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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Set Rarity
Ikoria: Lair of Behemoths (IKO) Uncommon

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Legality

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

Latest Decks as Commander

Heartless Act Discussion

MrBoombastic on Mr. Steal Your Turn

1 week ago

You've done something to the layout, so all the cards are banded together, instead of being spread out into card types (instant, sorcery, creature etc.), as they usually are. Makes it a little harder to look at.

It seems like your deck is very centered around Slitherwisp, but there are plenty of flash cards even if you take out some of the enchantments. That way you can make room for some cheap and efficient interaction such as Drown in the Loch, which is really strong in this deck. Adding some of the new modal lands over basics might also be nice - Agadeem's Awakening  Flip etc.

For the sideboard, I imagine you want something like:

Honorable mentions: Cling to Dust, Sorcerous Spyglass, Negate, Eat to Extinction, Witch's Vengeance.

Hope that helps. Cheers.

Goblin_Guide on Milling Gone Rogue (Precon Upgrade Guide)[PRIMER]

1 week ago

31 lands in 99 cards = one land every 3.2 cards. in an opening hand of seven, this means you have 7(1/3.2) lands which is equal to 2.18 lands per opening hand, in either your opener or your free mul.

You have 9 one drops, 7 of which make sense to play T1 (the outliers are Visions of Beyond and Increasing Confusion), which means about a 7% chance of getting at least one playable one drop in your opener.

You have 23 two drops, four of which don't make sense to play on T2 (Cyclonic Rift, Drown in the Loch, Mind Grind, and Heartless Act), leaving 19 playable two drops and 7 playable one drops on T2, a total of 26 cards, which comes out to (given you have drawn on both your first and second turns) a 35% chance of having a playable card T2.

By this point your chance of drawing a ramp spell in the range you want it or a land is 10(34/99) = 3.4 lands per T3 per game. Assuming you want to hit your third land drop (which I think you do, you have at least 12 playable three drops plus all of your two drops and one drops), this is a bit lower than I would be comfortable, considering you want stuff to do on every turn as an aggro deck. Considering you only have a 7% chance to do something T1 and a 35% chance T2, you should want to be a little more consistent with your mana drops (at least seeing four pieces of mana by T3 should do it). Plus, if you were dumb enough to not hit your second land drop, this number is even lower because it includes two mana rocks over one mana (which is a number I would definitely increase by the way, at least add a Mind Stone or a Fellwar Stone or preferably both).

Let me know if any of that math is wrong, I basically wing'd it.

YamishiTheWickedOne on Copilul Noptii

2 weeks ago

For starters I'd add an extra 2-4 kill spells. Eliminate or Heartless Act come to mind. Or possibly Cast Down or something.

Is the reason you run so many basics budget? I'd personally use 7-9 fetches for ghast and nocturnus. Add 1-2 Urborg, Tomb of Yawgmoth and 4 Mutavault or Cavern of Souls. If you're hellbent on monoblack I'd add 1 Nykthos, Shrine to Nyx.

With only 4 1-drop creatures I'm not sure if you're aggressive enough to really capitalize on Cordial. I'm also not sure if 8 targets are enough to justify Condemned. Do you just want to play small creatures and buff with lords? I'd personally include 2-4 Captivating to go with Nocturnus and since you're running Sorin anyway you'll probably want Champion of Dusk. If you need space I'd change Asylum visitor (monoblack vamps got so much draw power recently) and cordial to add 4 Captivating 2 Gatekeeper 2 Champion. That's if you wanna go all in on the more midrange flow that I feel vampires can pull off pretty nicely.

I'll have more to add later, lot of work to do as college in in session again.

GoblinElectromancer on Slow Bleed Recursion

3 weeks ago

To improve the consistency of the deck you can play more 4 ofs and 3 ofs rather than a lot of 1 ofs and 2 ofs. If there's a card you want to see multiple copies of every game play 4. If you want to see it maybe once per game play 3.

I would play more targeted removal like: Eliminate, Heartless Act, Grasp of Darkness, and possiblely Drag to the Underworld and cut the Epic Downfalls and Eat to Extinctions.

Rotting Regisaur is pretty nice.

Wishclaw Talisman isn't very good unless you play combo because it allows your opponent to tutor for a card to so that should probably be cut.

Massacre Wurm can be a very powerful one sided board wipe that can win you the game.

Insatiable Hemophage has bad synergy with the rest of your deck because it's the only card that cares about mutate so that should go.

Good Luck and nice win rate!

GoblinElectromancer on Clerics WIP

3 weeks ago

Cool idea playing cleric tribal!

First off: It's probably best not to be playing a bunch of 1 ofs or 2 ofs. If a card is good play 4 of it and the deck consistency will improve significantly.

There are a lot of new cleric cards spoiled in Zendikar rising you might like: Orah, Skyclave Hierophant, Cleric of Life's Bond, Drana, the Last Bloodchief, and Angel of Destiny.

I would cut cards like Pacifism and Forced Worship and replace them with removal like Path to Exile, Swords to Plowshares, Doom Blade, Heartless Act, etc.

Wraths also seem good such as Damnation and Wrath of God

Good Luck!

Pingu16 on Awaken my masters

3 weeks ago

Cathartic Reunion Is Very similar to Faithless Looting if you want more deck fillers around your keycards.

Having 3 Hogaak, Arisen Necropolis in your deck is maybe a bit much because it is a legendary creature so having 2 will be enough if you want to be sure to get it at least once per game.

Collective Brutality gives you a lot of options but the deck doesn't seem to need the bottom abilities as the life steal is only good with synergies backing it up and the -2/-2 is just a bad removal as it is a sorcery card and cannot be used in response to anything and the upper ability can be gotten much cheaper from other cards, in addition you should instead get som red instants to boost your board in combat.

You also want to consider getting more graveyard to battlefield cards, as of now you only got 6, which doesnt ensure you to get out heavy creatures as soon as possible, you got about a 70% chance to start with these cards, which is a 30% failure rate if you want to get the upper hand early in a game.

Heartless Act is also a better removal spell as you can remove counters in addition and you dont need any red mana

zapyourtumor on Voraciously Reading

3 weeks ago

Have you considered Village Rites to sacrifice Stitcher's Supplier? You can also do it in response to an exile removal spell on one of your creatures, to reanimate later.

Mythos of Nethroi is trash here, its basically just Murder. There are a bunch of better options in pioneer like Fatal Push, Heartless Act, Hero's Downfall, Cast Down, etc. Maybe even Murderous Cut since you're loading up the graveyard so much.

For more discard outlets, maybe Chart a Course?

mtgplayer100 on RUB that Titi

4 weeks ago

The 2 Inquisition of Kozileks seem a little outta place here. Only playing 2 makes it unlikely to have one in your opener, and it doesn't seem all that exciting later on. Personally not a fan of discard in control. Other than that, it looks pretty cool. Haven't really thought about the other ability on Heartless Act, which does make Thing in the Ice  Flip a lot better.

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