Inquisition of Kozilek

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Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Inquisition of Kozilek


Target player reveals their hand. You choose a nonland card from it with converted mana cost/mana value 3 or less. That player discards that card.

aholder7 on Assailing Archeology

1 week ago

Methodology: You were on the play in every game. Sideboarding was not included in any game as it usually would help your opponent more than you (and i was lazy).

Murktide: 0-7 Despite Murktide having the disadvantage of multiple dead cards in their deck against you, these games weren't even remotely close. You almost never got to resolve and keep anything of note. Your method of dealing with small threats was to 2-for-1 yourself with shards. Your early game was entirely non existent meaning they usually got 4 turns to try and kill you before you even started playing.

Crashing Footfalls: 2-5 Your first win was because i forced them to keep a once land hand to see what it would take for you to win. even with them missing land drops on turn 2 and 3 and your your turn 4 mishra they actually almost beat you. the second win was because by turn 12 they had managed to not draw a single cascade card, and despite that had you on the ropes most of the game.

Rakdos AggroL 1-6 Your win was when the opponent decided to take the damage option on combustion because they were at 18. turns out flipping a combined 21 works just as well here as it does in black jack. to be fair you actually had a decent board state that game. not certain if you would have won, but it was the only game you weren't out right destroyed in.

Overall: Your inability to fight in the early game is debilitating. You don't necessarily need to drop super big threats, but at least have a plan to prevent your opponent from killing you by turn 4. those Lightning Bolts in the sideboard would be a good start. Also now that i have read jaxis, they are not a good card for you. they are a win more card of sorts. they only do something useful if you don't really need them. Bone Shards's costs are actually a bit steep. Terminate is a really solid removal spell. Fatal Push is great if you want to keep to 1 mana. Dreadbore would be good to keep the planeswalker removal option of shards but i believe you are trying to keep the deck budget. you could get proactive and use cards like Inquisition of Kozilek to remove threats before they can actually bother you. Void Maw much like jaxis is a card that only even works in theory if you are already in a position where you should win. i don't know what creatures you'd want on the lower end. maybe something like Sin Prodder would be your type of fun but probably not the best card. something that produces tokens to block with would be nice but i'm not really sure what the options are for that as thats not really what RB is about.

legendofa on Waste not, want not, greed not

3 weeks ago

How are you using Pain Magnification? I see the intent of turning damage into discard, but none of your sources deal 3 damage at a time. As an example, if an opponent discards two cards to Teferi's Puzzle Box while you have Liliana's Caress out, it deals 2 damage twice, not 4 damage once.

Outside of that, this is really nice. As another suggestion, you could use some 1-mana discard. Anything from Duress to Inquisition of Kozilek to Thoughtseize, depending on available budget.

wallisface on Control monoblack in need for …

1 month ago

It’s hard to figure out what to suggest because i’m not sure what cards are available to you, and your current cards give no clear-indicator of budget.

Normally for a black deck i’d suggest filling your 1-mana slots with stuff like Fatal Push, Inquisition of Kozilek, Thoughtseize, and Cling to Dust. Black 1-mana creatures are normally pretty awful, so its often better-value to just make sure your opponent can’t make any progress.

In any case, with 23 lands, your ideal mana curve probably looks something like:

  • 10-12 1-mana cards

  • 12-16 2-mana cards

  • 8-10 3-mana cards

  • 3-4 4-mana cards

Jfostb on Modern Ninja Control

1 month ago

lhetrick13 I don't disagree that I may need to include maybe two of of something like an Ornithopter in order to better ensure I can get card draw running quickly. Enchantments or other spells to make creature unblockable usually only give your opponent an easy two for one, they also hurt your overall ability to control the board. As for the faeries, they aren't included so much to fit a theme as much as because they're some of the best cards in the deck. Faerie Seer is a card selection engine that can be replayed several times thanks to ninjutsu. Spellstutter Sprite is usually excellent at countering anything 2 or less CMC. This allows you to save your other counter spells for the later game while also putting another evasive creature on the board that can activate ninjutsu. Inquisition of Kozilek is a very recent addition and I am also not sure about it. Disrupting our opponent early on or taking away some of their removal can help us get established and begin to control the board, but late game it is usually a dead card. I included it actually to help solve the problem of getting the deck up and running as our opponents removing one of our evasive creatures on the first or second turn sets the deck back big time. I may take it out after a little more play testing.

