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Format | Legality |
1v1 Commander | Legal |
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Commander / EDH | Legal |
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Vintage | Legal |
Mind Twist
Sorcery
Target player discards X cards at random.
Azoth2099 on
Tergrid Sac Discard Draw help please
2 months ago
Ok, so here's a few top picks (imho) for Tergrid, God of Fright  Flip.
Oppression, Liliana, Waker of the Dead, Rankle, Master of Pranks, Living Death, Delirium Skeins, Innocent Blood, Cunning Lethemancer, Bottomless Pit, Necrogen Mists, Words of Waste, Smokestack, Sword of Feast and Famine & Chains of Mephistopheles (just proxy it lol)
There's also a lot of cheaper options that are just as synergistic like Plaguecrafter, Demon's Disciple, Raven's Crime, Hymn to Tourach, Mind Twist, Mind Shatter, Mind Slash & Sadistic Hypnotist.
Outside of the synergy pieces, I'd recommend replacing some of those low-power pieces like Bad Deal & Inevitable End with value pieces like Dark Ritual & Vampiric Tutor for greater consistency.
BotaNickill on
0Rack
3 months ago
Heya Ender. I've always had a special place in my heart for a good Rack Deck. Used to play them back in the day with Hymn to Tourach and Mind Twist. I like the concept of having the Hand disruption and making people suffer for it, lol. I also have a black modern deck that features discard and control with a lot of the same elements as you have here. i.e. Dauthi Voidwalker. I have been thinking lately that I should change it up and your deck has inspired me a bit. I'll toy around with some ideas. I have a few thought. Card draw is always an essential part of the game, so I'd add some Silent Clearings and remove the Concealed Courtyards if I could. Also, Liliana of the Veil, was and still is a bad beatch. I like the sideboard lockdown options along with Karn, that seems like a pretty solid plan. 4 Solitude seems like a bit much, you don't have a whole lot of white cards to exile here to make it free, and you also have the march which sometimes also requires a white card in hand, so maybe lean into some other form of control here, like Anguished Unmaking, Vindicate, Damn, Sheoldred's Edict. 4 Ephemerate seems awkward here too, I'm guessing that is for protecting your creatures from removal? Not sure how necessary that is, but Anyway, just some thoughts. Like I said, I like the build and I'm interested to hear how it works for you! Good Luck!
Profet93 on
Liliana, Destroyer of Friendships (v5)
5 months ago
Syphon Mind - Draw
Mind Twist - Hand hate, bait blue. I can't tell you how many times I've ramped into this turn 2-3 and just ruined someone's day
Opposition Agent - Always a solid choice for destroying friendships
Ammonzy on
Temptation and Depravity [Gix, Yawgmoth Praetor]
11 months ago
Yes, I enjoy the redundancy of the maximum hand size effect as it's not unusual for the deck to have 7+ cards in hand. Especially once you have about 3-4 evasive creatures on board, Im more looking towards spamming Gix, Yawgmoth Praetor rather than play the deck itself. I believe the biggest strength of Gix as a commander is that the 99 is capable of investing into creatures, removal, and whatever subtheme you desire while not worrying about card draw cards or really win-con cards.
I'm also at a stage in my Magic life where I wish to play with more interesting cards rather than tried-and-true staples. Im even thinking of replacing Torment of Hailfire with Vorpal Sword as that would be a much more satisfying way to win or at least have impact on a game.
Helm of Obedience is cool but doesnt do enough for me to wish to spend $29 for a damaged copy minimum or around $40 for a moderated played lol.
Rings of Brighthearth definitely is a great card & I appreciate you teaching me about the possible interaction with fetchlands as I never thought about that. But I know most ppl associate Rings with a combo piece and draws lots of hate. But the ability to double Gix, Yawgmoth Praetor's ability for only an extra is very sexy and aligns with what I want to do, so its more about what would I swap out for it.
Discard is a subtheme of the deck so I dont believe singular discard cards like Mind Twist are worth a slot because we dont have enough benefits from it. The discard theme is more so to play psychological games with our opponents. So for this, I only picked the best of the discard cards. I made an exception for Overwhelming Forces from my typical removal choices because I find myself in situations where 1 player is the obvious threat and I'm 2nd place, so I dont really wish to erase my board so that the whole table is equal.
Its a pretty greedy card but I think playing EDH requires a certain amount of greed in order to pull through certain games of (high powered) casual.
