Creature — Devil
At the beginning of your upkeep, reveal the top card of your library. Any opponent may have you put that card into your graveyard. If a player does, Sin Prodder deals damage to that player equal to that card's converted mana cost. Otherwise, put that card into your hand.
|Have (2)||CompleteWaste , metalmagic|
Printings View all
|Shadows over Innistrad (SOI)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sin Prodder occurrence in decks from the last year
Latest Decks as Commander
Sin Prodder Discussion
2 weeks ago
I highly recommend putting Sin Prodder in the deck. It makes for really explosive plays.
1 month ago
It was the Shadows of Innistrad prerelease. Chronologically, this was right after Eldrazi Winter in Modern, so Eye of Ugin had just been banned. My prerelease promo was Sin Prodder and I had won a game or two purely off the card advantage it gave me and the damage, and I thought it was going to be really strong. At the time, the prerelease promo was 100 bucks, so I was psyched! After the event, I was doing some trading, and this one guy had a second prerelease Sin Prodder. I wanted it really bad, and so I traded my 4 copies of Reality Smashers and Thought-Knot Seers for it because I didn’t think they would retain value after the ban. Little did I know, Eldrazi Tron would still be good in Modern even 3 or 4 years later, and Sin Prodder is bulk.
1 month ago
StopShot: Is this still on your mind? If so, how do you feel about drawing from punisher effects?
2 months ago
Hey, thanks for the additional info.
For causal upgrades my advice is add cards that give you repeatable value; either draw, artifact tokens or pump for tokens. Cards in the original precon to consider adding:
- Brudiclad, Telchor Engineer could replace Temple of the False God.
- Loyal Apprentice could replace Catalog.
Other changes to consider:
- Treasure Mage could replace Broken Concentration.
- Bident of Thassa could replace Coveted Jewel.
- Jhoira, Weatherlight Captain could replace Darksteel Juggernaut.
- The Antiquities War could replace Dreamstone Hedron.
- Steel Overseer could replace Sin Prodder.
- Saheeli, Sublime Artificer could replace Colossus of Akros.
- Everflowing Chalice could replace Worn Powerstone.
- Stoic Rebuttal could replace Silumgar's Scorn.
- Spire of Industry could replace Highland Lake.
- Comet Storm could replace Volcanic Geyser.
Brudiclad, Telchor Engineer is a strong casual card with artifacts. It creates a Myr at your combat step then all token creatures you control can become any token creature you control. You can make all Thopters/Servos into Myrs for a huge Myr Battlesphere attack or make all Myrs/Servos into Thopters for a big flying army attack with Sharding Sphinx to double your army after combat damage.
Temple of the False God is not a good land for your deck because you can't tap it to make mana until your fifth turn at the earliest. It's not worth playing because of this and honestly it's not worth playing in any deck, but that's another discussion.
Sin Prodder can be repeatable draw, but more times than not an opponent will take the damage and have you put the card into your graveyard which is not helping you. Steel Overseer has great interaction with artifact tokens especially Thopters. It also has good interaction with Unwinding Clock letting you on everyone's turn put a counter on all your artifact tokens.
For control you've added three very good counterspells (Counterspell, Swan Song and Negate). Broken Concentration and Silumgar's Scorn don't compare to these other counterspells, that's why you should consider cutting them. Stoic Rebuttal because of the artifact theme activating metalcraft is good enough to add. Instead of more control, focus on your artifact game plan with Saheeli?
2 months ago
Hey, nice start on a budget. Chaos can be a tricky theme to build.
The avg. CMC of your deck is very high at 4.3 with only Sol Ring as reliable ramp and only having 35 lands. This 4.3 number means you will consistently not be casting a card until earliest turn four, more like turn five. Not doing anything for the first four turns or more is not fun in Commander because you risk basically not having any board presence at all before turn five. My advice is add some ramp in place of a few high CMC cards (5 CMC or higher). Doing this will reduce the avg. CMC and ramp will make it easier to cast spells especially Showstopper.
Some cards for ramp to consider adding:
For the cards to consider cutting you want to make a choice of what are the best cards you want at the high end of the mana curve? Having lots of both high CMC Chaos cards and big creatures is too many high CMC cards. Showstopper is the six drop creature you want to cast. Cards to consider cutting to add more ramp:
- Capital Punishment
- Creepy Doll, Stuffy Doll
- Reiver Demon, Indulgent Tormentor
- Demon of Dark Schemes, Lord of the Void
Reanimation is a good secondary strategy when playing so many high CMC creatures. Reanimation needs enablers to get creatures into graveyard which is good with Patriarch's Bidding and Demons. Consider expanding on reanimation? Another reason to add enablers for reanimation is Anger. A haste enabler to give your high CMC creatures haste, attacking with them the turn you play them especially Showshopper.
Some card changes to consider:
- Sin Prodder > Mogg Assassin
- Stormfist Crusader > Murder
- Chaos Wand > Volatile Rig
- Confusion in the Ranks > Risky Move
- Stolen Strategy > Captive Audience
Good luck with your deck.
2 months ago
Been awhile since I've seen ya brew a Modern format deck!
I am not so sure the mana ramp/dorks are needed in a decklist with such a low to the ground CMC.... I think you could/should put in a few BIGGER threats like Carnage Tyrant.
4 months ago
Commander / EDH*
Just looking for some opinions to finalize this bad boy. I've fallen bellow 100 cards, could probably justify cutting others, and I'm not married to the commander.
So the main strategy will be to do a sort of soft lock with Sire Of Insanity/Descent into Madness effects that empty hands, and then use Theater of Horrors/Sunbird's Invocation/Stolen Strategy/Sin Prodder ect. to get around the effect.
Thanks guys <3
5 months ago
I think rather than "it just slows down the game" or "it's too complicated", it's actually because the only reason you'd want to run such an effect is if you want to make it so someone can't ever kill you.
Simply put, the cards suck unless you have all of the Circles in a pile and just sit around activating the abilities so that you don't die. And even then it's "did I draw the right color?", so it ends up being a binary effect.
In the end, they're so bad that the only way they can be good is if they become hyper oppressive.
Now, for damage prevention in general, like on Instants.... it's weird. It's also mostly because it's either 'OP' or useless. The effect just doesn't see play, and Wizards doesn't want to push it because suddenly White would be unstoppable. Same thing with lifegain -- Wizards has printed support cards, but it's never been tier 1 or 2 in anything but Standard, and that's only recently.
I'd call damage prevention, and 'pingers', an "edge mechanic" -- a mechanic that is absolute trash because if it was any better it would be unbeatable. It's actually a common phenomona: Sin Prodder, had it been , would have dominated Standard, Modern, and probably Legacy. As it is, it's a 3/2 that maybe draws cards. Had it been 2 mana, however, even if it was a 2/1, it would be a real threat. Coming down early in aggressive decks and turning Lightning Bolts on top into extra damage is fine, especially if you're running cards like Skewer the Critics and Wizard's Lightning.