Tragic Slip

Tragic Slip

Instant

Target creature gets -1/-1 until end of turn.

Morbid — That creature gets -13/-13 until end of turn instead if a creature died this turn.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Tragic Slip Discussion

Icbrgr on Merchant, Marauder, Murderer

1 month ago

In my opinion the utility of your creatures having adventure/deathtouch is certainly great value and I think are great picks; however I personally would like to have access to cheap instant speed spot removal... just for an example I'd try to cut 2 copies of Gray Merchant of Asphodel and a single copy of Geralf's Messenger in favor of 3xTragic Slip (or some other ratio of creatures)... Whether they or you swing with a deathtouch creature and when they chump block you can pay to take out an additional creature of value... Vendetta/Disfigure also have there place for consideration depending on your meta.

Just my thoughts on the matter; i really do like your deck good luck and happy brewing!

Icbrgr on Merchant, Marauder, Murderer

1 month ago

certainly looks fun and would love to play this deck... id say making room for some mainboard spot removal in the form of Feed the Swarm/Tragic Slip or any of the other previously suggested removal cards would be good in this.

Brickhouse on Balls Lightning

1 month ago

I really like the Bone Shards idea! I think it may be better than the Tragic Slip. I will move the Tragic Slip to the side board and main board Bone Shards to see how it goes.

I was running Assault Strobe for my initial draft of this deck. The problem is that it needs double strike at instant speed for Thunderkin Awakener. The way it plays I either draw or Flamekin Harbinger for Thunderkin Awakener nearly every game. Maybe a mix of Temur Battle Rage and Assault Strobe would be effective because there are situations where both are good.

Call of the Death-Dweller has won me a lot of games. It is expensive at 3 mana but by the time turn 3 or 4 comes I do have good use of it. It can get a Flamekin Harbinger and a Thunderkin Awakener at the same time. That doesn't happen very often but sometimes it does. If I find something better I'll try it out.

Thanks for the suggestions!

Grubbernaut on Ninjas to Beat You Black and Blue - Modern

1 month ago

Tragic Slip is "okay," but I'd definitely recommend Drown in the Loch in the 2cmc slot.

privatepook on Ninjas to Beat You Black and Blue - Modern

1 month ago

Until I get my hands on Fatal Push , I may settle for adding Tragic Slip and/or Geth's Verdict

golgarigirl on Prosper Through Theft

2 months ago

Oh! Kalain is one of my favorite legends to come out of the new set, and I'm happy to see people brewing already!

I feel like your deck is a little unfocused. Especially since these colors don't lend themselves to a lot of the +1/+1 counter support you're working with, and as is, you're running more creatures than most mono-green commander decks I see. Here's the main things I would look at when adding/removing cards from the deck:

1.) This deck seems to want to 'go wide' with +1/+1 counters...it wants to put a few counters on all it's creatures instead of stacking a bunch on one for maximum effect. Cards like Contagion Clasp and Animation Module might work well here to bolster the army efficiently.

2.) Your creatures are relatively small, especially if you don't yet have many +1/+1 counters or the treasures to make them. More removal might be important to get your recur-able treasure generators, like Captain Lannery, through. Terminate , Tragic Slip and Power Word Kill may seem unimpressive, but they do the job. And being that cheap, they run little risk of making you use your precious treasure mana.

3.) The cards that key off of sacrificing the treasure tokens or other permanents are probably the greatest strength of your deck. You can play this up by including fetch lands like Evolving Wilds or even things like Carrion Feeder so you can get extra value off your creatures + Ozolith.

4.) A lot of the treasure generation in here isn't great, so optimizing what you have will be important. Replacing some of the less impactful pieces with card draw/ramp will help you get to the good stuff faster. Greed and Outpost Siege are excellent budget suggestions from amongst the ones mentioned above, and Sign in Blood and Thrill of Possibility are more, less mana-intensive options.

I would trim out a few of the 'Other' category cards you're packing for the suggestions. Maga and Krenko are cute with +1/+1 counters, but if we're only getting 1 as an ETB, it's not that impressive (yes, we might be getting more, but I prefer to look at the 'fail' case), and since most of our creatures are small, Ashling is more likely to wipe our board than our opponent's, which is awful for us.

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