Sire Of Insanity
Creature — Demon
At the beginning of each end step, each player discards his or her hand.
|Want (2)||Bigcockboy , BX223Hunter|
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
8 hours ago
I know this is probably one of the worst cards for multiplayer ever, but Grip of Chaos seems legitimately good for your deck as an on-curve way to protect Kaervek pretty much forever against any targeted removal.
Captive Audience is both a hug and a slug at once. Seems to fit the bill here.
Allure of the Unknown seems like a great way to get some card advantage and also get an opponent to cast a spell for you and trigger Kaervek.
Koskun Falls is a good way to dissuade attacks. You won't mind tapping even your Commander for this.
Xantcha, Sleeper Agent seems good to get opponents to spend mana to kill another opponent and get cards out of it.
Forcing opponents to discard their cards will also encourage them to play more aggressively. It also gives opponents less answers for your main strategy. You wouldn't want to focus on it too much, but a few key cards could be really fun. Rankle, Master of Pranks is pretty versatile, Sire Of Insanity might be overkill, Awaken the Erstwhile is still group-huggy, and then there's Bottomless Pit, Necrogen Mists and Cunning Lethemancer for continual discard.
Dash Hopes is one of the first cards I would remove from the deck. Gremlin Infesation, Tibalt and Judith all seem underwhelming.
1 week 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
1 month ago
Rri's Greasy Suggestions
My understanding of the deck is that it's essentially a Sneak Attack style deck - put creatures in and muck face. The main goal with these suggestions is to get Kaalia of the Vast out by turn 2 or 3 and put more relevant threats down! Apologies if this isn't the most organized, but hope it helps.
Akroma, Angel of Fury - literally a 6/6 with firebreathing 90% of the time
Emeria Shepherd - even you complain about this one.
Kaalia, Zenith Seeker - Yes flavour, but fricken goofy card
Kambal, Consul of Allocation - What does gaining life do for you? I would only run him if you ran necropotence or equivalent
Mana-Charged Dragon - Nobody is paying into that lmao
Rakdos the Defiler - I get that you have big balls, but he's pretty much single use - I enjoy the meme though.
Iroas, God of Victory - I understand that he lets Kaalia get through, but that wouldn't be a problem if you could just get her out earlier.
Angel of Deliverance - If you're getting delirium with this deck at it's present state I'm super impressed.
Sorin, Grim Nemesis - There is better ways to draw cards and you can't cheat him into play
Karoo Lands: They are decent, but you're missing out on precious early mana when you run them.
Nephalia Academy - This is the most Cam card I have ever seen, run Rogue's Passage if you want colourless utility.
Vivid Meadow: Again slow, run a City of Ass in this slot
Armillary Sphere - If you are hell bent on this effect, run a Thaumatic Compass
Darksteel Ingot - 2 mana artifacts are way better for a turn 3 Kaalia.
Sunforger - Personally this doesn't do it for me, super mana intensive for the effect, especially when you have black for tutoring/card draw.
Instant and Sorceries
Ghostly Prison - You have fatties to smack people in face, if they swing at you, swing at them harder - or block :^)
Aura of Silence - You aren't on the stax path my son and you can find more efficient instant speed removal!
Akroma's Vengeance - Austere Command
Diabolic Tutor - Demonic Tutor
Orim's Thunder & Return to Dust - I would suggest just running a less expensive removal, or more flexible removal eg. Disenchant or Chaos Warp
I would suggest cards that more aggressively use your life total, you're playing an agro strategy and want to be firing on all cylinders!!
Card Draw and Tutoring
Necropotence - Draw a shit ton of cards, and more selection of what you want to put down with Kaalia.
Painful Truths, Sign in Blood, Night's Whisper - Efficient card draw!
Faithless Looting, Tormenting Voice, Thrill of Possibility - Slot in these if you are planning on going a stronger recursion route.
Wishclaw Talisman - Fun tutor!
Enlightened Tutor - Finds you boots, sword, or whatever else you may need.
Demonic Tutor, Vampiric Tutor - Need I say more?
Gamble - Put all your money on red lmao
Mausoleum Secrets & Diabolic Intent – Conditional Tutors which seem decent in this deck.
Vilis, Broker of Blood - This card is insane, especially when you get to cheat him out.
Razaketh, the Foulblooded - Turns Kaalia into a huge toolbox, also really strong in the recursion route.
Archfiend of Despair - Doubles damage!!
Rakdos, Lord of Riots - Reduces the cost of your big creatures, letting you actually play them after you swing.
Sire Of Insanity - Discarding everyone's hand is pretty good for you, as this deck should be pretty good at top decking.
Scourge of the Throne & Hellkite Charger - More combat - wins with Sword of Feast and Famine!!
Resolute Archangel - A lot of the cards I'm suggesting are pretty hard your life total, resetting to 40 with a Necropotence out is pretty gross.
Sneak Attack - Does pretty much the same thing as Kaalia.
