Sadistic Sacrament

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Sadistic Sacrament

Sorcery

Kicker {{7}} (You may pay an additional {{7}} as you cast this spell.)

Search target player's library for up to three cards, exile them, then that player shuffles his or her library. If Sadistic Sacrament was kicked, instead search that player's library for up to fifteen cards, exile them, then that player shuffles his or her library.

wallisface on Balaam__

1 month ago

Balaam__ I was trying to brew a deck that removed all of an opponents useful cards from their deck a long time ago, with the pet card Sadistic Sacrament. Unfortunately it was just too awkward trying to get to 10 mana in a way that felt justified. I think really the best way to screw-over an opponents resources are to remove them from the board - as with only 1 card-draw a turn it takes a long time to rebuild. My current deck doing that is this thing - Often its game over if I ever get them down to 0 lands in play, which is a lot easier than it sounds.

Quickspell on Prevent Opposition Agent in mono …

3 months ago

I have a Maralen of the Mornsong EDH deck that doesn’t run Opposition Agent. How do I protect her from another player‘s Opposition Agent, though?

Edit: There are a few cards to preemptively remove it from an opponents deck, if you know who is running it. Like Praetor's Grasp, Sadistic Sacrament, Necromentia, Bitter Ordeal etc.

What other ways are there than this kind of effect?

BishopAtavist on

4 months ago

What about Sadistic Sacrament? That can cause some serious disruption to opponent's plans

jets99 on Jarad vod Savo

6 months ago

i suggest either Sadistic Sacrament or Praetor's Grasp to protect your graveyard

freezerboy on Kill.EXE

8 months ago

Not sure if you're keeping this under any kind of budget, but All Is Dust and Damnation seem good to add. Also a Mutilate, or Toxic Deluge can work too though your commander is susceptible to dying with them.

Also, Sadistic Sacrament type spells can help with your opponents combo pieces.

Dark Prophecy can also help you draw some cards.

If you want a dump for your mana, Maga, Traitor to Mortals can one shot someone.

Immortalys on Cards that exile Libraries in …

9 months ago

For my Circu, Dimir Lobotomist deck I am looking for cards that selectively pick apart my opponents decks. Think of cards Extract, Sadistic Sacrament and Denying Wind. The idea is to make a "mill" deck, but without having to actually mill all the cards, just my opponents wincons, and to have the "milled" cards go to exile to stop those nasty graveyard decks. They can't win with a deck full of lands, ramp and card draw after all, so why put effort into milling/exiling those cards? If there are very few cards like that, I will also accept cards like Life's Finale that don't exile but do search, Umbris, Fear Manifest that don't search but do exile, and/or cards that double up the existing effects like Lithoform Engine.

As a bonus, cards that trigger when an opponent shuffles their library like Psychic Surgery are also very welcome.

freezerboy on Good Cards That You Just …

10 months ago

Thankfully cards like Sadistic Sacrament exist to ruin nonsense.

Virlym on Yuriko, Shadow of Fate EDH

10 months ago

Honestly, I wouldn't bother with the Thassa's Oracle line. There's much better generals out there for it over Yuriko, the Tiger's Shadow (like any Thrasios, Triton Hero deck partnered with something that has black in it). Doomsday could still work with Yuriko, the Tiger's Shadow as a game ender tho if you really wanted to keep that in. It's really your call, but I never liked setting myself up to lose if something gets countered (Trickbind makes you lose to the Thassa's Oracle line, and something like Angel's Grace will make you lose to the Doomsday line). Having said that, the following will assume you are focusing on Yuriko, the Tiger's Shadow, and not a planted "good-stuff" strategy.

glaring issues in a general sense from your list :
1)You have poor ramp choices for Yuriko, the Tiger's Shadow
2)Your land base is too awkward and has unnecessary things in it.
3)You have some turtle cards that don't really have much use in Yuriko, the Tiger's Shadow

1)Mana Vault is more for a deck that wants big explosive turns, not ramp for small things over multiple turns. You are hardly ever going to want to dump 4 mana into untapping it. Same concept applies to Dark Ritual as well, especially considering it only gives you black mana. Lotus Petal falls into this category as well to an extent. You don't want explosive turns, you want consistent pressure. Mox Opal makes you life more complicated for a potential free mana, which leads into the next issue.

2)Your land choice is too awkward. You have artifact lands to turn on Mox Opal, but they serve no other purpose and can be wiped out with artifact removal. If you are running so many different lands, you generally want to be taking advantage of something where that matters (like Field of the Dead, and you usually want to avoid using the non-indestructible artifact lands unless you have a lot of artifact synergies. They are too vulnerable to just have for 1 or 2 cards. You have more fetch lands than you have targets for those fetches. You have 3 black fetchs, 3 blue fetches, 1 black/blue fetch, and 1 basic land fetch. You only have 4 basic lands, and 2 fetchable dual lands (giving you 8 fetches for 6 targets). Spire of Industry is honestly too reliant on other things that it can basically be counted as a colorless land with no utility.

3)Satoru Umezawa is cute, but doesn't help in a Yuriko, the Tiger's Shadow. It's main purpose is to cheat in big things for 4 mana. Anything you have over 4 mana should already have a ninjutsu reduction to that. Spellseeker is only good for the Thassa's Oracle line and has no real impact with Yuriko, the Tiger's Shadow aside from tutoring for a tutor, which is awkward (Solve the Equation follows the same line of thought). Viscera Seer's scry ability may seem decent to try and find something for Yuriko, the Tiger's Shadow, but you would need to sac ninjas or enablers, which would lower the amount of triggers you would get. The only real payoff for it is if you're trying to win that turn and you sac your ninjas after they trigger Yuriko, the Tiger's Shadow. Praetor's Grasp is too reliant on your opponent having something useful to you, and isn't reliable enough for what Yuriko, the Tiger's Shadow wants to be doing. And if you're using it to remove you opponent's wincons from their deck, you might as well just use something like Extract for that as it's cheaper, or Sadistic Sacrament as it will hit more targets. Grazilaxx, Illithid Scholar is a little too fragile for the bounce it gives and you would be better off running Cunning Evasion. The card draw on it really isn't necessary. Yuriko, the Tiger's Shadow tends to give you more cards than you need, you don't need additional card draw reliant on damage. Opposition Agent kinda just falls under the "good-stuff" category and will most likely have a prompt death by any1 after you get a land off it, otherwise if kinda just sits in your hand and people will assume it's just a counter.

Ninjas of note that aren't included: Thousand-Faced Shadow, get it, it's too good. 1 drop flier is an enabler spot, but it is also a ninja. Later on, it can be used to double up some ninja triggers as a toolbox card. Mist-Syndicate Naga, expanding your ninja army is really nice and forces value from your opponents to deal with the growing threats. Moon-Circuit Hacker / Ninja of the Deep Hours, extra card draw on cards ninjas with low ninjutsu costs.

Some more meta call ninjas: Throat Slitter / Dokuchi Silencer, removal is nice, especially when it's already lending towards what you already want to be doing and not taking up additional space. Mistblade Shinobi temp creature removal, can set people back a turn if you hit something big, has a tap effect, etc. Skullsnatcher, graveyard hate.

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