Contamination and Infernal Darkness probably would be great picks to make the deck more competitive. However I believe those cards would make my friends and other players hate this deck combined with the already high-salt theme of discard haha.
Profet93 on
Temptation and Depravity [Gix, Yawgmoth Praetor]
11 months ago
+1
Given you have Journal and Reliquary, is the redundancy for spellbook needed? Do you often find yourself with too many cards than you know what to do with them?
I've never known necropotence to be powerful enough to be considered hard cEDH, although I suppose that depends on the meta. Should you wish not to include it to tame the power level, I understand.
Thoughts on Helm of Obedience, do you feel it isn't worth considering only for the interactions outlined prior?
Regarding Decree of Pain, I understand your point. I am curious though, with all the extra cards you get from destroying your own creatures as well, would you not be better served by that card draw than your boardstate? Your description notes your wincons as acquiring a lot of mana and putting them into a mana sink. If you were to draw even more cards, would that not make your wincon more easily achieved? By doing so, you have a higher likelihood of finding your 4x mana doublers to sink into your mana outlet. The creatures you play are a means to an end, am I mistaken? Or do you believe the incremental and/or swarm of damage your evasive creatures have outweighs the benefits of your intended wincon? Perhaps I'm missing something.
Rings - You have 10 cards, not including your commander that synergizes with it. It can be a bit win-more in this deck, I do agree. Just wanted to offer that potential should you wish to have a combo backup which is easily obtained.
Regarding discard, have you considered Mind Twist? Given it only effects 1 opponent (which based on your discussion of overwhelming forces, you are not opposed to), but it is random and can be ramped into early game + be utilized as counterspell bait late game, do you feel it's inclusion would be useful for your build? I am unsure of what your meta consists of, but if you face a lot of blue, mindtwist can be helpful as an anti-counter measure. Although unlikely given your reluctance towards necropotence, Contamination or Infernal Darkness could be worth considering. At best, they buy you a turn or 2. At worst, it's counterspell bait. Your opponents can still play around it with mana dorks and rocks so it isn't incredibly oppressive, nevertheless, might be worth considering.
Profet93 on
You're Dun'd
11 months ago
You state it's a midrange deck, but with a combo wincon and an avg cmc of 2.14, this definitely seems like a control + combo deck IMO. I see you're trying to make infinite black mana, but the pieces utilized are several and are easy to disrupt, especially after your meta adjusts to your shenanigans. Rather than relying on rituals in conjunction with rings + basalt, why not utilize Cabal Coffers + Deserted Temple + Rings = Infinite black mana? This eliminates the need for basalt monolith, which provides room for other cards. Furthermore, by having 2 pieces as lands, the combo is less susceptible to disruption.
You mention hand hate in your single card discussion in order to prevent removal for your combos. If your goal is to truly be a midrange deck, then adding higher CMC cards will allow you to be more resilient and more impactful during the mid-late game, as midrange decks thrive. As such, swapping in some of the 1 cmc hand hate cards for Mind Twist or my personal favorite silver bullet, Thought Distortion, you eliminate the potential of not discarding anything. Not to mention, distortion exiles graves too of all non-creature cards, so necrotic ooze can still utilize opponents activated abilities in grave. Mind twist is the better of the 2, especially if you can ramp into it early game.
You run contamination lock, awesome! You might want to consider redundancy in the form of Infernal Darkness. At best, it gives you a turn or 2. At worst, it's counterspell bait and force them to tap out during the main phase.
While not an entirely serious suggestion, something worth considering is Helm of Obedience, given you already run leyline void and the creature form of it. This redundancy will allow you to combo out more easily. Not to mention, helm disrupts topdeck tutors and can potentially get you something in a pinch should you need.
I prefer Soul-Guide Lantern > Tormods Crpyt, as it effects all opponents rather than 1 and be utilized for draw should grave hate not be needed.
I know Bolas Citadel is a combo with Aetherflux Reservoir but I don't see it in the list, does it combo with something else I am unaware of? I don't see it listed in the description.
Speaking of combos, unsure regarding your budget per card but Yawgmoth's Will (or the creature form whose name eludes me at midnight) might be worth considering to recur combo pieces like rings or help establish massive value given your artifact ramp and low cmc.
Volrath's Stronghold > Command Beacon. This allows you to keep your commander in grave and at the cost of your draw, you can get him back to recur another card (say, demonic tutor).
