Succumb to Temptation

Succumb to Temptation

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You draw two cards and you lose 2 life.

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Legality

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

Latest Decks as Commander

Succumb to Temptation Discussion

Optimator on Frugal Faeries

3 months ago

Drop Faerie Tauntings , Ashiok, Nightmare Muse , Traumatize , Trepanation Blade , add about one or two more ramp and two more card-draw at least. I almost always run 8 pieces of ramp and the prevailing wisdom is 10. Same for card-draw: I aim for 8, many aim for 10. Extra ramp is great with Oona's ability and card-draw can draw you into lands and just generally smooth everything out.

Reconnaissance Mission would be good. Treasure Cruise is often almost an Ancestral Recall and is budget too. Even though you're running Blue , Read the Bones is a great rate, as is Night's Whisper . Divination , Concentrate , and Tidings are all great on a budget, if a bit unexciting.

I love Keep Watch , Borrowing 100,000 Arrows , Theft of Dreams , Insight , Windfall , Plea for Power , Curse of Verbosity , and Manifold Insights but they are swingy. High ceilings, low floors. The mana cost on them is what makes them so good.

Midnight Clock is budget right now but it's starting to make waves. Get yours now while they're cheap. Ramp AND draw! Great on a budget.

Secrets of the Golden City and Kumena's Awakening should usually be City's Blessing-ed. I like Kimena's a lot on a budget (along with Patient Rebuilding ). Rush of Knowledge is decent if you have Oona out. Fathom Trawl is a guaranteed three non-lands, though it might be a bit lackluster with so many faeries. Not a bad card though. Mind Spring is great with ramp.

Drawn from Dreams and Dig Through Time are probably better than Diabolic Tutor until you have a game-winning card in the deck like Coat of Arms or some combo pieces (of which all are out-of-budget). I'd say drop Diabolic Tutor . Diabolic Vision is all right on a budget, as is Pilfered Plans , Forbidden Alchemy , and Notion Rain . We can probably do better, even on a tight budget.

Soul Ransom is kind of faerie-ish. Pact of the Serpent maybe?

With all your fliers, Rogue's Gloves and Mask of Memory are fantastic card-draw cards. Mask of Riddles is cute. Curiosity and Curious Obsession are decent but dangerous. Chart a Course is decent with fliers. Whispering Madness can be good with fliers too.

I have mixed feelings about Opt , Serum Visions , Sleight of Hand , Ponder , Preordain , Portent . They certainly don't hurt but they're bad late-game. I run them in some decks. Consider them if most of your card-draw is expensive. Brainstorm is a bit of a trap unless you have ways to shuffle your library and get rig of unwanted cards. This usually requires fetch lands like Polluted Delta and is better in 60-card formats.

Rain of Revelation , Archmage's Charm , Fact or Fiction , Succumb to Temptation , Precognitive Perception , Frantic Search , Pull from Tomorrow , Gush , Village Rites are all good for being instants so you can leave counterspells up and if you don't need them you can draw. That's one of the reasons a card like Anticipate looks weak but is nice for keeping counterspells open. Fact or Fiction is particularly good and is considered a staple in many formats, including EDH.

I would swap out Dimir Locket and Dimir Cluestone for Mind Stone and Prismatic Lens . Maybe Star Compass if it is in budget. I know you need your colors but 3-mana mana rocks that don't have huge upside are sooooo slow. Arcane Signet is probably out of budget, which is too bad. Is Wayfarer's Bauble still expensive? Probably. Worn Powerstone and Hedron Archive maybe? Oona isn't cheap and you want mana for her ability if push comes to shove. Trinket Mage is ramp because it can snag Sol Ring , making it the same rate as Explosive Vegetation and Hedron Archive .

PhotogenicParasympathetic on Serial Killer [Primer Included]

9 months ago

Thanks betomindslav!!

I do have some changes, although I haven't gotten around to updating the list yet - I'll hopefully get to that later this evening.

I haven't yet had a chance to test Gravebreaker Lamia yet, but at first glance it looks perfect for this deck - a Goblin Electromancer in black, almost. The tutor-to-the-graveyard ability is almost just icing on the cake - there aren't a lot of specific cards we're looking for in the yard (although if we've got a reanimation spell ready, nabbing Kokusho or Gray Merchant could always be fun). In fact, I think I'd most likely end up grabbing Succumb to Temptation, Dark Bargain, or Moonlight Bargain most often, since kill spells are plentiful and card draw is a little tighter.