lhetrick13 on Modern Ninja Control

1 month ago

Jfostb - So take any of my suggestions with a grain of salt as I am still relatively new to MTG and have not played a deck like before. Looking at the deck, I am assuming that your main play is to use the Ninjutsu ability of the various rather expensive ninjas you have to get them out faster/cheaper than you would typically be able to otherwise. This is supported by a good amount of standard I and spells I would expect to see with a control theme from I and removal from helping also clear the way for your ninjas.

I feel like part of the reason you have issues getting the deck up and running is you only have 14 ninjas total, including Changeling Outcast, and Changeling Outcast is the only creature you have in the deck that guarantees you will be able to activate the Ninjutsu ability. Since you have access to I, I would have thought to see some enchantments to make creatures unblockable or other creatures with similar abilities. the minor Fairy tribe theme is a nice touch but not sure if it is optimized for what I believe is your intention with the deck.

Also, personally, I am not a huge fan of the inclusion of Inquisition of Kozilek in the deck as it feels a little out of place compared to everything else. All the other spells are centered around keeping things from sticking to your opponents board or removing it if something does then you have 3xInquisition of Kozilek tossed in to disrupt your opponents hand with no synergy around making your opponent discard. Just feel out of place.

Anyways, good luck and happy brewing!

Ouroboros_47 on Everything you own, ends up beating you

1 month ago

Some better discard would be Thoughtseize and Inquisition of Kozilek. If you have no restrictions for cards Hymn to Tourach is an option. Liliana of the Veil is a better planeswalker. If you want more ways to steal your opponents' stuff besides Tergrid there are a few fun options Ashiok, Nightmare Weaver, Nightveil Specter, or Thief of Sanity.

lhetrick13 on

1 month ago

Spitfire69 - I want to ask what is the goal for this deck? Are you going for a casual kitchen table game or are you trying to make this deck as competitive as possible? I feel like that answer slightly changes any help that may be provided.

First off, I have not been playing MTG for take any advice I provide with a grain of salt but when I look at this zombie deck it feels very slow and clumsy. You have a CMC of 3.80, which seems very high, are running a decent amount of lands that enter the field tapped, and have almost no interaction cards from and I such as Inquisition of Kozilek or Counterspell to mess with your opponent. I feel like Modern is usually pretty fast or needs lots of interaction if you want the game to past turn 6-7. I would recommend you try to slim up the deck on some of the high CMC cards as those are likely just going to be drawn and not able to be cast for a while so you only want a few of those in the deck if they are crucial to the deck. Otherwise, really focus in on the synergy of the lower cost creatures, spells, and enchantments.

Zombies usually excel in early pressure and do have a lot of natural graveyard synergy so I do like your deck theme and feel like there is merit there. For instance, Gravecrawler would be a great addition!

Hopefully something I mentioned was hopefully but good luck and happy brewing!

Icbrgr on Lantern Control with Land Destruction

2 months ago

Did some playtesting last night with "regular lantern control" just to get a feel for how the deck...quickly discovered that I am a terrible and incompetent pilot of this deck in its base form... but I got the idea and really got to appreciate wallisfaces decklist that was posted above.

This is how playing "lantern control skred red land destruction" went for me last feels awkward...always lol... with the exception of "bolt the bird" and playing Mind Stone on turn 2 into Lantern of Insight then playing Koth of the Hammer on turn 3 it just always felt bad... I was surprised how often I naturally opened with shredder and lantern though which was neat... Blood Moon, Pillage/Molten Rain... these cards feel like they should be better than they are... but kinda just felt like "win more" or wishing for something else.

All in all sure it can work but I really found myself missing Inquisition of Kozilek more than anything.

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