Torment of Hailfire

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Torment of Hailfire

Sorcery

Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent or discards a card.

Destroyerbirb on K'rrik Son of Yawgmoth 2.0

3 days ago

For cuts I would recommend:

Professor Onyx - While Liliana's side job is beneficial for society (educators are very important, especially those who help us raise people from the dead), the deck doesn't have a strong spell slinger theme so her static doesnt work, the minus three is not as optimal as it makes itself out to be, and other effects are... not worth the six mana and time required.

Charcoal Diamond - You've got a ridiculous amount of ramp in this deck already, not sure this piece is needed. Plus, with the way K'rrik, Son of Yawgmoth works, you want to ramp in colourless more than in black with your artifacts and similar since K'rrik, Son of Yawgmoth always pays for black anyways, so Mind Stone just makes Charcoal Diamond look that much more of a downgrade.

Defense Grid - Not really seeing the point. Plus, this is meant to be a casual deck, all this will do is make everyone more upset and make interaction harder.

Saw in Half - It's a fun card not really worth adding.

Meathook Massacre 2 - I have a feeling it's a bit redundant to have both, especially since they both do a bit different things and you've got many tutors. Cutting the second part instead of its original installation would make more sense because this copy does cost a lot for its effect, whereas The Meathook Massacre became so played because it being pretty low costing for everything it does.

Paradise Plume - A lot of mana for its effect, and you have too many ramp cards.

Shared Trauma - Not too sure on this card's inclusion and what it would do.

Chain of Smog - I personally don't think discard cards are very strong in EDH, might be a good cut. I can see this being played against CEDH players and having a big effect, but EDH? Not as convinced.

Grim Tutor - You've got a lot of tutors, you can cut this one.

Final Parting - Same as above.

Diabolic Tutor - You can guess what I've got to say about this one.

Platinum Angel - I think take this one out. You can't pay life below zero so I'm not sure why else this would be in the deck.

Phage the Untouchable - As you said, you'd put it in your maybeboard and have it come out a game or two so you can just say you've killed someone with Phage, but I'd probably just keep it in the maybeboard.

Orcish Bowmasters - What are you playing, CEDH?

Opposition Agent - This is really more a meta suggestion than anything, but you don't verse people with a lot of tutors, you'd be lucky if people run more than one tutor. I'd cut this just from a meta perspective, or at least have it as a maybeboard card.

Doomsday Excruciator - Eh, nah.

Dimir House Guard - It's a sac outlet and a tutor in one, so I see what you're going with, which is why I'm only partially suggesting it as a cut, but also it's not the best at either job.

Chainer, Dementia Master - Not sure I'm feeling Chainer in this deck specifically.

Bloodletter of Aclazotz - Would be a lovely card for our cube, but I think there are already better finishers in this deck.

Asmodeus the Archfiend - Another maybe cut. It's a fun and spicy card, but also you're losing a lot of life for an effect which you do better with other cards in here. You really don't want to have too many cards that do similar things, especially since you've got many tutors and draw cards.

Cabal Stronghold - You've got three basic lands. There is no world in which you could activate this card and get a payoff from it.

Emergence Zone - Playing stuff at instant speed doesn't really help your deck.

Rogue's Passage - Zero use in this deck.

/

I also have addition suggestions:

Torment of Hailfire - Not sure why this isn't here.

Swamp - Add one Swamp for every land cut.

Leathable on Inalla - A New Foe Has appeared

1 week ago

Hi NV_1980,

thanks for the feedback. Yes, you are correct, I built the deck with solely those win conditions in mind - getting them somewhat low with Impact Tremorsfoil, Terror of the Peaks, Anathemancer and so on, and then finish them with Exsanguinate or Torment of Hailfire. I'd like to Note, that these spells are not strictly one-use, since i can get them back with Archaeomancer and Kess, Dissident Mage / copy them using Dualcaster Mage (perhaps in combination with Harmonic Prodigy and Naban, Dean of Iteration.

I've actually had Marchesa, the Black Rose (and Havengul Lich ) in a previous version of the Deck, but removed her, since i didn't actually want to build the deck around attacking, but using her effect to actively re-trigger ETBs is something I've not thought of. I've only used her as a means of "protecting" my creatures, not "sac" them for additional triggers. I'll add her back into the Deck, this idea synergises well with the theme of the Deck. Havengul Lich might also be worth re-adding.

As for "more powerful spells": I've thought about adding some more, but not necessarily token creations. More like in the Spirit of ToH and EX (preferably with CMC 2 or less so i can tutor them as well with Spellseeker)

NV_1980 on Inalla - A New Foe Has appeared

1 week ago

Hi,

So I play-tested this a few times. What stood out most to me is that the deck lacks a bit in win-conditions. In terms of dealing damage to the opposing side, your best bet is currently summoning wizards and their copies with Inalla and then using cards like Impact Tremorsfoil and Purphoros, God of the Forge. The other win-conditions are powerful, one-use sorceries like Exsanguinate and Torment of Hailfire. I'm not seeing much else you can do to swing games in your favor, but please correct me if I'm wrong.

