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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|Commander / EDH||Legal|
Tragic Slip occurrence in decks from the last year
Latest Decks as Commander
Tragic Slip Discussion
18 hours ago
I enjoy playing competitive EDH and one of the recently spoiled Strixhaven cards I already know is going to shake-up my meta and make things difficult for me. Namely Witherbloom Apprentice is the card I'm dreading as it can close out a game if it's controller casts Chain of Smog as it can be copied infinitely if the controller always targets themself with it. It's very likely every BGx deck in my play group is going to run this combo given how easy it is to setup and when you pair the possibility of closing out the game on turn two through Dark Ritual or Sol Ring into a mana rock, it becomes a lethal threat I can't ignore when making deck building decisions. As such, I feel I need to add another one mana creature removal spell in my deck, but I'm stumped over which spell I should include not just to address this potential combo but also have the most practical use outside of it as well.
My current list of removal spells are: Path to Exile , Swords to Plowshares , Sinister Concoction , Dismember , Lightning Axe , Molten Vortex , Red Elemental Blast , Pyroblast and Terminate (I enjoy playing more reactively than proactively.)
The removal spells I'm considering are: Dark Betrayal , Fatal Push , Human Frailty , Lightning Bolt , Magma Spray , Weight of Spires and Seal of Fire . (The last one I'm considering for its use around counterspells by casting it early.)
Notable exclusions are: Deadly Rollick , Defile , Dispatch , Force of Despair , Galvanic Blast , Murderous Cut , Mutual Destruction , Necrotic Wound , Pyrokinesis , Reckless Rage , Skred and Tragic Slip as I feel I don't have the means to meet these card restrictions consistent enough to be useful in my deck, especially in the early game. I'm also not considering two mana removal spells like Go for the Throat because I feel at this point cost effectiveness matters more than removal range.
Of course the best removal spell is going to depend heavily on the meta, but I'm generally trying to figure out which of the spells I'm considering is the best in a competitive environment in general. I'm looking for feedback and second opinions on whether you think any of the spells shines well above the rest through your own play experiences. I appreciate any insight I can get, thanks.
1 week ago
I have a couple of ideas!
Izoni, Thousand-Eyed - you only really get one activation of her token ability, and you have a couple of enchantments that already perform her sacrifice ability
Decree of Pain - pretty high costed boardwipe, when there's others that won't nuke your boardstate in the process
Tragic Slip - Abrupt Decay is much better
Profane Command - there's better X spells that aren't too expensive, like Genesis Wave or Torment of Hailfire . I noticed you're going a heavy mana ramp direction with the deck, which is perfectly fine, just also remember to try and include cards that let you play extra lands if you can (cards like Azusa, Lost but Seeking , which recently was reprinted, and Exploration )
And something else pretty important is that beside ramp spells, you'll also want a few rocks/dorks to supplement yourself. There's a lot of them in-budget, like Elves of Deep Shadow , Llanowar Elves , Elvish Mystic , and the Sakura-Tribe Elder you have in already. Another similar ramp one is Yavimaya Elder for fetching basics and such. For rocks, Golgari Signet , Fellwar Stone , Commander's Sphere , and Talisman of Resilience are cheap in both CMC and price, so see if you can slide any of those in too.
It's probably my hardest suggestion to apply, but as you run through and make edits, try and choose a direction to take the deck as a whole - tokens, or lands - as a focus. Once you start narrowing down the archetype you wanna follow, the cards you need to cut to streamline it will start looking more and more obvious!
2 weeks ago
I see a lot of things that dont synergise very well or cost far too much mana, i would remove Meteor Golem for Artisan of Kozilek i know its slightly more mana but has more versatility and more power. Nirkana Revenant id say is a must because she gives you more mana and can one hit someone, Reanimate , Rise of the Dark Realms , Sepulchral Primordial , Puppeteer Clique , Geth, Lord of the Vault , Chainer, Dementia Master
Malakir Rebirth Flip has no real value in this deck id remove this for Sudden Spoiling or Tragic Slip or Entomb . you need some lower mana tutors at the like Diabolic Tutor , Vampiric Tutor , Exsanguinate would be good to help balance the life. board wipes like Necromantic Selection , Decree of Pain and Black Sun's Zenith . Nim Deathmantle . things like Grave Pact woundn't be a bad idea to add. Mortuary Mire and Crypt of Agadeem
sorry i feel like ive just ripped apart the deck
3 weeks ago
Since the goal of this seems to be "get big guy, attack with big guy", it would help to ramp up quickly to your bigger guys. Use for example Rampant Growth to ramp quickly. Your elves that tap for mana can easily be removed with Tragic Slip for example, so its good to not solely rely on them for extra mana.
Your Nykthos card is a legendary card which means you can only have one copy on your side of the battlefield. So you might want to be careful about having 4 of it in your deck as once you have 1 on the field, the other 3 is useless if its in your hand. Playtest and see if 2 or 3 copies is a better number.
