Smothering Tithe

Smothering Tithe

Enchantment

Whenever an opponent draws a card, that player may pay . If the player doesn't, you create a colourless Treasure artifact token with ", Sacrifice this artifact: Gain one mana of any colour."

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Smothering Tithe Discussion

DadHumanPraetor on Planeswalker Anti-Defamation League Redux

16 minutes ago

Promise of Loyalty is good here. Nevinyrral's Disk kills everything except your walkers. I also run Jokulhaups but I know not everyone is cool with MLD. It does work nicely with your Smothering Tithe too. Combine with Boros Charm for a win ;)

Pramikon, Sky Rampart and Mystic Barrier help keep your walkers safe from attacks. I run Meekstone as well, but you have some big guys in your list so idk if youd want it. Karmic Justice is a nice deterrent for removal spells.

Narset Transcendent Chandra, Torch of Defiance Jace, Unraveler of Secrets Will Kenrith and Rowan Kenrith and Dovin Baan all have insane emblems.

The Wanderer Narset, Parter of Veils Teyo, the Shieldmage Tibalt, Rakish Instigator are all good obstacles to your opponents game plans.

I run Narset + Wheels, but that's another salty combo so it depends on your group. You have Emergency Powers so Day's Undoing Whirlpool Warrior or Windfall aren't too far off. Add in a Solve the Equation and a Drift of Phantasms to search up the combo.

Ajani Vengeant is another one that you should only run if your group is ok with land destruction.

Ugin, the Spirit Dragon is obviously great but I know not everyone has the budget for him.

Tezzeret's Gambit is a flavorful draw spell for 3 generic and 2 life.

Just thoughts. I see you are doing more of a token theme. I personally focus more on wraths and resource denial to keep opponents from advancing their boards until I can get emblems. I admit that everyone HATES my version, but I love it lol. Cool deck.

SynergyBuild on Boros Land/artifact Hate

6 days ago

Resurgent Belief to bring back some of these enchantments, Outlaws' Merriment is always a blast, for dealing damage to players, AEther Sting is a fun card because a lot of your creatures won't be cast is fun, Burning Earth is a slightly worse Manabarbs .

Card advantage isn't hard, Land Tax , Outpost Siege , Experimental Frenzy , etc. are great options, ofc Smothering Tithe , etc. seems great too for ramp!

Epicurus on Phyrexian Arena

2 weeks ago

TriusMalarky Fair points, except for a couple things. First, I stated twice that I was oversimplifying cEDH deck building. Second, of the 4 examples you used, three are blue and the other is green. There's no question that blue has better draw power than anything black can offer. That's kind of blue's gig. And while green doesn't have the same kind of extensive list in that regard as blue, it's certainly acknowledged that it has some of the best ones. But saying that Arena isn't as good at providing card advantage as a ton of stuff in blue is like saying that Smothering Tithe is crap compared to a ton of ramp in green. Absolutely true, but doesn't help if you're playing one color and not the other.

keegcb on I Wanna Be a Billionaire, So F***** Bad

3 weeks ago

darkin10s Excellent question. You're correct in the sense that Warp World is kind of a board wipe but let me paint a picture of the board state (not just my board). Warp World has us "shuffle all permanents he or she owns into his or her library", meaning it sees all those tokens as permanents even though they technically stop existing once they leave the battlefield. Then we reveal from the top of our Library, and in summary, put all permanents revealed onto the battlefield (not including Planeswalkers, hence the "in summary").

Warp World itself isn't putting tokens onto the battlefield but many of the permanents it would hit produce tokens for the extra value (all the creatures that make extra thopters when they enter). This is why cards like Dockside Extortionist , Brass's Bounty , Smothering Tithe , or Revel in Riches are so good before a Warp World cast, because we get extra card flips and potential permanents on the field for only a single card slot in the deck.

Warp World is more of a "hurts everyone, but hurts me the least" type of strategy that we are going for. We're working under the assumption that we have the most tokens onto the battlefield than the rest of the players, otherwise it's not worth casting. The value that we get is that we are making so many tokens because many of our cards put out either an extra treasure token or maybe a couple thopters.

