Quietus Spike

Quietus Spike

Artifact — Equipment

Equipped creature has deathtouch.

Whenever equipped creature deals combat damage to a player, that player loses half his or her life, rounded up.

Equip

Latest Decks as Commander

Quietus Spike Discussion

McToters on School of Rocks

4 weeks ago

This is a fantastic Boros pairing and brew. If you’re deliberately picking budget options then please ignore these recs, but off first glance I’d advise Inventors' Fair , Sigarda's Aid , Shadowspear , Auramancer , Steelshaper's Gift (I see your Open the Armory )... Janky recs? Hot Soup , Blight Sickle , Quietus Spike , Infiltration Lens , Saheeli's Directive , and Prowler's Helm .

You have probably thought of these before and I’m not suggesting all should be added. I’m a Boros guy at heart and like to get the back of other Boros players! I have a Jor-Kadeen deck I love and uses most of te aforementioned pieces.

By the way, how does your ramp do?

Again sweet deck! Cheers

Luname on [Primer] Crouching One-Drop, Hidden Ninja

1 month ago

Have you ever tought about putting Quietus Spike in the deck?

It pairs extremely well with unblockables and can also make you able to play mind games with the opponent. Will he keep his Path to Exile for the unblockable that will remove half his life or the eventual ninja that will come out? Or will it fizzle because of that pesky ninjutsu?

cmilner on Rogues Mill to Draw

2 months ago

Love the deck! I have a similar one that is a lot of fun to play. All the cheap rogues make it really fast. My biggest challenge is making it through the mid game when everyone gangs up on me or wipes the board. I have found that counterspells and redundant card draw helps. I love Cover of Darkness because my group is not heavy in black. Quietus Spike can do some nasty damage out of nowhere and even though you're not recursion focused, I highly suggest playing a Rise of the Dark Realms after Anowon has been milling your opponents for several turns.

azja on Yuriko and the ninjas

3 months ago

Hey! I just read through your decklist and thought of a few things you could add/remove. I'll start with the potential cuts:

  1. God-Eternal Kefnet : Most of your instants and sorceries are reactive, like counterspells or removal. I think the only spells worth copying with Kefnet would be extra turn spells, and you only have a handful.

  2. Phantasmal Image : The only creature worth copying is Yuriko herself, which won't work due to the legend rule. Either Sakashima the Impostor or Sakashima of a Thousand Faces might work better here.

  3. Wonder : This card is awesome to draw in your opening hand, because a t2 Yuriko means you'll have to discard to hand size at end of turn. But with no other reliable ways to get it into the graveyard, it's a bad draw otherwise.

  4. Quietus Spike : 3 mana to cast and 3 mana to equip makes this card very clunky. Better to focus on playing more enablers and ninjas.

  5. Dowsing Dagger  Flip: Giving an opponent extra blockers hinders Yuriko's ability to deal combat damage.

  6. Arcane Signet : Tapping out t2 for a ramp spell isn't really where Yuriko wants to be. I would swap it for Sol Ring instead. It also has the same problem, but has a much greater payoff.

This comment is getting long, so I'll put the potential additions in a second comment!

BrassLord on Jolly Green Giant Deck Commander

3 months ago

Boy Howdy, that's a LOT of land! Your commander does scale with the amount of land you have in play, but I don't see a lot of interaction with opponents in the deck or card draw. So consider this: I agree that you'd probably want to play a bit more lands than in a typical EDH deck, but I could try to aim for somewhere around 40 lands. That way you still hit your land drops into the late game AND you reduce the risk of durdling into lands when you need action late game.

In terms of card draw Harmonize Rishkar's Expertise Horn of Greed Return of the Wildspeaker and Garruk's Uprising are all sources of card draw that pair with your lands matter/big creature gameplan.

In terms of early interaction, I can see this deck being flooded by decks that go wide. So something like Hurricane may help, as it can even double as a wincon late game. Beast Within is a decent catchall answer for problem creatures. Terastodon and Bane of Progress are late game threats that sweep the board and can hinder opponents if ramped out early. Wood Elves is another just general green staple that ramps you at 3 cmc.

Also consider things that can give your creature deathtouch. With Deathtouch and Trample, 1 damage is enough to be considered lethal to any individual blocking creature, making the rest of the damage spill over. With your commander having the potential to be in the stratosphere with attack, it'd be a headache to block in combat. Basilisk Collar Gorgon's Head and Quietus Spike pair extremely well with your commander!

Also, just a recommendation, if you go more with a landfall theme, some of the fetch lands or things like Evolving Wild are ways to get multiple land drops per turn and thin the deck out a bit!

Good luck beating down some commander players!

Spirits on Undying Persistence

4 months ago

Ok, here's a little bit of analysis to consider. Break it up into some comments to read. These are opinions based on experience, playing and watching lots of commander content over the years, doesn't account for your specific playstyle or how you have fun playing commander which are certainly as important of decisions, as is card selection.

Topic: Ramp

You are very low in the mana curve, 11 1-drop, 21 2-drop, 15 3-drop, 16 4-drop, and Orzhov () has lots of pips, but mana ramp is critical to getting your plan onboard as quickly as others, having mana available to advance board state/gain advantage and have interaction, and landing your larger threats sooner.

