

If you're already playing Smothering Tithe I recommend playing some more wheel effects. Wheel of Fortune is ideal, but if you don't have access to it you can instead play stuff like Magus of the Wheel.

Another few cards that might be good- your deck really wants to be making it's land drops every turn and would also really appreciate more ways to get card advantage, so cards like Land Tax (just got reprinted in double masters so it's high price tag just dropped!) or Gift of Estates or Tithe could help out a lot. At that point, draw effects that break even get better since you're plus-ing off of land effects, so your Faithless Looting and Tormenting Voice effects can swap lands for better cards.

Last few cards- if you've been liking Neheb, the Eternal, Neheb, Dreadhorde Champion could also be a really good card for the deck. It can cycle your cards into your big gun spells and then give you extra mana to fire off another burn spell. Deflecting Swat is an incredible card for this deck since it can do a bunch of shenanigans AND protect your commander. I think Flawless Maneuver would also be worth it to protect your commander.

That was a lot more than I expected, the ideas just kept flooding in hahaha. You know.... unfortunately it makes me want to build yet another Boros deck...... Why do I keep doing this to myself?

Oloro_Magic on [Primer] - Ad Nauseam Combo [[Procellam Legit]]

1 week ago

mikeb388:

Miscast is definitely a cool card, and I can see its sideboard applications in certain decks, however as far as this deck is concerned, Veil of Summer is strictly better as, not only does it turn off targeted discard and protect me from Necromentia-like effects, but in doing this it also replaces itself via drawing a card. It is also a superior "counter-like" effect, in large part because it is one of the few cards that can actually answer Dovin's Veto. For these reasons, I would rather have the green counter, also taking into consideration it isn't difficult for me to make green mana.

I'm also not sure I would even say Miscast is my second choice for the role you specify; that would likely be Swan Song which may be an easier point of comparison as both have their drawbacks. The benefit to Swan Song is that it is always a hard counter, yes if it has to be used early then it can give our opponent some measure of inevitability, but considering we are looking to win relatively quickly this usually isn't a problem. Miscast, while it doesn't provide our opponent with a way to win, is not a hard counter, and while it could be useful turn 1 to deal with discard, it can be very underwhelming and potentially damaging in matchups where I am expecting a counter war when I try to win, both Veil of Summer and Swan Song don't suffer from this problem.

In other words, while I think Miscast is a very good card that isn't getting enough attention, I don't believe this is the deck for it, that spot would likely be as the 60th card in a UW control list. The issue you identify with early game hate is already well covered by Veil of Summer and Leyline of Sanctity out of the board, and I would say discard heavy matchups tend to be fairly even or even favorable for me postboard. Additionally, Necromentia effects just don't see a lot of play in modern, Surgical Extraction also doesn't see a ton of play anymore with Faithless Looting gone. I also have 7 dedicated cards to this problem already which unfortunately renders Miscast surplus to requirements. The truth is, I don't fear discard, I can still dig afterwards assuming I have no way to answer it or an active Leyline of Sanctity, playing against discard is really a matter of experience, sure there are times they will just bury you but you have to be able to move on from those with a deck like Ad Nauseam lol. People playing Necromentia effects like yourself have an extra tool for the matchup, a tool that I would say pushes the balance into your favor as it represents just a tad extra flexibility and an effect that, if it resolves, can be detrimental, but I'm not overtly worried about them for the reason's outlined above postboard; though there is a good chance I may lose game one.

Thank you again for your comment its very much appreciated :) I hope I make a good case! Good draws, from what little you describe, this mono-black brew you have sounds pretty cool :)

Vale,

Oloro

SynergyBuild on Caerwyn

1 week ago

Caerwyn to top that, RambIe runs Gamble, Putrid Imp, Carrion Feeder, Faithless Looting, etc. but in all honesty, he seems to troll the forum because he thinks it's funny knowing that the deck-sharing forum would have people share deck ideas, and so saying that netdecking is bad is just funny to him.

When he brought up that my decks looks like ones he's played against and so he'd have an advantage over me I explained that the decks in question were ones that I had pioneered or remade, different Captain Sisay lines I pioneered after Mox Amber's printing, different Sisay, Weatherlight Captain lines I am still innovating on, Aminatou, the Fateshifter Tezzeret based stax which I effectively birthed (unlike the rest I just reimagined), and those decks that he saw as similar to mine were copies/variants of my lists, or of other people who took inspiration from them.

After explaining that on his page, and then asking him to not comment these types of things on another user's forum post, he commented on my page, on a comment that is still up as I type this. He effectively explained that he was understanding that that was not the place for that conversation and that he likes to troll people by stating these things, not personally something I am interested in, but he explains his goals there if you want to know. Hope it helps!

ilovemydoghisnameistuna on "And Another Thing..."

2 weeks ago

In order for you to go infinite, you need to have a copy of a spell that copies the Mage because as soon as the original copier resolves and creates a copy of the mage, it's no longer on the stack and Dualcaster can't copy it again.

Also, this deck could easily be made modern legal; you don't really care about your graveyard (Faithless Looting) except for Rite of Flame, which is also banned, and could be easily replaced with Pyretic Ritual or Desperate Ritual and be even better because it can directly ramp you into Dualcaster Mage. I think Faithless Looting could be replaced with Thrill of Possibility or something in its ilk.

jakeyuki12 on Aurelia's Legion EDH

2 weeks ago

Card Advantage in Boros isn't difficult. You've got lots of it in red that you can use. There are Wheel effects, Impulsive draw, artifact synergies, etc.

Note that I said card advantage and not card draw. While cards like Thrill of Possibility or Faithless Looting draw you cards, you don't net any advantage. In fact for some cards like Faithless Looting you end up down a card. Your deck needs card advantage, not card draw.

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