Poison the Cup

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Poison the Cup

Instant

Destroy target creature. If this spell was foretold, scry 2.

Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

hiiii on Prosper's Treasure Harem

5 months ago

amarthaler Thank you! I tried those draw/treasure cards before, but my main issue with them is that they weren't really repeatable as I don't have any recursion and the deck is not spell slinger-y enough to play Arcane Bombardment. Instead I decided to go for more exile since it synergizes better with my commander anyway. I think The Reaver Cleaver could be a decent addition tho! Even if I don't really plan on attacking for 90% of the game, it could always come in handy. My main issue then would just be that most of my creatures are synergy pieces before anything else, so I wouldn't want to risk them dying in combat if possible. I could still give it a shot tho :D

Poison the Cup's pretty sick since it can remain foretold for a while and it's a 100% assured cast from exile removal spell. I'll definitely look into that one!

amarthaler on Prosper's Treasure Harem

5 months ago

Nice Prosper build. I also made a 20 cards in, 20 cards out upgrade to the precon and use a lot of the cards you chose in there. Some personal favorites of mine are Poison the Cup because of Foretell, The Reaver Cleaver, and more card draw Seize the Spoils // Big Score // Unexpected Windfall.

Boxfish on Sheoldred, Rising Dead v2

9 months ago

TheSnuggleLord Absolutely! Even when I move on to my next deck (I really need one to counter my wife's new Exile/Graveyard hate deck lmao), I'm for sure going to be constantly poking and prodding at this one and refining the side deck to have correct cards to swap in against certain strats going forward.

also, UPDATE 3: Swapped out Charcoal Diamond, Phyrexian Alter, Heirloom Mirror  Flip, Eldrazi Monument, Cremate, Eaten Alive, and Gorex, the Tombshell, To make room for the following; Unearth, Necrotic Ooze, Poison the Cup, Bolas's Citadel, Gravepurge, Swiftfoot Boots, and Arcane Signet.

Now that this deck is getting pretty well settled in (at least for its price range), I'll be clearing out the maybe board a little bit (still have lots I want to test, excited for that) in leu of putting together a sideboard with some comprehensive descriptions of my reasoning for potentially swapping them out when going against different deck types I've now encountered. Thanks for everyone pitching in with suggestions so far, it's been fun!

Boxfish on Sheoldred, Rising Dead v2

9 months ago

BishopAtavist Thank you for the comment, and I agree! Milling is normally not something I would go for in a deck like this, but it's sort of a fun risky strategy to use during some games of commander and can for sure speed up the process of feeding the graveyard. Cards like Sadistic Glee still get to proc from creatures sent to the graveyard this way as well, so that's an added bonus. Additionally, at least in my playtesting, I seem to have included more than enough ways to get creatures out of graveyards. So even if a few good cards are lost this way, you should still have plenty of options further in the deck. As far as Buried Alive, It's only in the maybe deck because I haven't gotten the card in the mail yet haha. It'll be thrown in, likely in place of Unhinge, as soon as it gets here!

TheSnuggleLord I appreciate the feedback! I for sure want to keep using sheoldred, even if it's not ideal for this deck. I'd probably switch her out in situations where I'm not playing with friends, since forcing sacs seems like a good way to put a target on myself. But for more casual situations it's been pretty fun haha. I actually got a copy of Urborg, Tomb of Yawgmoth with the intention of using it in a dimir deck later. I hadn't at all made the connection that in would enable swamp walk. That is actually beautiful, I'm going to throw that in the deck tonight!!

Poison the Cup for sure seems like a good swap in for something like Eaten Alive, since I have enough other ways to sac, and otherwise the cost is the same. So, you're definitely right, having it A) potentially split the cost between 2 turns, and B) be safe from removal by opponents, makes for a great removal spell to have in the deck.

I think I actually ordered a copy of Gravepurge in one of my larger orders in the last week or two, it might have just been lost in the stack of cards I've been considering for the deck. I'll for sure have to reconsider it.

I do like that combo that Bolas's Citadel and Bone Harvest or Gravepurge could pull. At this point I need to work on a side deck of sorts to keep track of all of the potential combos or cards I want to try. There are so many options here, and the hardest part now is choosing what to set aside when trying out the other options haha.

Thanks again both of you for the comments!! Looking forward to further refining this deck, and maybe creating a fork of it with another commander!

FolkOccult on Sheoldred, Rising Dead v2

9 months ago

I just saw your list yesterday while I was scrolling through the site, and wanted to say I find it all so charming! I love decks hungry to consume their own creatures and use them as fuel. Korvold, Fae-Cursed King, Hogaak, Arisen Necropolis, or even K'rrik, Son of Yawgmoth, are commanders that just keep on giving as long as you throw bodies into the furnace so to speak. It's a delight to get their engine rolling, and I've always wanted to build a Tergrid, God of Fright  Flip or Sheoldred, Whispering One deck.

If you planned on using Sheoldred still, Urborg, Tomb of Yawgmoth is both flavorful and helps turn all of your opponents' lands into swamps, allowing sweet unblockable commander damage. I've never really left a comment on this site, but looking at this deck list makes me want to show my K'rrik deck some extra love. Props dude, I'm gonna love following this deck's progress.

