Mire in Misery

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mire in Misery

Sorcery

Each opponent sacrifices a creature or enchantment.

Kromanox on 狂気の鬼、理性を喰らう者-Kyoki no Oni, the Devourer of Sanity

2 months ago

2º Update:

Some updates were needed to improve Kyoki’s overall performance and potential against more competitive decks.

1 – The Cruelty of Gix – Strong discard engine, tutor, and reanimator. Great at tearing apart Thassa’s Oracle and other key combo pieces.

2 – Phyrexian Reclamation – Cheap way to get my ETB creatures back. In longer games, it helps bring more spirits back for Kyoki to use.

3 – Hideous Laughter – Four-mana instant board wipe with some nice Kyoki synergy.

4 – Infest – Three-mana wipe (plus, that Alara full art is gorgeous).

5 – Wayfarer's Bauble – Solid ramp piece that makes Lake of the Dead more reliable.

6 – Mire in Misery – Enchantment removal option.

DemonDragonJ on Mark Rosewater's Statements About Enchantment …

7 months ago

Bookrook, Taken by Nightmares cannot destroy or otherwise remove enchantments, so I have no problem, with that card.

SaberTech, your last point is actually a very good one, because that is a very interesting question to ask, and I suppose that it is one that we should debate; as long as black's ability to sacrifice or destroy enchantments does not intrude upon white and green's ability to do so, I shall not be bothered by it. I would prefer cards such as Mire in Misery or Extract the Truth over Feed the Swarm or Withering Torment, since those cards allow the caster's opponent to choose what enchantment they sacrifice, rather than allowing the caster to choose it, which means that the caster needs to play it very strategically, to produce the best result, from it.

seshiro_of_the_orochi on Card creation challenge

2 years ago

griffstick: This combines Mire in Misery with Fleshbag Marauder effects. Seems fine.


Burn Twice

Instant

Destroy target creature with toughness 6 or greater.

"The fire went in, then it came out. And that's the story. Nothing more to it."

- Tolio, Moral Warden


Wild

SufferFromEDHD on Through Sacrifice v2

2 years ago

Dark Deal and Ill-Gotten Gains are brutal alongside Tergrid.

Mire in Misery and Sheoldred's Edict are swiss army knife utility.

Death Cloud bomb.

Oppression if you hate your friends.

ImNora on Tergrid, God of Grave Robbing

3 years ago

EDITS:

I made the deck more balanced between discard and sacrifice. This keeps opponents lacking both summoned creatures and cards.

I also better balanced it so that we're more likely to have more than just Tergrid on our battlefield early so we have a sacrificial creature for cards like Smallpox, which could potentially be cast immediately after summoning Tergrid.

Improved mana ramp since it was definitely too slow before. Added cards like Dark Ritual now that I understand how powerful it actually is. Getting Tergrid, God of Fright  Flip out on turn two sometimes is crazy. Especially since we do have low cost sacrifices and discards like Delirium Skeins and Mire in Misery.

DemonDragonJ on How is Camaraderie a Bend?

3 years ago

TypicalTimmy, TheOfficialCreator, I enjoy EDH very much, but I do not want one format to warp the entire game, as that would not be fair to every other format. For example, I can accept Enchanter's Bane, as that is a way for red decks to punish enchantments without actually destroying them, but not Feed the Swarm, as I feel that that simply is too different from what black has done, before. I think that Mire in Misery and Extract the Truth are acceptable, however, because they allow a player to choose which enchantment that they lose.

Optimator on You break it you buy it.

3 years ago

Also, consider Chaos Warp and Feed the Swarm. Some of the very few ways a Rakdos deck can reliably remove enchantments, other than running colorless stuff like All Is Dust and Oblivion Stone. Wild Magic Surge seems okay. Definitely not a bad card--it can destroy problem lands too.

Spells like Mire in Misery, Pharika's Libation, and Extract the Truth can be unreliable. Sometimes they're good though.

Enchanter's Bane I think is a bit underrated. Not sure it fits the deck but I just remembered it. It keeps working every turn.

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