Inquisition of Kozilek

Inquisition of Kozilek

Sorcery

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

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Inquisition of Kozilek Discussion

wallisface on Jund

3 days ago

Some cards to consider running as playsets:

Some cards that are decent, but probably better as 3-ofs (as drawing multiples can hurt)

zapyourtumor on Mono-Boo-hoo

5 days ago

General notes:

Running less lands increases your chances of flipping Delver--it also increases your chances of not being able to play any of your spells which feels like shit. 14 lands is insane, you probably want at least 18-20.

Cards like Unsubstantiate are bad because they are pure card disadvantage. Against spells that can't be countered its better to just let them resolve instead of running bad cards against them.

If you want the deck to be budget, just cut the Force of Negation. 1 copy isn't going to be doing anything the vast majority of the games you play, and its half your deck budget alone.

I highly recommend splashing another color. Blue has good card draw and countermagic, but lacks removal. Splashing red or black would be the best imo. Even though it does make the manabase a little more finicky, it should be fine as long as you don't run any cards with RR or BB mana cost. If you run around 8-12 cheap duals it should be fine.

Red would be for Dragon's Rage Channeler, Lightning Bolt, Unholy Heat, and Expressive Iteration.

Black would be for Fatal Push, Inquisition of Kozilek, Drown in the Loch.

zapyourtumor on Grixis Control

1 month ago

Since you want to be holding up counters, sorcery speed dig with Ransack the Lab and sorcery speed removal with Dreadbore are both really not great here. If you want sorcery speed dig spells, I suggest Expressive Iteration which is good enough to merit it being a sorcery.

Fatal Push and Terminate are extra options for removal (since honestly 3 kcommand is the most id run, 4 is pretty crazy).

Not having any proactive turn 1 plays, only dig spells and removal definitely hurts the deck. I'd run some amount of discard like Inquisition of Kozilek and Thoughtseize and some number of one drops like Dragon's Rage Channeler and Ragavan, Nimble Pilferer. If you want to go pure control you don't need one drops, but then I'd add some more finishers besides murktide like Jace, the Mind Sculptor. Geyadrone Dihada is a spicy card that can be strong in grixis control.

All in all, looks like this pile could generate some pretty disgusting grindy card advantage late game. Adding some iteration and walkers would definitely make it even more grindy though.

wallisface on Turn one modern deck, don't tell wizards

1 month ago

cold_bugs Yeah both Surgical Extraction and Extirpate will shut you down hard. I’m. not sure there’s anything you can do about it except for knowing it’s a lose-condition (you could run Pact of Negation, but that feels extreme.

I think any deck running black probably has a huge advantage against you in as well, as the likes of Thoughtseize and Inquisition of Kozilek can make your hands garbage really quickly.

Traditional Goryos/Through-the-Breach decks lose to both the above interactions, and have a LOT less moving parts. So I wouldn’t get too hung-up - theres a reason those decks don’t feature highly in the current metagame. I would say the likes of Surgical Extraction should also be a fairly rare card (outside of mill), though your meta may vary… if most your meta is playing it, it’s going to unfortunately make your deck pretty unplayable.

Skysurfer on Esper Hero

1 month ago

The idea is litty and i love it but this list has 3 major issues:

  1. Your sheer lack of turn 1 proactive plays makes you so hilariously screwed if you are on the draw and being on the play not nearly as threatening as you could be, along with you likely having a difficult decision of playing hero or thought erasure turn 2.

  2. The massive amount of 2 ofs will likely make it really hard to have any idea of what you might draw or even see in a game and be able to critique and figure out how to mesh and meld your deck as you play more with it.

  3. Your sorcery speed plays and instant/flash speed plays are all of very similar mana costs and i imagine make the deck a struggle to figure out what to play each turn; the deck cant decide if it wants to play midrange value or tempo.

I would probably with your current setup delve more into the tempo option. The first issue can be easily solved by just molding at least 2 of the Thought Erasure into either Thoughtseize or Inquisition of Kozilek so you almost always have it in your opening hand (the last erasure can mold into either another of them or a 4th Spell Queller) Drown in the Loch seems like a really good tempo option so i would take out the 2 Discovery / Dispersal for 2 more Drown in the Loch. I dont think Tomebound Lich fits very well into what you are trying to do so I would search for something more in the 1-2 drop area to be better capitalized on by ojutais command/ahtreos (Delver of Secrets  Flip or Esper Stormblade??) I would also cut 1-2 lands as 24 is only really played for decks that scry a lot like control. Dimir Charm or a creature buff for the tokens like Collective Effort might also be a spicy option to put in exchange for some of the spot removal like path or push. I hope this all helps. Good luck in your matches.

zapyourtumor on Steal them

1 month ago

Wallis how u keep beating me to every modern deck

I agree that you need turn 1 plays. For this kind of deck, I suggest targeted discard: 4x Inquisition of Kozilek is the best one that isn't expensive.