I would advise to add some more avenues in here that will help you win. Make combat with your wizards more feasible by adding Marchesa, the Black Rose. As long as your wizards harass the opponent with the most life, they'll return to the field even if they die during combat (which allows you to benefit from their ETB's again). Cyclone Summoner and/or Galecaster Colossus can be used to put your opponents on a massive disadvantage in terms of battlefield presence. How about using Beguiler of Wills or Havengul Lich to steal whatever you fancy on the opposing side? The deck might also benefit from a few more powerful spells (especially since you already feature several means to retrieve them, copy them, etc. Clone Legion? Expropriate? Rite of Replication?

  • SaberTech on Make It Work

    1 month ago

    I think that at this point the deck list doesn't have a solid plan for ending the game. It has Gray Merchant of Asphodel but doesn't have a focus on building up your black devotion to really make it hurt your opponent when it lands. Torment of Hailfire could be a game-ender but without any big mana ramp in the deck it will be pretty late in the game before it can really do damage. I think that, going by the list, the deck's default is to try to play a control game by using Ketramose to cantrip a bunch of exile-based removal to help your big fliers get through. Ketramose is a strong card draw engine but you've focused so much on triggering it with removal spells that you haven't planned out a solid winning strategy or combination of cards.

    Maybe the deck could be shifted into more of a Blink deck? BW has all sorts of good ETB effects for generating value and tokens. Cards like Teleportation Circle, Conjurer's Closet, and Eldrazi Displacer could be the core engine cards of the deck alongside Ketramose.

    There are also a variety of creatures that let you exile cards from graveyards. Withered Wretch is pretty efficient since its ability is only 1 mana and it only removes one card, giving you more opportunities to draw cards off of Ketramose.

    Barjack521 on Cheap deck always wins.

    2 months ago

    I realize I'm something like 10 years late to the party but have you considered adding Slaughter Pact? it could be useful for dealing with things that shut down commanders like Drannith Magistrate and since it's technically zero CMC it won't matter for the Ad Nauseam life loss. Plus spot removal can come in handy lots of ways if someone is playing creature stax pieces or something less subtle like a Platinum Angel. The other suggestions I had were Rain of Filth and/or Bubbling Muck which can each be used to go off earlier. I copied this deck and added a Skirge Familiar and an Exsanguinate and a Torment of Hailfire rather than use the zombie swarm cards as my alternate win con. If they stop the sickening dreams / dark sphere I can use the familiar to discard the rest of my hand to drain them out.

    Sliverguy420 on

    2 months ago

    kamarupa 5c was recently seeing play in modern, and i have a 5c deck that never has color problems. the vast majority of this deck is mana ramp or finishers, so saying i "might not" draw them is...odd. multiple Unbound Flourishing in play stacks, so i'm not sure what you mean by "dead cards". Torment of Hailfire was the main card i wanted to play in this deck. if even a single one resolves with an Unbound Flourishing in play, that pretty much seals the game. and i never said anything about the competitive meter. i'm not worried about revealing what i tutor. if the opponent has a counterplay, they'd have it regardless of whether or not i reveal what i tutor. i'm simply not playing Harmonize lol.

    kamarupa on

    2 months ago

    I did mean jund, thanks for that correction. You're certainly free to ignore my thoughts and suggestions. But I do disagree that 5c can be played comfortably. I've certainly spent a lot of time brewing 4 and 5 color decks and they def come at a cost and lose consistency. Relying on green mana fixing certainly helps but the bottom line is 4+ colors is never as consistent as 3, just as 3 is never as consistent 2 and 2 is never as consistent as mono.

    And yes, you might draw into what you need. Or you might not. You could draw Unbound Flourishing, too. Or not. The versatility of a broad tutor means there's no question.

    Also, I meant to mention this before - I think it's a major drawback to have to reveal what you've tutored, so there's that against Idyllic Tutor as well.

    And yes, 4MV is one turn slower than 3MV. However, both are on the steeper side of what anyone wants for a utility spell, but you do have some ramp to help with those costs.

    You're running 4x of a tutor for a card that you only need one copy of in play, but include 4 copies. So if you draw that one copy, you essentially now have 7 dead cards, and those are cards you will draw when you want something else. And that will work out to being a turn slower, too.

    You could take it step farther and not only cut white, but cut black as well. There are plenty of R/G spells with X in their cost - there's really no reason to include black just for Torment of Hailfire. Then you're looking at something like Harmonize, which wouldn't be bad at all, as at least then you're getting card advantage and not revealing anything to opponents.

    And while TappedOut has a cute little "competitive meter," I wouldn't trust that to indicate any deck is really going to compete at the top tier. So while Modern is a very fast format, especially at the highest level, that doesn't mean it's always that fast or that every Modern deck has to compete with the top tier decks.

    kamarupa on

    2 months ago

    Great deck. I only have one suggestion: Perhaps cut Idyllic Tutor in favor of Mastermind's Acquisition? While I see the primary impetus for wanting the tutor is Unbound Flourishing, limiting your tutor to strictly Enchantments for the relatively high MV of 3 AND including a 4th color for just that spell doesn't seem that "ideal" to me. For just 1 more mana, you can tutor any spell in your library - which seems like a big upgrade for almost no extra cost - while also keeping your deck sultai, thereby saving you a lot of manafixing. The biggest argument against Mastermind's Acquisition that I see is the double black casting cost. But you already have such a casting cost with Torment of Hailfire, so that argument seems rather weak.

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