Kothophed, Soul Hoarder I'm a little less enthusiastic about. I don't think it's bad, per se, I would just rather have Harvester of Souls, most of the time. They cost the same mana (and are pretty close in price too). Kothophed has a bigger body, but Flying is a better offensive mechanic, and Deathtouch is better on defense, which is where I find I usually want to be. More importantly, I think it's dangerous to put ourselves in a position where an opponent with a sac outlet might kill us, given how much life black already tends to pay to draw cards. So I'd say run it as a second copy of Harvester of Souls, but definitely don't drop Harvester for Kothophed.

One other card I want to talk about quickly, that (again...) I haven't had the chance to actually try out but looks sweet is the new Liliana, Waker of the Dead. Her +1 doesn't hurt us as much as it will hurt our opponents, since most of our cards can be cast from the grave anyway, and her -3 could prove to be solid removal, given that our graveyard should always be fairly well stocked. And of course, should we protect her long enough, her ult is game winning. I'm going to give her a try and see how she does!

alexdrums9 on Ayli + Lurrus Hatebear Combo.. Thing

1 year ago

Hey there. This looks sweet! First blush cards that strike me as unimpressive:

Arguel's Blood Fast  Flip (have played with it, is trash. When do you have two extra mana? you are not holding up and playing control, you're tapping out to play creatures/obstructive elements)

Succumb to Temptation (card draw to get to your threats but rate is horrific. Just play another threat)

Undead Augur (maybe good enough if you are going nuts with crawler, otherwise, you have a total of 4 zombies...)

Winter Orb (how are we breaking parity? lower curve than opps sounds a lot like hopes and prayers, I'm probably missing something obvious though)

Blind Obedience and Authority of the Consuls (Forrrrr life gain? I suspect better life gain cards exist. Their tax effect issssss situationally good but I am not sure this deck is leveraging those situations, you are much closer to reanimator combo than prison. Obedience is a maybe. Authority seems like a hard pass.)

Damping Sphere (Seems super risky with your land suite and you are good with covering storm decks with bears and silence effects)

Basically for all of these cards I recommend creatures that say gain or lose life upon entering battlefield or dying. Needs more creatures in general. You have grave-combo elements as plan A it seems, but I think beatdowns is actually a perfectly reasonably plan B- for the deck. Extra points of combat damage here and there makes Blood Artist and the like even more effective plus your creatures are hatebears so they are doing something impactful while chip-shotting. Play more creatures! If you go this route, creature etb life loss or life gain, you will need to cut Torpor Orb which, is probably your best hate piece in all honesty. So idk.

And play this card Rally the Ancestors. Exile is steep but, with the correct pile of dead bears, which is what you are trying to do anyway, this card wins. You can also just sac them all again to keep them in your bin instead of exile. Plus instant. ya. play this.

Boomcat12B on Syr Gwyn - charging back into commander

1 year ago

Most of this you already realize but figured a reminder/ card ideas might be helpful.

You need more lands. With the CMC and goal of the deck at a minimum it should be running 36 lands, assuming you have a strong ramp package. So I would suggest 2 more lands at a minimum to better the odds of drawing land especially early game. Most likely plains with the amount of white cmc costs you have.

I am going to guess without running any fetch lands, and or shuffle effects that your probably going to have a problem with seeing your basic mountains and swamps most games if you do not get Sword of the Animist out early. Just something to think about if you have color fixing issues early game while play testing.

Also might want to take a look at your ramp package. You are running roughly 6 pieces of ramp which is not bad but adding some more will help the consistency and speed of the deck as well as hopefully patching any color fixing issues early game, and provide much needed mana to both play creatures and equip them in the same turn in case the commander is not out (which will probably be often depending on your play group). The deck wants to be closer to 8 or 9 pieces of ramp especially when running 36 lands.

I would suggest the Talisman of Conviction and Talisman of Hierarchy as well as a Chromatic Lantern.

Next card draw is going to be important especially when your commander costs too much or you need to recover from a board wipe. Around 10 draw spells should keep your hand full most of the time.

I would suggest Syphon Mind, Altar's Reap, Read the Bones, Night's Whisper, Succumb to Temptation, and Mask of Memory which are all good calls but loot effects (Basically all red draw spells) and wheels (I.E. Magus of the Wheel) are not bad choices either. Just definitely add more card draw than what you are running currently.

While lands and ramp are usually first to go when making room for "better" cards it is a fine balance between having a bunch of badass cards and having enough mana to play them, or card draw to keep refilling your hand mid to late game after a wraith or 2. Just making the changes I mentioned above will do wonders for how smooth your decks game experience is overall.

Some cards to pull-

Cathars' Crusade- Not running enough cratures or token producers to really trigger it. Plus anthem effects (Benalish Marshal) and Lords (Inspiring Veteran) will be more than enough to pump your creatures, and they also make good targets for some of your equipment helping the Knights tribal with equipment sub-theme the deck is looking for.

True Conviction- More expensive Vault of the Archangel, not bad redundancy but not worth the CMC.

