Whenever a player plays a spell, that player discards a card.
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|Commander / EDH||Legal|
Latest Decks as Commander
2 weeks ago
This deck as it's currently listed played a tad slow, and didn't quite provide answers to the questions that our playgroup's meta was asking. In saying that, with the right first hand draw being able to put Tinybones, Trinket Thief on the table with a discard engine like Bottomless Pit or Necrogen Mists by turn 2 provides a massive headstart in terms of card advantage as you're also removing opponent's cards increasing the card defecit.
I'm reworking this as we speak so the updated list will be up soon. The creatures very seldom provided any real threat at the table and as such I am going to cull the number of inclusions. Your suggested Bitterblossom should balance this a little and will provide much needed chumps as aggressive plays from opponents with fliers whittle my life total down to a point where Ad Nauseam , Necropotence and Dark Confidant become pretty risky.
1 month ago
I cut dance because it brings the creatures in tapped and I can't uncap it without paying a tax to do so (everytime)I didn't like how it played in the game i had it in so I cut it for more hand disruption (thoughtseize)
Thoughts on the four mentioned:
Go Blank - I like the full value that Tergid squeezes out of this card. because of the "period" they would discard-teragrid swipes what they discard if applicable-then they exile the yard. It's kind of gotcha kinda cute so, when I can get more games in i'll know better how to respond to the meta game questions
To answer the question yes it was printed in Strixhaven
Hymn to Tourach - I like this card always have is the best option i have out of the other three mentioned discard spells
Wrench Mind - this card isn't good per say after turn 2 so axe that all together
Plumb the Forbidden - I like this draw spell, good counter to board wipes or a good way to make use of my own tokens or creatures I steal from others.
Side note: Tergrid has played in three 1v1 games and a lot of the time im not really getting to "play" the deck as it wasn't built for 1v1. Im getting a little agitated at that not gonna lie. that aside Oppression is still in the deck, i'm not cutting that it's to good. I guess I just need to wait longer for actual multiplayer games.
1 month ago
Why: Got a game in, reanimated turgid 4 times, this was the worst feeling of them, cut thought seize earlier for Oppression , it feels more value to have it more specific/consistent discard.
Cards im looking at space for in the build currently:
2 months ago
3 months ago
Thank you, I appreciate your appreciation. In light of your suggestion, i'm looking at cutting Fleshbag Marauder for Phyrexian Obliterator . I've liked the idea of Mirage Mirror but I don't get what the potential value you see in it could be in? Is this perhaps similar value in mind to Profet93 and I's discussion over Vesuva and Thespian Stage? Likewise are you seeing the same similarities in Homeward Path and Guardian Beast ?
3 months ago
Why: while discard is great, I don’t see us getting the value out of Oppression until after someone’s hand has been RIP’d, effects me also (although reanimating isn’t bad in the deck, the deck isn’t built for oppression), Desolation hurts blue players is a consistent form of LD as well as kinda fills a ramp slot, I’m not at a lose of a land when I gain three for one, also I’m running Crucible of Worlds .
Why: Return is cute, I have better reanimating options costs 4 mana, to much. Thoughtseize says gimme and is 1 mana, fits the purpose of the deck better and is all around more utility
3 months ago
Mastermind's Acquisition : I think every EDH list running black should have this card. you now have a 15 card board open to you.
3 months ago
Hey Nyrmak and theindigoeffect, you bring up really important points about how to distribute discard effects in multiplayer games. The trick is reading the room and knowing which players to antagonize and when. If you attract too much hate, one or more players will gang up on you and it will be difficult to handle them all simultaneously.
Ultimately the goal is to use as little mana as possible to kill each player. To do that you want each player to have 0 cards in hand, so you can do 10 damage to each player with Tinybones for a single activation cost. Unless other players are constantly drawing cards with card effects, organically each player should eventually run out of cards in hand as they play lands and spells.
Once you trigger Tinybones once, each player will suddenly realize you are the biggest threat on the table. So ideally you want to set up the board to lock it down before you pull the trigger. Ideally you’ll want to start the game or tutor for permanents that make each player discard every turn, including Anvil of Bogardan , Bottomless Pit , Necrogen Mists , Chains of Mephistopheles , Oppression , Words of Waste , and Liliana of the Veil (although she is easier to remove). Other non-permanent options for making each opponent discard are Vicious Rumors , Delirium Skeins , and retracing Raven's Crime . All this discarding during each player’s turn will allow you to draw lots of cards with Tinybones. Once each player is down to only a few cards in hand, that’s when you target individual players with the most cards with discard spells to get them down to 0 cards. Once your opponents are forced to top-deck every turn, it will usually be too late for them to escape.
Obviously this is easier said that done, but that’s what makes this deck so fun to pilot!