Here is a very basic example that will help paint the picture with some simple math (this exact situation is not a likely scenario for a game but I think it gets across the idea). Lets assume everyone has played the same number of cards by turn seven and they have either tricked out a land or maybe played a mana rock, and maybe everyone has 2 creature and one enchantment. So everyone has 7 lands, 1 rock or extra land, 2 creatures, 1 enchantment = 11 permanents. But the 2 creatures I played are maybe Whirler Rogue and Thopter Engineer so I actually have 14 permanents since I've got 3 extra creature tokens. Now what if the enchantment I played was Smothering Tithe and it went a whole round on the table and wasn't paid for, meaning (in this fake scenario) I have 3 extra treasures. Now my permanent count is at 17 compared to everyone else's 11 count when I cast Warp World; I get to flip 17 cards from the top of my deck and everyone else gets to flip 11. This still wipes all players battlefields, but I'm counting on hitting more permanents when I flip with my extra chances. Plus if one of the cards I flip is a Experimental Aviator or maybe Myr Battlesphere , that single permanent I now gave me extra permanents for my board state, so I am recovering much more quickly from this type of wipe than my opponents.

This is obviously not a hyper optimized strategy because it's highly reliant on board state, it may not even be beneficial for you at times, but it's fun when it does happen.

Guerric on Feather Burns down the Barn

3 weeks ago
Spawning Breath OUT Sudden Breakthrough IN

Spawning Breath doesn't do much in this build other than to store mana for a later time. If I were focused on tokens it would be better, but in my build Sudden Breakthrough is a strictly better upgrade in that it pumps Feather while also storing mana for another time.

Reckless Charge OUT Deflecting Palm IN

I'm generally underwhelmed with cards that only work at sorcery speed in this deck, and with the addition of Sudden Breakthrough I've already added one back in. Deflecting Palm has always been a great Boros card, and gives me the option to send direct or infect damage right back into my opponents' faces. Comeuppance creates some epic moments and commander, so why not have a few more of them!

Renegade Tactics OUT Birgi, God of Storytelling  Flip IN

Tactics is sorcery speed, making it a pretty bad draw spell compared to my other cantrips, and otherwise useless. Birgi is a great ramp engine. My opponents tried in vain to remove her four times the other night because of the practically limitless mana refund she provides, though all those attempts were in vain!

Smothering Tithe OUT Storm-Kiln Artist IN

Tithe is an amazing card but as Control_Train has observed, it is really suited better to slower, grindier control decks. I've taken it out, and it will find a great new home in my upcoming Ranar the Ever-Watchful deck. Storm-Kiln Artist , on the other hand, can spew out treasure tokens in this deck like you've hit the jackpot on a slot machine, and is a great new addition from Strixhaven.

RNR_Gaming on State of Mono-Colored Decks in …

3 weeks ago

Blue>green>black>red>white

Mono blue and mono green have some of the best entry point commanders. Diverse and effective. Also, going forward snagging up staples in these colors makes it very easy for newer players to transition into some of the stronger 2-3 color commanders.

Black has a wonderful removal suite with tutors and some really powerful engines but I'd argue the themes are centered mostly around aristocrats/discard.

Red - has a few good entry commanders and has gotten some new toys that work nicely with artifacts and even some storm cards but it's still red and doesn't provide enough inevitably to really stand up to the blue overlords - unless everything goes right; it's a gamble

White - great support color with a few choice removal spells. Also, Silence and Smothering Tithe are very good but white falls way short power wise and you'll likely always be on the back foot and you'll need to know the meta like the back of your hand to stand a chance.

Guerric on Teysa's Undying Cartel

4 weeks ago

Kamerot While I play the original Teysa (with this one in the 99), I agree with your comments on Divine Visitation and Martyr's Bond . The latter is always good, especially with Smothering Tithe and Pitiless Plunderer , and while DV is a great card and better in Teysa, Orzhov Scion than here, I moved it to my Ranar the Ever-Watchful deck where it will get more value.

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