Nahiri, the Lithomancer- Good card in most equip decks. But she makes soldier tokens losing the main theme and there are cheaper options for her neg ability.

Blackblade Reforged- A great card...for a green deck. It relies on Sword of the Animist too much but can work. Usually though not worth the slot.

Sword of Vengeance- Great for voltron but it costs a total of 6 to cast and equip the same turn. There are better equipment out there that cost a total of 3 mana to cast and equip, (Mask of Memory) letting the deck play a creature and the equipment in the same turn helping with early game as well as speeding up board state recovery after a board wipe.

Loxodon Warhammer- Same as above

These are just a few ideas from looking over your current list. I actually built a Syr Gyn deck yesterday out of the brawl precon and cards I already owned. I was going for a midish tier power level (Can hold it's own with precons and slightly tuned decks) so to finally have a deck for each power level roughly. (Jank/theme power level all the way to CEDH level Basically 1-10) After play testing it for about 6 or so games last night I have made some changes and think the deck is in a decent spot. Once the cards come in I will play test it some more but I think the majority of the deck is set now. Here is the updated list I am running.

Don't Mind the Title this is my play test list

I went a Knight theme with an equip sub theme as well. Basically I wanted my creatures to be fairly cheap, (Mainly 2 Drop) with the higher CMC curve holding game finishers/ best value cards, as well as my equipment to be cheap CMC wise to allow me to cast both a creature and equip it on the same turn without relying on outside cost reduction effects, such as the commanders free equip cost. The deck runs 18 creatures too 12 Equipment but I think the ratio might be off. Probably would run better at 17/13 but need to test out the 18/12 ratio first. As such most of the cards cost 2-3 CMC for a better early game and recovery mid game. IT runs one alternate wincon cause games at this power level tend to drag out at times, and all the card draw helps with that wincon as well. The Knights all have keyword abilities of their own to augment equipment or they provide pump or other strong utility. The deck can switch between full voltron if need be to kill one player or if board wipes are heavy, and going wide while equipping multiple knights to ensure different combat triggers and varied play/strategy.

Feel free to let me know if you have any questions about my deck list or the cards I suggested. Deck building for EDH can be like trying to swim in the deep end of the pool, especially at higher power levels. Hope this helped and gave you some ideas. I would say it gets easier but it never does. LOL

Boomcat12B on Syr Gwyn, Hero of Ashvale

1 year ago

First upgrades would be to change out all of the tapped lands (Obvious but expensiveish upgrade so wanted to mention it) I would suggest adding more ramp, looks like you have a rough package of 7 ramp pieces. Signets, and talismans are cheap (both money wise and CMC wise) and will help ensure getting out your commander early, as well as a steady flow of mana to keep equipping your knights. I would also suggest adding more card draw as well. No reason to rely on the commander for card draw, especially if it might cost alot for a second to third cast. I would suggest Succumb to Temptation, Read the Bones, -Syphon Mind and most of the 2-3 loot red cards. I am guessing around 7-8 draw/loot spells will work just find to help consistency and keep cards in your hand.

Here is a link to my list (Just built it with what I had in my collection so I have not bought anything to really start tuning it)

https://tappedout.net/mtg-decks/knights-lp/?cb=1583111053

If you take out the handful of expensive cards in my list the deck is around 175 dollars or so (IE pull Sword of Feast and Famine)

I would suggest all the cards I have listed in my maybe board be used in your deck. They are cheap and work well with the strategy you seem to be going for (Looks similar to what I am trying to do with my list) and will provide you a bit more value than say Skyknight Vanguard will when compared with Stormfist Crusader getting you a cheap draw outlet as well as another knight.

Might also add a few more lords Benalish Marshal to the list to help pump your knights when you have no equipment out.

Just a few short ideas I had looking at your list. Let me know if you have questions or anything on my list or whatever.

saturn999 on Mono-Black Control Pioneer

1 year ago

If you want to just draw on the spot you have Sign in Blood Read the Bones Succumb to Temptation Altar's Reap Sanguimancy there’s quite a bit if you don’t want to play Underworld Connections. Love the deck! Happy to see someone going for control in mono-black! I’ve been trying but don’t like my builds. Your build inspired me to try again, thank you! +1

multimedia on

1 year ago

Hey, nice start and budget version of Krrik.

Budget upgrades to consider:

Reclamation I think is the number one card to consider adding since it's a one drop that can repeatedly recur Magus of the Mirror or Gray Merchant of Asphodel . Monument would be second since reducing the colorless mana cost of creatures really helps make Phyrexian mana even more mana efficient. With all the card draw especially Necropotence and Greed Reliquary is a helpful land to keep all the cards you draw. Good luck with your deck.

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