Tragic Slip

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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 Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

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.

Davinoth on Fungus Among Us

1 month ago

     Very cool build! I love a lot of your card choices like Gruesome Fate & Dina, Soul Steeper. =D

     Nothing too crazy, but a few suggestions! You could cut Eliminate in favour of Abrupt Decay. In that same vein, you've got a lot of creature removal but not as many ways to deal with other permanent types, so I think Acidic Slime would be a better fit than Shriekmaw. I also wonder if Tragic Slip over Eaten Alive might be a good change - even though it doesn't hit Planeswalkers at least it's Instant-speed and only one mana to cast, and still removes Indestructible creatures.

     Cards that I think would be great additions but I'm not sure what the best cuts would be for your playstyle: Birthing Pod, Bastion of Remembrance, Throne of the God-Pharaoh & Pact of the Serpent.

     Only other suggestion is maybe find room for a few more lands. You're not playing that much card draw, so you may find it tough to hit your land drops consistently through turn 5/6.

     Again, love the build! +1 =)

Massacar on A Teysa-tiful Death

2 months ago

I saw that you're trying to keep this on a budget, so absolutely ignore as much of this as necessary.

Elenda, the Dusk Rose, Suture Priest, Karlov of the Ghost Council, Phyrexian Tower, Altar of Dementia, Phyrexian Altar, Pawn of Ulamog, Vito, Thorn of the Dusk Rose, Nykthos, Shrine to Nyx, Nether Traitor, Ravenous Chupacabra, Brought Back, Tragic Slip

There's really a lot you can do, so I will leave it here for now.

No matter what you decide to do, I highly recommend cutting Temple of the False God and replacing it with almost any other land, even just another basic. That card is a dead land for the first 4 turns of the game and I personally feel that it's more productive to have something more reliable.

philias on Card creation challenge

2 months ago

The Fall

Instant

Target creature gets -1/-1 until end of turn. Scry 1, then draw a card.

Morbid If a creature died this turn, that creature gets -13/-13 until end of turn instead.


I combined my favorite removal spell, Tragic Slip with Opt to represent giving in to your darkness.


Reapeat or wild

Henchman31 on Notorious B: Ready to Die [Remastered]

3 months ago

Gattison: Thanks again for the tips on updating the decks. To celebrate getting out of quarantine, last night I took this deck to my LGS to test it out with the other Pauper players. I made some minor changes beforehand:

Lands: +2 Mortuary Mire, +2 Barren Moor Instants: +4 Deadly Dispute

Sideboard: 2 Nihil Spellbomb, 2 Sylvok Lifestaff, 3 Tragic Slip, 4 Dash Hopes, 2 Feed the Swarm, 2 Shrivel

We're normally a small group but that night we were only 4: myself, another Pauper regular, and two others who are very active in the competitive Modern league. We settled into 3 rounds and... oof: 5 losses, 1 win, and one undecided due to overtime. Here's how it went down:

Round 1: vs. BG Dredge/ Tortured Existence 0-2-0 Not a good matchup at all, I'm afraid. Spore Frog made the combat step irrelevant, Thoughtpicker Witch kept me drawing lands and exiling my answers, and saccing his chump blockers to the deck's namesake kept me from activating any beneficial death triggers. All my card-draw got shuffled to the bottom in both rounds and there wasn't much I could do until he got a couple Gurmag Angler out to end my misery. On a side note: I hate playing against Dredge almost as much as Blink or Tron--all of which are beloved in this local meta. Maybe it's just ze Germans -_-. I'm always on the lookout for answers against these.

Round 2: vs. UB Looting/Control 0-2-0 Things were looking hopeful while I was developing my board and he was just casting different versions of Preordain for the first few turns. His main beater turned out to be Shipwreck Sifters, which got uncomfortably swole thanks to repeatable looting. Dross Golem was a star in this round and almost killed him in the first match. However after sideboarding, his removal became much more aggressive and I wasn't even left with blockers. Missing answers and sigh card draw, he took it home with some beefy spirits.

Round 3: vs. Temur Cascade or Gruul Walls + Mulldrifter -_-' 1-1-1 This was a weird one: aggressively defending and ramping with Tinder Wall, Overgrown Battlement, and Tuktuk Rubblefort until he could cascade into Boarding Party and other beaters. By turn 3 he had at least 6 walls out, each with at least 3 toughness that brushed off anything I could turn sideways. We were both surprised when my card draw engine started working in match 2 and I could slap out my own beaters with multiple rituals and disputes in a single turn. While he was missing his and Winding Way, I managed a Soulcage Fiend and Mortis Dogs by turn 2. After taking the 5-life hit from Dash Hopes twice, I had him on turn 5; clinching it with Howl from Beyond. Although the last round was undecided and he was prepared to kill me with hasty Pirates again, I was still pleased to pull off the primary wincon at least once.