While it's on my mind, something that might help, using Poison the Cup for its foretell may add to 4 mana, but it lets you store a Murder outside of your opponent's influence and lets you scry off the top, allowing you to search for lands, or more removal/creatures to send to grave; and if you might be looking for more mass recursion to your library (whether to avoid Rest in Peace or similar effects, Gravepurge is another way to draw whichever creature you might have planned on saving.

Bolas's Citadel may be pricy on mana, but it mass sacs, and after a Bone Harvest or Gravepurge could allow you to just rebuild your board with your life total. Anyhow. I love this deck, apologies for the long winded comment.

wallisface on Kaldheim: Narfi and Jorn

9 months ago

Some thoughts:

  • Most modern decks can’t justify running more than 3-4 cards costing 4 mana, and often run nothing above this cost. You’ve got a whopping 15 cards costing 4-or more, which is faar too much and going to lead to some very slow plays. I’d suggest reducing the curve significantly.

  • there are a bunch of strong cards from MH1 that could help your deck play a LOT stronger. Namely Ice-Fang Coatl, Marit Lage's Slumber, Dead of Winter, and possibly Abominable Treefolk.

  • 2 mana is kindof the absolute most you want to pay for a generic killspell, so i’d advise against Poison the Cup. Fatal Push would serve you much better.

Guerric on Lathril's Relentless Elves

1 year ago

As for things to cut, here is my list-

Cards to definitely cut- 1) Abomination of Llanowar he's just a big, dumb of elf with a target on his back for removal. There are better options. At least Drove of Elves has hexproof, but I wouldn't even play that. The only one I'd play is Jagged-Scar Archers, and that's because of its utility against flyers.

2) Elvish Rejuvenator He gets a land, but doesn't actually ramp you. And that is if you get a land- you might whiff. You have better options. If you really want this effect Sylvan Ranger costs one less mana and is guaranteed to not whiff.

3) Eyeblight Cullers 5cmc is just too much for something that only gives you three tokens on its death, and you have no mill synergy.

4) Golgari Findbroker This card was made for draft. It just costs too much for what it does. Its not just the four cmc, 2 and 2 is a high opportunity casting cost.

5) Harald, King of Skemfar He's basically a 3/2 with menace that replaces himself. The clause on Tyvar might seem good if you add him (which is good idea, btw- he'll be worth it even if he doesn't stick around too long), but even then you have to remember that he won't find Tyvar the majority of the time. Again, its nice he replaces himself and gives you some selection, but there are better options.

6) Jaspera Sentinel Dorks are great, but you have to tap two creatures for one mana, which is a bad rate in elves. There are better dorks suggested above.

7) Masked Admirers This is one of those cards that Wizards stuffs into every precon conceivable, even though its bad in most of them. We don't need it here.

8) Thornbow Archer He's only draining one life for each time he attacks. That isn't enough to justify his slot.

9) Voice of Many You get maybe three cards for four mana at most? He's not the worst and he does draw cards, but I've never liked him.

10) Voice of the Woods This might sound like a good use of your elves, but its better to pump your elves than to use them to summon elementals. Plus he costs five to cast.

11) Tergrid's Shadow We have a joke about this card in our playgroup, but in general it isn't what we want. Letting your opponents pick what they sacrifice means you'll rarely hit the thing you need to get rid of. You might as well just play Doom Blade or any other premium removal card in these colors. There are a lot!

12) Poison the Cup They just put this in the precon because foretell was a Kaldheim theme, but there are so many cheap (both in real world and mana cost) black removal cards that this one shouldn't make the cut.

13) Roots of Wisdom You're better off just playing Harmonize or getting one of the consistent draw pieces I suggested. This card won't do a lot for the slot in your deck.

14) Return Upon the Tide This just costs too much mana, and you have other better recursion pieces out there.

Cards to think about removing

1) Serpent's Soul-Jar This card could be good, but could also be a trap. Your graveyard is a resource, and exiling everything from it prevents mass recursion. Also, your opponents can target this with removal and you'll never get your stuff back. I'd probably just play Haunting Voyage, Patriarch's Bidding, and Living Death to get your goodies back for more fun!

2) Twinblade Assassins He does draw cards, and is probably at least as good as Phyrexian Arena while he lives. So you might keep him, but he costs 5cmc, so if you have enough card draw you might want to cut him.

3) Numa, Joraga Chieftain He can pump your stuff. But Kindred Summons, Genesis Wave, or the above mentioned Torment of Hailfire and Exsanguinate are much better ones!

4) Nullmage Shepherd This can allow us to remove problematic stuff. But tapping four elves is a bigger cost than we often want to pay. Something to think on.

5) Sylvan Messenger Again, this card does get us some draw, much like Lead the Stampede which I used to play does. I've just never found it good enough to include though. Nonetheless, you want at least ten pieces of draw, and this does count as that!

6) Eyeblight Massacre This will kill a lot of stuff, but will often leave what you most need to kill alive. Ezuri's Predation is a recently reprinted board wipe that is now more affordable and will wreck your opponents while leaving your stuff intact. In Garruk's Wake and Plague Wind cost a 25 cents each and will hose everyone but you, and because you are playing elves you can afford their cmc!

7) Ruthless Winnower Having played against this card I can attest that it is annoying, but your opponents will often kill it before it can have too much impact. If it were a lower cmc it would be a guaranteed in, at least it will take the heat off of more important cards. It is high at 5cmc though. Keeping it might be the right choice, but I'd at least consider it.

Load more
Have (0)
Want (1) Lunar_Wing