Karmic Guide, Reya Dawnbringer, Primevals' Glorious Rebirth, Animate Dead, Living Death, Phyrexian Reclamation - Recursion is super strong, plus you run a shit ton of legendaries for rebirth. As an aside, Leonin Relic-Warder gives infinite ETB with Animate Dead - something to keep in mind.
Legion's Initiative - Pretty flexible protection, also making Kaalia a 3/3 is pretty relevant.
Aggravated Assault - Even more combat, wins you the game with Sword of Feast and Famine.
Kaya's Ghostform - Leave it and forget it protection for Kaalia.
Talisman of Hierarchy, Talisman of Indulgence, Talisman of Conviction, Fellwar Stone - even potentially Mind Stone - 2 mana rocks are super good as they enable the turn 3 Kaalia.
Wayfarer's Bauble - An all star, also Kaalia turn 3.
Lotus Petal - SPEEDY
Nyx Lotus or Nykthos, Shrine to Nyx - A lot of your creatures have super high devotion, take advantage of that.
Caves of Koilos, Battlefield Forge, Sulfurous Springs, Sacred Foundry, Godless Shrine, Blood Crypt, Luxury Suite, Exotic Orchard, City of Brass, Rugged Prairie, Fetid Heath, Silent Clearing, Sunbaked Canyon, Tainted Field - or even more basics: Untapped coloured lands!!
1 month ago
Considering the fact that you're running more reactive answers to threats, I would imagine that Sire Of Insanity could cause some problems, especially since Kess can only cast spells on your turn.
2 months ago
StopShot The choice of having only a single combo is intentional. This deck is similar to Blood Pod in that staxing the board is more important than gassing into a combo, and you can get kills in cEDH by turning creatures sideways. This deck is very concerned about hitting the board hard early, and I don't want to be drawing cards that are dead outside of comboing. If I was going to expand into a second combo, I'd most likely extend into Splinter Twin and Felidar Guardian due to how Twin interacts with the Titans. In place of redundant combos, I've chosen to slot more hate pieces and more beater pieces. I've tried to add only the most efficient beater pieces that have utility or are just hyper efficient in terms of effectiveness. For example, Luminarch Ascension will singlehandedly win games on stalled out boards by turning creatures right. Inferno Titan swinging removes all kinds of dorks and opposing hatebears that are common in the format, as well as draw pieces and combo creatures. It also swings for a minimum of 9 when there aren't targets on the board. Loyal Apprentice is free tokens for doing nothing every round, speeding up the beatdown clock but it also has great synergy with Goblin Welder Smokestack Rankle, Master of Pranks Elesh Norn, Grand Cenobite and Daretti, Ingenious Iconoclast. The beatdown pieces have been chosen because they are a fast clock even in when staring down 120 life instead of the regular 20, or they offer strong synergy towards other parts of the deck. Extending into beatdown as the secondary option also lets me run harder "no" pieces, which is why I have Cursed Totem even though I'm running Kiki, and why I'm running Stony Silence even though I have 10 cards turned off by it. Having these pieces that turn each other off in our deck raises the mulligan % and requires higher pilot skill to play, but this is the trade off for how strong they are.
Banewhip Punisher is an interesting card and certainly better than Chupacabra, but also pretty inefficient. Especially after the banning of Flash, the format has slowed and become grindier. I've been looking for group sacrifice effects or repeat removal to achieve greater board control. Necroplasm would practically be an auto-include if it was only 2 CMC. Removing Alesha on its final tick is a turn off for me. If I was really interested in this effect, I'd slot Blast Zone, to tutor it with Wayfarer and recur with Crucible. Similarly, I'd be looking to slot Wrath of God or Toxic Deluge before another single target option, even if it is reusable.
I am aware of how recurring Kiki with Alesha requires another rotation to get a combat step. Once again, I'm not very worried about it. I'm not running many discard effects here, and I'm also not running Entomb to try and get Kiki that way. Kiki won't likely end up in the yard unless an opponent forces you to discard it, or you managed to stick Sire Of Insanity (with the Buried Alive line probably). I have considered more reanimation spells, but I'd probably start with good old Reanimate just for speed purposes. As the budget has raised, I've moved away from the Thrill of Possibility + friends that play extremely well with reanimator strategies.
Thanks for taking a peek. I have a 100% no budget list brewed up as well, which is the eventual goal for this deck.
2 months ago
I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...
I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.
There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).
Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.
Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy Flip shenanigans and other abilities.
Deflecting Swat seems like a good way to protect your general from spot-removal.
Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.
3 months ago
you could use something better than rakdos charm to finish off the opponent, cus if they dont have a creature out that kinda sucks. Lightning Bolt is good in pretty much all decks . you might want more lands and maybe some more removal spells too. Go for the Throat , Doom Blade Cast Down Tragic Slip arent bad options.
Sign in Blood is good for card draw and you can make the opponent lose two life to also finish them off if master of cruelties hits
Crypt Ghast can be great for loads of mana
Skirsdag High Priest is another cool cleric
some other cool demons are:
Bloodgift Demon he can also finish the game a turn after if master of cruelties hits
3 months ago