Overall thoughts: This was my first outing with the deck so I still need to play it more to see the clear differences between the inherent weaknesses and my own misplays. I like aggressive decks and when this got going, I was down to clown. All-stars of the night were Mortis Dogs, Dross Golem, and especially Deadly Dispute. So much value. Add a dash or two of Dark Ritual and Sign in Blood in a single turn? chef's kiss That being said, I still think some adjustments are in order: First, that Mortuary Mire got to go. It slowed down the deployment of creatures and messed with my draws. Silly me. Unearth is much better recursion hands down. Second, sadly the goblins and newts must make room for another 1 or 2 Festering Mummy and a full set of Shambling Ghast. The latter does the same thing as the others but gives the option to ramp--which is especially relevant in my meta where creature decks are scarce. Third, better quicker removal? I left out Innocent Blood this time but either that or the asymmetrical Geth's Verdict could work. Fourth, mass removal or damage-dealing ala Crypt Rats or Pestilence? Sure, it would kill our forces but isn't that the point?

After looking at some other Suicide Black lists, I've seen what makes this deck unique and I'm still interested in making it work. I like the focus on death triggers and I'd love to find more ways to exploit them. Other creature-based lists use beaters like Guul Draz Vampire, Dauthi Slayer, and Carnophage to drop that life total to the floor. Pumping beaters like these and/or giving them lifelink seems appealing, but I'd like to stay true to the spirit of this deck as much as I can.

Sorry for the wall of text, I just wanted to get this all out now while it was still fresh. I hope this proves interesting to you or any others looking to try this deck out.

Gattison on Notorious B: Ready to Die [Remastered]

3 months ago

Henchman31: You may notice I dropped a couple cards from the sideboard already. Those cards were literally useless in this deck, idk what I was thinking back then lol. Cruel Feeding was too mana hungry, but Alchemist's Gift, Grotesque Mutation or even Essence Infusion seem like better options against burn and other aggro decks.

Innocent Blood or Tragic Slip for actual removal.

Feed the Swarm for enchantments, maybe. And (yikes) Universal Solvent is probably a bad idea because it will require a Dark Ritual to activate, but it does hit all permanent types, which is hard to do in mono-b.

And finally you also have things like Professor's Warning and Oblivion's Hunger, which are more on the defensive/reactive side, but can still jam your opponent's plans up.

Hope some of that helps. This is actually the best of three decks you mentioned, so I'll start here and then the other decks will take bit more thought.

Goobfellow on Spores Galore

3 months ago

Oh man, I played Fun with Fungus back during Timespiral and I loved that deck so much. It requires a lot of build-up to really get rolling so it's not very competitive and no fun against control decks, but then again what is? When it works right and you are putting tokens down everywhere though? Hooooo boy that's fun. Here are some of the things I ran back in the day:

I have some specific thoughts on your build too:

  • Consider what you want this deck to do really well. Are you trying to generate as many saprolings as possible to overwhelm your opponent? Or to sacrifice them to the Priest/Zulaport/Slimefoot? You could even make the fungi the real beaters themselves. It seems like your deck is doing a little bit of everything right now when it could benefit from focusing on one or two.
  • If you want to focus on making many saprolings, Mycoloth is extremely powerful in this deck. Just because he's a big target for removal doesn't mean you shouldn't play him at all. He costs the same as your Tendershoot Dryad and generates twice the number of Saprolings per turn for only sacrificing one when he enters the battlefield. Sacrifice two and he's giving you back four every turn. And with Heroic Intervention to protect him you should be good to go. Definitely a mainboard card. I lost my mind when this card released.
  • If you're looking to pump up your saprolings more Sporecrown Thallid is a great pick and may I also suggest Thelonite Hermit.
  • If you want your fungi to be real threats then Thelon of Havenwood is your guy. Get some Sporesowers out and then watch the Spore counters pile up, making your guys absolutely massive.
  • Consider switching out some of your cheap-cmc cards for things with more meat on their bones. This deck could stand to be a lot more top-heavy. A couple shell-dwellers can get you to the late-game but they are terrible late-game cards. I personally ran a set of Deathspore Thallids because I like their removal effect but none of these other fungi with 1 or 2 mana cost.
  • Consider some traditional mana ramp like Rampant Growth instead of Utopia Mycon if you want to get your Sporesowers out earlier. It's less vulnerable to removal and you don't have to wait to generate your first saproling to get an extra mana.
  • I love Priest of the forgotten gods and Winding Constrictor in here. I think they are both super effective for this deck.
  • And lastly it should be spelled "galore" ;p

Best of luck and have fun with your fungus!

TheDukeofEggslap on One, Two, Dauthi Comin' for You...

4 months ago

thanks Niko9! i have one copy of Tragic Slip right now, & will buy a couple more copies from my local shop, so i can test that out. even if played early game, i think that Morbid text will juice up that ~~spicy~~ flavor i'm going for here.

really appreciate it!

Niko9 on One, Two, Dauthi Comin' for You...

4 months ago

Looks pretty fun! Well, fun in a, destroy your opponent's creatures, hand, and hopes, kinda way : ) The only thing that I'd suggest is Tragic Slip which I really like for creature removal because it hits so much.

Otherwise, I'm sure as you test it and play it you will nail this one down. You've got a great start on it, and the rest is just how it evolves over time and what matchups you play against.

Thanks for sharing! It's a really interesting deck.

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