Buried Ruin - Recur rings
Deliver Unto Evil - Politics. I know most people hate cards that give opponents choices, but this can target A) Tutor B) Draw C) Combo D) Utility. It's another way of saying Damned if you do, damned if you don't except it doesn't cost 6 mana like choice of damnations
Feed the Swarm - Enchantment removal is nice, removes a pesky rest in peace. I see no artifact or enchantment removal, so having one silver bullet to enchantments could prove worthwhile depending on your meta.
I dont think you have enough artifacts for metalcraft to work on mox opal. How has it played for you? Would you not be better off served by something more consistent?
I used to run Xiahou dun until I changed it to Sidisi. Always love helping another Xiahou dun player win! Looking forward to your response for each item
Profet93 on
Tergrid, God of Fright
11 months ago
Epiitaph +1
You mentioned you are getting contamination. Should you be inclined, Infernal Darkness is worth considering as well.
Deserted Temple - Untap utility land + politics
Syphon Mind - Draw 3, each opponent discards 1, for 4 mana and low $. Worth considering. I would put this in over consuming vapors as with vapors, they can usually play around it, although perhaps in this build it isn't as bad given all of your redundancy. Although, given your redundancy, you probably don't need it. If you don't want to add in syphon mind, then TheOfficialCreator's suggestion of barter in blood is definitely better IMO than consuming vapors. Another potential cut is solemn simalcrum as it is too slow, does not ramp you on curve and the draw is negligible. I understand the synergy, but 4 mana is too costly IMO. Sad robot is better suited to decks that can't ramp as hard as mono black.
Also, regarding Torment of Hailfire, the idea is that you destroy their board + hand enough so that they lose life and just, lose. Or, you can use it to decimate them and then win the following turn. I think it's better in a build that can more reliably assemble what I call "Big Black Mana," aka Coffers + Urborg. Deserted temple helps in this regard. I would also cut cabal stronghold as in my experience, it is subpar, especially for a higher powered deck like Tegrid. Usually newer players use it if they can't afford urborg + coffers.
Mind Twist - While only effecting one opponent, it can seriously ruin someone's day. Especially given how one opponent usually is able to stay ahead of the death and destruction that control decks dish out, this can help put them back in their place. Not to mention, bait counterspell, ramped into with ritual + rocks early game to effectively lock someone out of the game for several turns (as the discard is random, they usually lose land drops)
Jet Medallion > Sad Robot. You don't run too many artifacts so this seems pretty helpful.
All Is Dust/Oblivion Stone - Both act as wipes which you inevitably need for when things get out of hand. All is dust might synergize with your commander on board, although I don't know the ruling. If it's similar to Meren with a boardwipe still triggering experience counters, then giggle with glee! Dust doesn't usually get artifacts while oblivion stone does. You don't run too many artifacts yourself. Really depends on the meta. Lastly, stone can be spaced apart so you don't have to pay 8 mana in 1 turn, albeit, telegraphed.
Be sure to let me know what you think of each suggestion. Lastly, do you feel yourself struggling with artifacts and enchantments often?
DreadKhan on
Discarded Treachery
1 year ago
I always like effects like Bottomless Pit and Necrogen Mists when I'm building a discard deck, these clear out a ton of cards over time, and even one will quickly make it very hard to keep any cards in hand past upkeeps. There is also Cunning Lethemancer, Necrogoyf, Stronghold Rats and maybe Raiders' Wake if you think you can count on being able to swing at someone. I like these effects more as a way to keep opponent's hands extremely small, they play more like a Stax effect in many ways. They play well with the 'cares about hand size' effects as well as 'cares about discard' effects, and as noted, make it very hard for people to store cards. Other than stuff like Mind Twist and Hymn to Tourach, I don't find single target discard is reliable at keeping hands small, 'engine' enchantments always felt really good.
Have you considered Helm of Possession and Ritual of the Machine, both can do great work in a sacrifice deck that can afford to lose a creature to steal something much juicier. I think Helm is usually the stronger card if people can't blow it up right away, but Ritual is Reserved List and prone to spiking when someone realizes it's potential. Both are a tad pricey, just thought I'd mention them.
Final point, if people are going to be discarding a bunch of creatures potentially, you might like Coffin Queen as a way to reanimate those pitched bodies, especially your opponent's stuff, as it gets exiled when it dies again. Demon of Dark Schemes can also work, not sure if you can generate enough energy to make it viable, but with stuff like Pitiless Plunderer it can go infinite reasonably easily.
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