Heartless Act

Heartless Act

Instant

Choose one —

  • Destroy target creature with no counters on it.
  • Remove up to three counters from target creature.
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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
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

Heartless Act Discussion

Skysurfer on Vito & vamps Deck

4 days ago

Right off the cuff I would cut Blood Seeker , Voracious Vampire and Brave the Sands as they dont help you win with your life shenanigans. Keeping 1 copy of Blood Seeker may be decent against token or creature decks but that's up to you. Blood Burglar to me seems like a sub-optimal version of Vampire of the Dire Moon and Tithe Drinker so I would swap those. If you have the wallet, Exquisite Blood makes you go infinite with Vito so its an easy swap with Boon Reflection and Sorin, Imperious Bloodlord is insane, especially when combined with cards like Champion of Dusk and Sanctum Seeker . Indulging Patrician and Silversmote Ghoul is a path if you can consistently get to 3 life each turn. Some copies of Fatal Push or Heartless Act may do you some good because spot removal is nice in modern. You could also be spicy and go Abiding Grace + some decent one drops like Knight of the Ebon Legion , Indulgent Aristocrat , Guul Draz Assassin , Guul Draz Vampire and Vampire Cutthroat . That aside, Nighthawk Scavenger , Blood Artist , Legion's Landing  Flip, Legion Lieutenant , and Drana's Emissary seem like they would fit nicely. I might cut some Cleric of life's bond as well, because its almost purely overshadowed by faster growing cards like Ajani's Pridemate and Sprite Dragon atm. I might also consider cutting 1 Boon Reflection and 1-2 lands to fit the mana curve a little more nicely. A lot of these are just pure suggestions, so the choice on what path is up to you. All in all, very cool deck. I am a big fan of trying to make Vito work, I hope you are successful in your journey and I hope this helps.

wallisface on Speedy pirates

4 days ago

I posted some thoughts below. I don't know what your budget is, but i've suggested cards assuming you're after stuff on-par price-wise to what's currently in the deck. If you're looking for some more expensive goodies, let me know.

  • Blade Historian just doesn't seem playable... it requires 4 red, but your deck has only 11 ways to generate that color (or, only 9 if you're not naming Human or Cleric with Unclaimed Territory ). I don't see how you're ever casting it in a game - so i'd suggest ditching it.

  • Buccaneer's Bravado feels cute, but with the power of your creatures, is likely just going to be a complicated Lightning Bolt in 90% of situations. I'm not sure its worth playing

  • It looks like you're plan is to be aggressive and be swinging in with a lot of creatures quickly(ish). In that regard, i'm not sure Frantic Inventory helps you here. Playing it means you're not playing a threat to help you win... its not a particularly helpful card for a deck aiming to apply pressure.

  • You have very few cards at 1cmc - which is going to make it hard to apply early pressure. I'd suggest something like Daring Buccaneer , Siren Stormtamer , Spectral Sailor or Fanatical Firebrand . Other low-cost creatures worth considering are Dire Fleet Captain , Dire Fleet Daredevil , Dire Fleet Poisoner , and Rigging Runner . Generally, if you're wanting to be a fast deck, you want to be as close to the ground as possible. Dire Fleet Captain feels particularly good for ensuring you can hit hard when your board's getting wide.

  • I'd suggest finding a lower-cmc killspell than Hero's Downfall . Replacing it with more Heartless Act should be fine - though I'd personally think something like Bone Shards would work best (you can discard excess lands or bad draws to pay its additional cost).

  • With the above suggested changes, you should be able to go down to around 20 lands. That will help you truly shine as an aggressive deck.

Argy on Honey Bunches of Nope (Revived)

1 week ago

Yorion decks usually have a tonne of draw and filtering, in order not to get mana flooded. Cards like Opt and Censor

It also makes them more consistent.

Lack of consistency is an issue for this deck. It just can't always get the right pieces in hand, when it needs to.

Part of the issue is the amount of counter spells. You need more removal, to deal with cards that slip through, and get cast. Something like Murderous Rider and/or Heartless Act (although Hero's Downfall can be better than Murderous Rider with Dig Through Time ).

Fatal Push on its own can't deal with larger Creatures, or Planeswalkers.

I would swap the lone Swamp for Urborg, Tomb of Yawgmoth as it is strictly better, and helps with colour fixing. Although you might then need to add another basic Swamp, so that Fabled Passage can find it.

At the moment Fabled Passage is fairly useless as you often have lots of Islands, and you only have one Swamp that you can find in your deck.

In my play testing Engulf the Shore wasn't great. I had a creature with Haste, and two equipment on the field. I just played that creature again on my turn, reattached the equipment, and hit as normal.

I see that you removed Negate which I consider one of the best counter spells in Pioneer. What was bad about it, for you?

Mystical Dispute is a great card for control decks, isn't it? Lots of Pioneer decks with that in the Sideboard. It's deadly against The Pioneer Blues deck I run.

Have you played this deck competitively? I would be interested to read some match reports to see whether or not I've been playing it wrong.

