Sire Of Insanity
Creature — Demon
At the beginning of each end step, each player discards his or her hand.
|Have (2)||metalmagic , sonnet666|
Printings View all
|Dragon's Maze (DGM)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Sire Of Insanity occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Sire Of Insanity Discussion
1 week ago
randym1988 th most competitive will obviously be the Worldgorger Dragon combo which was mentioned earlier, with a back up combo of something like Dualcaster Mage and Dual Flame. But, other options that would be more fun in a budget build. One option is to use the amonket and hour of devastation creatures that get pumped until end of turn when you cycle or discard, and creatures like Glint-Horn Buccaneer. However,I think a much more fun option would be to run your favorite eldrazi fatties, plus any big scary rakdos creatures you feel would be cool such as Sire Of Insanity and use anje's ability to put them in the graveyard so you can use reanimate spells to cheat them out.
1 week ago
consider Dread Presence as an option for at the very least card draw or a mini valakut. I looked over your list and i'm noticing tons of ways to get Urborg, Tomb of Yawgmoth on to the field. I've had plenty of games playing a windgrace deck where dread presence is extremely good and just wins me games because i slam it down and watch it take over games. I built my windgrace deck to be set in a more competitive enviroment just because that's how everyone wants to play in my play group, but I couldn't help to add my own pet cards in to my deck like Sire Of Insanity. That card absolutely goes in every red/black deck i play. Take a look and tell me what you think. +1 from me on your deck! Please also ignore any land destruction. it's supposed to be for a more competitive crowd.
Deck: Who needs lands to play?
1 week ago
I would focus a bit less on protection spells that cost two or more, since it's hard to hold them up unless Kaalia has already stuck. The 1cmc ones like Apostle's Blessing are good, because it's easy to just wait a turn to play Kaalia on turn 5 with it up. Unless you are trying to build a less aggressive deck, I'd include a few more haste enablers instead - Kaalia wants to be fast and build a huge board presence quickly, and giving her haste is one of the best ways to do that. Some of my favorites are Dragon Tempest, Hall of the Bandit Lord, and Mass Hysteria. Also, Sire Of Insanity is a fantastic card for Kaalia.
2 weeks ago
I see what you are going for, but can I ask why not use Buried Alive or Entomb? A turn 1 Entomb + Griselbrand + Exhume will finish the game really fast... Also, by "tutoring", you can use less creatures in your deck, and open slots for cards like Duress, Collective Brutality, Sign in Blood, Lotus Petal... Disruption is always good, extra draw will fuel your Zombie Infestation and Lotus/Rituals let you chain cards off a Griselbrand activation by giving extra mana.
Against grave hate, I recommend Pithing Needle, Phyrexian Revoker... cards that shut down Tormod's Crypt, Deathrite Shaman and similar. Against counters, Boseiju, Who Shelters All is really good, also Pyroblast.
Hope this helps!
3 weeks ago
Suggestions for removal / maybeboard:
- Cadaver Imp
- Deathcurse Ogre
- Endless Cockroaches
- Garna, the Bloodflame
- Scuttling Doom Engine
- Tattered Mummy
- Torgaar, Famine Incarnate
- Aid the Fallen
- Ruthless Disposal
- Temple of the False God
- Bolt Bend
Suggestions for additions:
- Ashnod's Altar
- High Market
- Phyrexian Reclamation
- Sire Of Insanity
- Worldgorger Dragon
- Animate Dead
- Dance of the Dead
- Merciless Executioner
- Fleshbag Marauder
- Gonti, Lord of Luxury
- Rakdos Charm
Worldgorger Dragon + Animate Dead / Dance of the Dead forms an infinite loop that you can cancel at any time. The loop blinks all of your lands into exile temporarily, allowing you to tap them before they blink out. This can be used to create infinite mana. Worldgorger Dragon isn't a good card on it's own, but it combos well with Buried Alive and your Gravebreaker Lamia. Animate Dead and Dance of the Dead are great any time because they can target creatures in anyone's GY.
1 month ago
dingusdingo Most cEDH pull from a core set of cards based on the game plan of your deck. The deck you are looking at here is a mid-range deck with a combo finish, and not an artifact stax deck. Chain Veil Teferi is a mid-range deck with a combo finish and not a planeswalker deck. Both decks have similar game plans which is to delay opposing faster combo decks until the infinite mana combo and they can both draw out their decks. The reason this seems so similar is because this deck is essentially CVT with a slightly higher card quality combo, Dramatic Scepter vs Chain Veil, and is less reliant on the commander for the win.
Fact or Fiction , Recurring Insight , Time Spiral and Future Sight all play into the mid-range nature of the deck. Urza is capable of casting these cards that are powerful but a touch to expensive for most decks. In addition these cards also assist with the "...this particular list runs out of gas and struggles with card draw..." weakness you pointed out. Which no card you mentioned to use in place really solved this issue. Hand hate cards are in general rare in cEDH and usually in the form of mass discard with a reanimated Sire Of Insanity or Jin-Gitaxias, Core Augur .
In general thanks for your input, some of your suggestions may work for some playgroups and are likely worth playing in some cases. As with most netdecking you are usually better off starting from a generic list such as the one you commented on and replacing components of that deck to fit your Meta. In some cases you may find that you metagame actively hates against this decks entire gameplan and need to choose another deck.
1 month ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
1 month ago
Hey, nice overall concept, but I think you can be doing a lot more slugging :)
Harsh Mentor , Zo-Zu the Punisher , Ankh of Mishra , Spellshock can be more repeatable damage to your opponents and these cards are good in a large variety of deck matchups. Spellshock and Mentor can alone shut down infinite combos. Torbran, Thane of Red Fell makes Mogis do 4 damage instead of 2 each turn and he's good with other sources of damage especially Manabarbs since 3 damage is a lot more than 1 damage. Torbran and Loyal Subordinate with Mogis can increase the bleeding of your opponents.
Cards also can do damage to you which is good draw with Vilis, Broker of Blood and Vilis is busted with K'rrik, Son of Yawgmoth . Sire Of Insanity can be a backbreaking effect in multiplayer Commander and it goes with the idea of gaining turns to bleed out your opponents. Sire is good with Bloodchief Ascension . Vilis and Sire are worth including a small reanimation package with some enablers to cheat them onto the battlefield.
Smoke is an underrated disruptive card for red. Not only is good to stop lots of attackers, but also mana dorks since an opponent can only untap one of them.
Good luck with your deck.