3 weeks ago
I tried making a list of creatures alone to cut but it's too large. Basically, the majority of your creatures cost too much and their effects are not worth the cost you are paying. Moreso, the effects don't seem to interact with each other.
For example, you have some token based effects such as Drana Liberator, blood artist, ayara, but not enough token producers in the deck despite grave titan and wurmcoil. Bloodgift, burning and archfiend are all subpar demons that don't matter to an infect strategy. Tymaret is not the best grave yard hate piece in black.
Before I give you a long list of potential cards, do note, you need to work on black's weakness of interacting with artifacts and enchantments. I will create options for that in another comment later, if you are interested in that lmk. Now for potential suggestions....
Sword of Truth and Justice - Synergy, protection. Not needed but fun
Magus of the Coffers - Ramp rarely hurts. Lack of haste, weak body makes it less playable, but ramp is needed after they kill your commander a few times
Murderous Rider - Removal
Nirkana Revenant - Ramp, this and magus, while expensive, actually help you cast the other spells you need (Draw, removal, etc...) as opposed to having a cool creature that doesn't give you the best benefit
Dread Presence - Draw/removal
Mikaeus, the Unhallowed - Another target for removal aside from your commander
Vampiric Tutor - Tutor, not needed but helpful
Malakir Rebirth Flip/ Supernatural Stamina - Oh no, you destroyed my commander, whatever will I do....ooh, nice ETB creature you killed, Eminem's guess whose back plays. Notice how these 2 cards help mitigate a large weakness of the deck, commander removal.
Soul Shatter - Removal
Swiftfoot Boots - Not needed, but redundancy rarely hurts
Opposition Agent - Nice fetchland, tutor, ramp spell, etc...
War Room - Draw in a pinch
Feed the Swarm - Removal that targets enchantments, one of black's weaknesses
Yawgmoth, Thran Physician - Not needed, but profilerate is cool if you can't close out through combat
These are just general suggestions that have some immediate impact of being strictly better than current cards included as well as more synergistic.
1 month ago
Yes, I've played maybe 4 games of EDH since the beginning of covid, my playgroup consisted of a stax player(he mainly played Golos and Zur), a combo player, a casually competitive player and myself whom I would consider also a casually competitive player (insight to best describe myself is that I enjoy playing Land Destruction and aggro style builds, physical damage in games is highly underrated and misunderstood at my local LGS and I use that to my advantage, I came into magic when i first started playing into a heavy control environment and just don't really "understand"/like the archetype)
Im not really about it either, i've included a single snow covered swamp for synergy with Field of the Dead
I don't plan on running snow lands as such will likely not run Dead of Winter
I ended up cutting Grasp of Darkness for Tragic Slip , i'm in the same spirit likely to cut Dismember for Feed the Swarm I hadn't thought about the likely hood of coming across Leyline of the Void or even Rest in Peace
1 month ago
in order of your thoughts/questions:
utilizing the Scrap Trawler loop i.e. Junk Diver + Myr Retriever and a sac outlet, you sacrifice the petal, it hits the yard, sacrifice either Myr Retriever or Junk Diver , Scrap Trawler ability on the stack target the Petal resolve the retriever ability targeting whatever . Then you play the petal, sac the petal, sac the Junk Diver / Myr Retriever , with the abilities on the stack target petal with the trawler ability and then myr/diver with the common ability shared between them(i.e. diver can target retriever/retriever can target diver). You will achieve infinite colored mana in this manner
We seem to share a philosophy in deck building, good to make common and relatable grounds with you. I respect you assessment and will keep an open mind to it, ill make sure to keep in touch about when i finally have the freedom to play.
What is it you're specifically referencing? I like Unearth because it hits all key creatures in the deck for one mana and unlike reanimate doesn't cost me life to do so.
where as i would agree with you in every case but this, i find that this correction will be made if or when i find that i can reliably trigger morbid consistently because yes, -13/-13 is great for 1cmc, however if I cannot trigger morbid it's 1cmc for -1/-1 where as i'd rather pay 2cmc for -4/-4. that being said I otherwise agree with you that Tragic Slip is a better option over Grasp of Darkness but until I can games in ill stick with the limit. (the sweet spot most people don't realize of most creatures is in fact 4)
Massacre Wurm is a love of mine however Noxious Gearhulk currently holds this slot. We could surely discuss the swap between the two, however Gearhulk has more direct synergy with the build. Both accomplish something similar and different at the same time
1 month ago
- I'm a bit slow....can you break down each step of how you get infinite mana with lotus petal?
- The idea of blast zone is A) Politics B) Strengthen your weakness C) You wont use it if it hurts you more than your opponent. I think its worth a test run, but I understand where you're coming from. I prefer asmetry benefiting us mostly
- TBD Slot for cut should be unearth, or enlighten me what your thought process is with it.
- Tragic Slip > grasp of darkness IMO. I dont like the capsule limitation nor the -4 only for grasp. Morbird is cheaper and almost always guaranteed to be -13.
- While not entirely a serious suggestion, Massacre Wurm wrecks token decks, amoung other mini boardwipes that can be included should you wish