Hope that helps.

Ouroboros_47 on Eldrazi Blue Black

2 weeks ago

Hey, fun 1st deck, I have a few suggestions. With only 20 lands you'll run into problems with consistently hitting your lands drops past 3. This isn't a problem in all decks but since a significant portion of the deck is 4 mana and up it's a problem. I'd recommend 23 or 24 lands at least. Cards like Heartless Act are simply better than Titan's Presence . Also if you are exiling a bunch of your opponent's stuff anyways Wasteland Strangler is great.

DanMcSharp on Orzhov Control actually OKAY?

1 month ago

Yeah I ended up in the same position, I built the entire deck around Tergrid, God of Fright  Flip but eventually figured that it was still almost always better to use Tergrid's Lantern instead.

She still sees some play either as the 2nd copy I draw, or when brought back from by Elspeth Conquers Death though. Sometimes against deck with few or no removal she works wonders too. For what it's worth, running a must answer Rankle, Master of Pranks sometimes makes it more likely that she survives later as well.

As for what you could cut, I would also go with Doom Foretold mostly because I tend to cut 4x higher cmc first when I try to make room, and yeah cutting an Elderfang Disciple seems fine too since running 8 of those weak creatures that make the opponent discard can make for pretty weak top-decks eventually.

Btw, any reasons why you play 4 Vanishing Verse rather than maybe 2 of those and maybe 2 Heartless Act to have more removal conditions to work with?

razelfark on Witherbloom Storm (Budget)

2 months ago

Hello Minousmancer,

Thanks for the suggestions. The deck list a was a quick idea I was testing based on cards I had on Arena and was meant to try and allow people to try and use cards that would be easy to acquire.

The reason for choosing Crawling Barrens over Faceless Haven was to make it so I could have a land that could build to be a larger threat that most control decks that really on Heartless Act would not be able to remove. Faceless Haven feels strong for decks that are trying to be as aggressive as possible, while this deck really tries to sit back and build up for combo. Another nice thing about the Barrens is that you can sacrifice it to a Tend the Pests if the opponent tries to direct remove it and gain a board (speaking from experience). The deck also only uses, 2 of these lands in the deck as we do not really want to draw it early or in every game as a lot of the decks costs do not really make it the best land to have in play. All in all, the deck would be fine cutting the man land in general as it was only added to help fight against control decks.

I did forget to update the deck list from what is is currently using for a side deck. The Fractal Summoning and 1 copy of Environmental Sciences was removed for Containment Breach and Necrotic Fumes .

As for why the deck is not using Sedgemoor Witch is this was to be a budget deck. I was trying to find areas to trim around to keep the costs lower and lower the number of rare cards needing to be used on the deck as it was meant to be budget friendly (1 copy of Professor Onyx permitted for flavor). To include Sedgemoor Witch the deck idea also would probably change to not rely on Tend the Pests + Daemogoth Woe-Eater combo to be making tokens and would be using more cards like Hunt for Specimens and similar spells to generate tokens to combo.

PS: Plumb the Forbidden was in the deck already and was written into the deck description on how to make use of it. The reason the deck was called "Storm" was because of this spell.

Minousmancer on

2 months ago

Glowstone Recluse + Vorinclex, Monstrous Raider = is insane.

Maybe replace Mysterious Egg With Pollywog Symbiote .

Maybe add a Hall of Oracles or two to help with protection from Heartless Act .

Maybe a couple Parcelbeast to help speed up your deck. Trade out 2x Gemrazer .

Good luck with whatever you decide to play with, and those were just my first thoughts looking at the deck. I love Auspicious Starrix !!! So powerful and so reasonable to cast.

TheBanker on Orzhov Aggro

2 months ago

Sorin_Markov_1947. Yeah took out that fractures for two more commands and replaced sparring Regimen for 2 Luminarch Aspirant and it runs a lot smoother.

Still like the Devastating Mastery because like you said I almost never wanna board wipe. But this is magic and things don't always go how I want. If they are keeping my board presence down while building theirs up it's a great way to reset the game. Especially after an Emergent Ultimatum

Also I ment to touch up on plumb the forbidden, you say it's grindy but it pairs so well with Sedgemoor and pest, or just as an extra instant to cast for magecraft triggers. But with a Sedgemoor on the field I can still sac my pest and be one pest up from what I started or with 2 on the field double my army. Which I think is humorous to sac a bunch of pest and still end up with twice as many as I started with! But this is why I run plumb instead of Village Rites because you HAVE to sac a creature with village rights and sometimes I just want an extra instant to cast for magecraft triggers.

And Show of Confidence is nice cause cause each copy triggers Clever Lumimancer so imagine turn one Lumimancer, turn 2 killian, turn 3 Heartless Act a creat for 1b, or 2 creatures, then show of confidence for one. So 1 magecraft off each heartless act and he's and he is a 4/5. Thenn3 more triggers off each show of confidence so now he's a 10/11 plus the counters is a 13/14 turn 3 and odds are you've killed their creatures with act and they can't block.

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