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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Maddening Hex
Enchantment — Aura Curse
Enchant player
Whenever enchanted player casts a noncreature spell, roll a six sided die. This deals damage to that player equal to the result. Then attach this to another one of your opponents chosen at random.



DreadKhan on
GROUP HUG FOR THE BLOOD GOD
2 hours ago
I like this deck idea, so I've been looking it over and seeing if I can think of any ideas that are interesting! Here are a few, hopefully some of them will make sense as includes, apologies if none do!
Rite of the Raging Storm is a nice way to create chaos and get the weakest opponent dead sooner rather than later; in fact, any opponent that can't soak up 5 trample damage is in a lot of trouble. Similarly maybe Slicer, Hired Muscle Flip and/or Alexios, Deimos of Kosmos in the 99 to get damage in? Any of these works well with Meekstone afaik, other than Slicer when you're down to 1v1 (but he's in the 99 here, so it's not as bad as when he's Commander and the main creature). Maddening Hex also speeds things up, as long as people aren't all on creatures!
If you're looking for another useful equipment I rather like either Embercleave or Two-Handed Axe. Scavenged Brawler isn't an equipment, but it's a very good effect I've found, that's a PILE of keywords. It's also really good if you use it on your Brash Taunter!
I have had very good results from Humble Defector in relevant decks. I also wondered about Starke of Rath, but I worried people would just use him to kill your Commander, so it seemed like a non-bo, then I figured you could always hold the other up while one is out, use Starke like a back up Commander of sorts. Goblin Welder can target anyone's stuff, meaning you can not only get back your own key card in exchange for an artifact token, you can also make an opponent trade their combo piece for their worst artifact. Dwarven Miner and Dwarven Blastminer are pretty fun cards IMHO, it's pretty funny when someone is getting out of hand and you just start taking away colours from their mana base (and if someone steals one they can't do anything to you!), and maybe Volcanic Offering. Another removal effect that can create a lot of chaos is Jaya Ballard, Task Mage, especially if anyone has a Blue Commander you don't like (or uses Blue permanents to wreck your day), fwiw the wipe is friendly to your Commander, as is the ping, that seems maybe relevant?
OOOH! I just had the most Chaos Gremlin idea ever for this deck, have you ever thought about Nemesis Mask? Maybe people will deck themselves!
Hope this deck is as much fun to play as it was to get in the headspace of!
StopShot on New format idea: "Cursebound"
9 months ago
Cursebound is a "Rule Zero" extension of the EDH format. All legal EDH decks are legal in Cursebound. Cursebound slightly loosens up deck-building limitations of EDH to allow for nonlegendary creatures to be your commander while maintaining traditional commander gameplay as well also lightly capping the power level of nonlegendary commander decks for the sake of fun and fairness.
In the cursebound format, if your commander is a nonlegendary creature you must also have a "curse" card as your "commander's fate" in the command zone. The chosen curse card in the command zone can only enchant yourself, and it has the added text, "[this curse has] protection from yourself." If your commander is a nonlegendary card, you can only cast it from the command zone if your "commander's fate" is already on the battlefield first. The "commander's fate" is not subject to the command tax. Removing a player's commander's fate from the battlefield will not counter or return their commander to the command zone if their commander is on the stack or on the battlefield. (Removing the commander's fate only impacts their ability to cast their nonlegendary commander from the command zone.) The command tax still applies to nonlegendary commanders and nonlegendary commanders are treated as if they have the legendary supertype regardless of what zone they're in. (As in they'll proc cards like Hero's Blade," and cards like Mirrorweave would not see that commander as a valid target.) All other EDH rules apply.
In Cursebound you are allowed to choose a commander's fate that is outside your commander's color identity. The color identity of the commander's fate will also be added to your commander's color identity, (and thus you'll be allowed to add cards of that color identity to your deck). There are only two deck building limitations regarding the commander's fate. (1) Your commander's fate must be of a higher or equal card rarity than your commander. (Ex. Vampire Nighthawk + Curse of Predation is allowed. Vampire Nighthawk + Curse of the Nightly Hunt is allowed. Vampire Nighthawk + Curse of the Pierced Heart is not allowed because the curse is of a lower rarity.) If a card has multiple rarities then their rarity is always the least rarest from among their physical card printings. (2) Curse cards that have the words "you" or "your" or omit the words "you" or "your" in its text box can not be used as your commander's fate. (For example, Maddening Hex and Curse of Vengeance can not be your commander's fate as they mention the word "your" and "you" in their text boxes. Curse of Disturbance and Curse of Opulence can not be your commander's fate because both omit the word "you" in their text boxes - "Whenever enchanted player is attacked, [you] create a 2/2 black Zombie creature token." & "Whenever enchanted player is attacked, [you] create a Gold token.") All front-faced curse cards that meet these criteria may be used as your commander's fate. Decks can only have one commander's fate.
The intent and spirit of this format and the commander's fate is for two reasons. To provide nonlegendary creatures with more color flexibility as they're much-much more likely to be mono-colored compared to most legendary creatures, and to keep in spirit with "Rule Zero" fairness by providing a reasonable drawback that can make their existence more tolerable to more playgroups. These principles should be kept in mind when enforcing a banlist for this format, for example, Curse of Obsession and/or Bane of Progress would both be banned from being command zone candidates simply for going against the spirit of the format by either being able to abuse their curse's drawback or having a way to negate their curse's drawback from the command zone with very little difficulty. Command Beacon would be an example of a banworthy card in the 98 for also skating around the spirit of this format as well. (Do note, cards banned in the 98 don't apply to legal EDH decks that aren't running a commander's fate in the command zone.) While competitiveness is acceptable trying to find ways to break the intended mechanics of this format should be discouraged for the sake of healthy game balance and group enjoyment.