I second cutting all mill-only cards. You don't need them to make Drown in the Loch good because of fetchlands and discard.

Nightveil Specter doesn't fit with your gameplan really, same with Siren. You need to cut down on creatures anyways in this kind of deck since you are presumably stealing your opponents threats instead.

Minion's Return I assume is there to enchant and steal your opponents stuff, which is why its different from Unearth. But its not that good so I'd still cut it, while Unearth is really not a bad card here with all the 3 drops you have.

Second the suggestion of Counterspell. I'd add some cantrips like Consider for consistency. Soul Manipulation is one of my pet cards that I really like but 4x is too much, I recommend 2x. For additional removal 1x Murderous Cut is decent.

cyeRunner on BG Infect

1 month ago

As wallisface rightfully stated: (btw. you just have to add the username in the bracket, the website will do the formatting itself) Noble Hierarch provides Ramp and Buffs for your creatures.
So the evaluation for Noble Hierarch VS. Thoughtseize, Inquisition of Kozilek, Fatal Push, etc. comes down to Speed VS. Interaction.
Both strategies are viable, the question is what strategy do you prefer and what performs better in your local meta.

The carddraw from Nihil Spellbomb is a nice-to-have, its main purpose is still to remove all cards in a graveyard from the game; keeping mana up to protect your creatues has higher priority. But there were situations where spellbomb even was just a ": Cycling"-card ^^
You can try a lot of differend graveyard hate: Relic of Progenitus, Soul-Guide Lantern, Lantern of the Lost, Grafdigger's Cage, Leyline of the Void, Return to Nature. Whatever works best for you :)

cyeRunner on BG Infect

1 month ago

Welcome to the Infect-Team :)

The Deck that top 8'd was targeting certain matchups anticipated at the event as you can see in the sideboard, so maybe you might not do as well with the list at your local meta:
7x Graveyard-hate, 7x Artifact- & Entchantment-hate in the Sideboard against Hammertime, Affinity, Amulet Titan and Chalice of the Void with 1 Counter. Ashiok, Dream Render is also good against Titan, but there is no Creature Removal and Lifegain against Burn is missing.

Abrupt Decay vs. Assassin's Trophy: Giving your Opponnent a land-card is currently a huge disadvantage so I would not play too many Trophy's or only in certain Matchups. Decay is a good card, it hits most of the stuff you need to hit, including Wrenn and Six, but excluding Urza's Saga which leads us to ..

Gemrazer! This card has some big advantages over other Disenchant-Effects. Sideboard cards can sometimes be "dead draws", meaning the situation you brought them in has not occoured, so the sideboard card is useless in your hand. Gemrazer can still be played as a Rancor-like effect: "Give your Creatures +3/+3 and trample" for 3 mana is quite good even if you don't use the "Destroy artifact or enchantment"-effect. If you get both you 2for1 your opponent. Also it hits Urza's Saga. Even in the worst case it's a 4-Mana 4/4.

For removal Fatal Push is currently sufficient in my opinion, but I recommend having a sideboard removal-card against bigger creatures like Murktide Regent, Serra's Emissary or Archon of Cruelty.

Generally speaking about Thoughtseize: the obvious reason to run it is to disrupt your opponents hand, but the not so obvious reason is that you are more likely to have something to do on turn 1. 8x 1-drops (Hierarchs and G-Elf) are sometimes not enough to consistently draw one in your opening 7 cards. There were times before Ignoble Hierarch where UG-Infect would run a single Birds of Paradise for more consistent draws. If you have a lot of burn/aggro decks in your local meta swap it for Inquisition of Kozilek.

Phyrexian Crusader is currently a powerhouse since most removal is red or white in the current meta. You are right: Blighted Agent is a lot better than Plague Stinger with a lot of fliers flying around, but the 3 color manabase is just superhard to play.

My prefered budget Replacement for Endurance is Nihil Spellbomb since it can draw you cards. (The effect even triggers if your opponent wants to destroy it)

I am playing BG Infect for ~2,5 years now, if you are interested here is my list: Nobody expects the Kozileks Inqusition - BG Infect

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