At the beginning of each player's draw step, that player draws a card.
Whenever a player draws a card, Spiteful Visions deals 1 damage to that player.
Printings View all
|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Spiteful Visions Discussion
2 weeks ago
You should cut Day's Undoing--because it ends the turn, Nekusar's damage triggers will not occur.
I would also recommend cutting Dictate of Kruphix, Font of Mythos, Howling Mine, Seizan, Perverter of Truth, and Kami of the Crescent Moon. These incidental, small draw effects are more likely to help your opponents by giving them the answers they need than they are to win you the game given how little "damage" they deal (with most of them providing no damage without outside support).
Forced Fruition is particularly bad--in my experience, Forced Fruition generally means an opponent casts a spell, draws 7 cards, finds their removal/board wipe, casts removal/board wipe, draws another 7 cards and then happily combos off with Forced Fruition no longer being in the picture. Basically this reads "Any player may pay 14 life; if they do, they find all their combo pieces and win the game."
Underworld Breach allows you to get double use out of your wheel effects.
Spiteful Visions damages you, but, since you'll be dealing extra damage just to opponents from your other cards, your opponents will still be drained a bit faster than you will.
Hope some of this helps!
1 month ago
- Nekusar, the Mindrazer hes a great commander if you wanted to change format for this deck style is really funny.
- The biggest issue with the deck is running Reliquary Tower and Underworld Dreams in the same deck you really need both effects, but the mana base is very hard to get by with.
- When deciding between these two decks ill say one is more comboy which means itll feel the same each game basically this one is mostly synergy so it'll feel different playing it each time.
- Forced Fruition is 6 mana. Youll probably hit your land drops on time due to card draw but thats still 6 turns (5 at the soonest).
- Fast lands like Sulfur Falls are great but you wanna run 3 max. They dont work well together. If your opener is just a 2-1 split of your fast lands your gonna be behind. (Shocklands are worth it).
- Consider the following: Teferi's Ageless Insight, Ominous Seas, Blasphemous Act, Fate Unraveler, Molten Psyche, Spiteful Visions, Whispering Madness + unblockable creature, Ob Nixilis, the Hate-Twisted, Dictate of Kruphix, Megrim, Dark Deal, Waste Not, (Magus of the Wheel is sadly not legal :( ), Psychosis Crawler, Howling Mine, Liliana's Caress, Temple Bell, Incendiary Command, Prosperity, Dragon Mage, Fell Specter, Kess, Dissident Mage, Sangromancer, Magus of the Jar, Laboratory Maniac, Thassa's Oracle, Nadir Kraken, Consecrated Sphinx, Baleful Strix, Sire Of Insanity, Reverberate, Wheel of Fate, Echo of Eons, Burning Inquiry, Scheming Symmetry, Font of Mythos, Otherworld Atlas, Spellbook, Crawlspace or Ensnaring Bridge, Jace Beleren, Ashiok, Dream Render, Jace, Wielder of Mysteries, Narset, Parter of Veils, Geier Reach Sanitarium.
- I hope thats helpful. There's a lot of similar affects so theres a lot of routes to go.
3 months ago
Neither draw punisher effect includes Kederekt Parasite, Underworld Dreams, Nekusar, the Mindrazer or Spiteful Visions. Not sure if that was intentional or not, as you included Phyrexian Tyranny. Great list!
6 months ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
6 months ago
So, I don't see any of the normal Nekusar cards here, and if you don't mind, could you explain why? Haha. Dictate of Kruphix, Font of Mythos, Temple Bell, Howling Mine, Teferi's Puzzle Box, Kami of the Crescent Moon, Spiteful Visions, even Anvil of Bogardan, or Forced Fruition.
You may also consider running a few board wipes at least. Vandalblast is quite good. Cyclonic Rift is amazing if you have one, they are a little pricey. Toxic Deluge, Damnation, even things such as Crux of Fate or Decree of Pain would be better than having no way to deal with a massive board state.
Lightning Greaves, Swiftfoot Boots, and Whispersilk Cloak are all excellent options for protecting Nekusar or other key pieces of your board as well. Just make sure you give him Shroud after you equip or enchant him if you're wanting to do so.
Sorry for the paragraph...this went a little longer than I wanted, but I really love Nekusar and while my deck got stolen about 2 years ago...I really am considering rebuilding him, he is an absolute blast to pilot.
7 months ago
Clackbridge Troll, Moldervine Reclamation, Grismold, the Dreadsower, Rampage of the Clans, Revenge of Ravens, Evolutionary Escalation, Bloodthirsty Blade, Deathreap Ritual, Hunted Troll (most the hunted cycle), Wishclaw Talisman, Allure of the Unknown, Akroan Horse, Awaken the Erstwhile, Stormfist Crusader, Tahngarth, First Mate, Spiteful Visions, Flowstone Slide, Shadows of the Past
8 months ago
Nekusar was my first serious commander and I really enjoyed playing him for a few years. I don't have the final decklist anymore but I'll offer up a few suggestions. I think you could add a few more budget pseudo-wheel effects and here are some of the cards I used to run: Magus of the Wheel , Commit / Memory , and Echo of Eons . There are a few other cards that have Nekusar's ability stapled to them so they might be worth adding: Fate Unraveler , Underworld Dreams and Spiteful Visions . A couple of my personal favorites that I used to run as major sources of damage and disruption were Teferi's Puzzle Box and Phyrexian Tyranny . They are a bit more pricy so no worries if they are too expensive to slot in. Good luck!!
8 months ago
Nice!! Nekusar was my first serious commander and I really enjoyed playing him. I have taken apart the deck for pieces to add to my other decks. I'll offer some of my ideas. I used to run Teferi's Puzzle Box and Phyrexian Tyranny as my major damage dealers. I think you could add a few more budget pseudo-wheel effects and here some of the cards I used to run because I never pulled the trigger on buying the OG Wheel: Khorvath's Fury , Magus of the Wheel , Commit / Memory , Whispering Madness and Echo of Eons . Unless your meta plays a lot of graveyard decks I would get rid of Leyline of the Void and Nihil Spellbomb . There are a few other cards that have Nekusar's ability stapled to them so they might be worth adding: Fate Unraveler , Underworld Dreams and Spiteful Visions . Price of Knowledge is a pretty vicious card if the game goes late and you can get a lot of cards in your opponents' hands. I'm not so sure you need Mindcrank , Jace, Wielder of Mysteries or Psychic Corrosion either. Unless you are going for a mill strategy you might be able to pull most of the mill cards and put things that work more with Nekusar.
But you can do whatever you like. I know that my friends called my deck "salty" and I would get targeted early because of how aggro my deck was. Nekusar paints a target on your back because he hits everyone for one of the most essential parts of playing Magic and it's very hard to get around his damage. Good luck with the deck!!