Sol Ring (CMC1 for 2 = +1 mana) is a must include.

Orzhov Signet I personally don't like (CMC3 for 1 = -2 mana) but also you're in which doesn't ramp as it's core strength.

Arcane Signet (CMC2 for 1 = -1 mana) is a must include, there are only a few archetypes I wouldn't play this in and usually only .

Talisman of Hierarchy (CMC2 for 1 = -1 mana) is a must include in .

Dark Ritual (CMC1 for 3 = +2 mana) this allows for explosive turns like a T1 Vampire Nighthawk .

I would start with that at least, some fringe ones I like are: Burnished Hart (creature/recursion), Commander's Sphere (draw), Mycosynth Wellspring (to hand, fringe), Pristine Talisman (lifegain, fringe), Solemn Simulacrum (ramp+draw!), The Birth of Meletis (doesn't help with , but ramp, 0/4 blocker, lifegain? it has it all!), Wayfarer's Bauble (ramp).

On a premise of battlecruiser/low/mid power 3-6 I DO NOT recommend these, but there are stronger options out there beyond 6: Phyrexian Altar (combo builds), Mana Vault , Mana Crypt , Chrome Mox , Smothering Tithe , Land Tax (Might not be bad in this build)

Honestly on a Avg. CMC 2.99 mana curve, I would likely have 10-12 ramp.

Some potential cuts for these:

Gorgon's Head you've got plenty of deathtouch already, it's not pairing with a Viridian Longbow strategy or anything, it's redundant, but also the worst. Easy cut. (We can get to Open the Armory / Steelshaper's Gift later)

Pierce Strider CMC4 for a 3/3 is just plain bad, the idea is play, do 3 damage, block/sac it, noone going to pay 3 to prevent it? but they will because it's going to do 3 anyway on return, and if your using recursion on this, your making the wrong play as it has no value engine on it. Easy cut.

Creeping Chill for CMC4 sorcery is not great, you're not playing a mill strategy so you're not really casting it for free often. It's not a strong play, we can find better ones, like ramping into Athreos, God of Passage sooner.

Font of Return for CMC6? Yikes. (CMC2+CMC4 for 3 creatures to hand is not great, we can get them on the battlefield for that high a CMC).

Angelic Gift hmm we have flyers, with deathtouch, it replaces itself (draw a card) but unless we flickering it ( Ephemerate or Brago, King Enternal something like that, it sets up easy 2-for-1 if an opponent has instand speed removal.

Topic: Lands! (Umm!)

Average Distribution Build: 38 lands

Average Budget Build: 36 lands

Average Expensive Build: 37 lands

Average Aristocrats Build: 35 lands

Average Reanimator Build: 31 lands (closer)

Your Build: 30 lands (Umm!)

No way you can run 30 lands, and 0 ramp in this deck. I wouldn't shuffle this deck with less than 33 lands, probably 34-36 if I'm playing enters tapped/utility lands. I might (maybe not) go to 33 lands with 9+ ramp spells, but even then, 34 would feel better.

Do you have a combo with Piranha Marsh like Worldgorger Dragon does, if not, just delaying yourself for little value (1 damage). Kabira Crossroads in this same bucket, it's just not work the tapped mana.

Reliquary Tower where are the cards coming from? The colorless is a detriment. Unless your playing a draw strategy Necropotence / Greed it will hurt you more than the rare occasion it might help.

Let's be honest, lands SUCK, they are too expensive! Here is a list of lands you should look at:

Lands I suggest: Godless Shrine ($9), Orzhov Basilica (<$1, slow ramp), Caves of Koilos (<$1 must have!), Command Tower (Umm!), Brightclimb Pathway  Flip ($4), Tainted Field (<$1)

Lands I don't suggest: Evolving Wilds / Terramorphic Expanse (<$1 fixed color), Scoured Barrens (<$1 fixed color), Isolated Chapel ($6, Not bad but not T1 land), Myriad Landscape (<$1, slow), Temple of Silence (<$1, scry/slow).

Forsaken Sanctuary only ever enters tapped so even Isolated Chapel is better, but there is also Orzhov Guildgate that does this too.

Have to head out, I'll review more topics and recs later, but here are some other cards can come out for mana. Gorgon Flail it's on theme and not bad, but let's get that Basilisk Collar or Quietus Spike instead. Soul Stair Expedition I would rather Animate Dead or Reanimate to the battlefield right away, not have to wait for lands (it still sacrifices itself). Not Forgotten we have better removal. Have to head out now! More later to read. :) If it's too much info, let me know!

dritchie on Vampire Heart

4 months ago

I would also add Necropolis Regent , Nirkana Revenant , Drana, Liberator of Malakir , Vampire Hexmage (this is great for dealing with planeswalkers, Kalastria Highborn , Blood Seeker (great agaisnt token decks), Quietus Spike but be wary of other players hating on you for it, Bloodchief Ascension great once online, Butcher of Malakir . these are only a few suggestions but please feel free to have a look at my mono black vampire tribal for other ideas - it may not be as restricted as yours by theme but it keeps its creatures tribal

https://tappedout.net/mtg-decks/drana-mtgo/

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