Tainted Remedy

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Tainted Remedy

Enchantment

If an opponent would gain life, that player loses that much life instead.

hiddengibbons on Card creation challenge

2 weeks ago

Quicksilver Expanse

Land

: add

, : You may put a creature card from your hand onto the battlefield.

Make a card that represents a combo of two existing cards. For example: Tainted Remedy and Beacon of Immortality is a two card combo that essentially means “target opponent loses life equal to his or her life total”

kamarupa on Modern Curses

3 weeks ago

I love the idea of playing curses and I think you've got a lot of good cards. I playtested it a few times and have some notes:

I'd def include 1-2 Hall of Heliod's Generosity.

I'd cut at least all 4xDuress, if not all 4xInquisition of Kozilek, too. Having 8 discard spells favors early game play but I think it puts you at a disadvantage later in the game.The enchantment curses are geared toward a slow game, eeking out a win around T10. By that time, there are fewer, if any viable targets for Duress, let alone Inquisition of Kozilek. On top of that, you have 8 removal spells, 4 of which double as a boardwipe, and also Torment of Hailfire, so you have effective means of shutting opponents down.

Damn seems like a fantastic fit here, providing a useful boardwipe as well as early spot removal.

Vindicate also seems like a great spell here, providing a broad range of removal making it always useful. That said, at 3MV, if half or even all the discard spells were cut, Revoke Existence or Disenchant would be good additions in the sideboard.

I think I'd either use the slots freed up by cutting discard spells to increase the number of creatures, or I'd cut the 3 defenders entirely. They're not likely to help much with so few numbers. I'm leaning toward cutting them. There are better ways to gain life and draw cards and they're not blocking for much.

If you cut all the creatures and discard spells, you'd have 11 slots to give you an edge. I think you'd want to maintain the MVs of the cut spells, keeping everything to 2MV or less. Darkness/Holy Day could be decent. Fatal Push and Path to Exile also. I think 4xNight's Whisper or some other draw spell would be good, though only if it's drawing at least 2 cards for MV 3 or less.

Since you're playing a long game, Dark Petition might be a possible option.

Overwhelming Splendor is an awesome spell, but even with one copy, the prospects of hardcasting it from a draw seem slim.

Work on a sideboard that can help you against your worst matchups. In addition to Revoke Existence or Disenchant, Infernal Reckoning, Tainted Remedy, Extirpate, Everlasting Torment, Ratchet Bomb, and Elixir of Immortality might be good options.

Cirdan13 on Card creation challenge

1 month ago

Sarea, Divine Healer

Legendary Creature -- Human Cleric

At the beginning of your upkeep, each opponent gains life equal to their starting life total.

0/6


Tainted Remedy anyone?

Wild

Zakky234 on The Mad King

3 months ago

win conditions include Tainted Remedy, Vito, Thorn of the Dusk Rose or Sanguine Bond and kenriths ability to give people 5 life. this get better combinded with Seedborn Muse and Training Grounds effects.

theres also 2 winconditions in Approach of the Second Sun and Triskaidekaphile

DreadKhan on Normal Zur Deck Pay No Mind

3 months ago

I could be wrong, but I think Dig Through Time should go in over Treasure Cruise, it digs far deeper. I use Second Chance with Hall of Heliod's Generosity as a win con, it's a bit clunky but infinite turns is pretty good, I'm not sure if your deck can use it without All That Glitters or some other way to pump Zur, but your deck doesn't have to use Necropotence to lower your life total and can still draw cards potentially, so it might work here. You could throw in Unspeakable Symbol as a way to lower your life total (that Zur can find) that also pumps Zur to then win with extra turns, the only annoyance is that the life payment is in clumps of 3, so you might not get to 0 very easily with it. Solitary Confinement is very good with Necropotence out, potentially a lot better than Island Sanctuary.

Love your deck idea, I've often been impressed by stuff like Axis of Mortality, such a versatile card. If you use a 'life exchange' effect to raise an opponent's life total, Tainted Remedy turns the gained life to loss, which can kill people even if you don't target yourself with it, and the player that didn't die is now stuck with the much lower life total.

DreadKhan on Marchesa Redirect

4 months ago

Not sure it's worth running, but Axis of Mortality is pretty hilarious with Tainted Remedy out. If you face a lot of lifegain decks, Axis is a much more playable card without Remedy out. On the other hand, it's 6 mana, yikes!

Niko9 on Who said Burn decks had to be red?

4 months ago

Bwhaha, Tainted Remedy and Swords to Plowshares is kind of evil together : )

Polaris on Tainted Remedy and Beacon of …

5 months ago

Yes. Any time an effect sets a player's life total to a new amount, that player gains or loses the appropriate amount of life. Beacon of Immortality results in gaining life. For another example, Sorin Markov's -3 ability will cause them to gain or lose life to make their life total 10.

Tainted Remedy will therefore apply as you said here, making a kill combo with Beacon of Immortality.

Load more