Unburden

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unburden

Sorcery

Target player discards two cards.

Cycling (, Discard this card: Draw a card.)

ClockworkSwordfish on Creature Discomforts

2 years ago

Hey, discard can be a solid strategy now that there are so many cards to support it being a win condition, but there are a few aspects of your deck that stand out to me as maybe needing work!

The biggest problem is bound to be Ashiok's Adept - he only makes your opponent discard a card if you target him with a spell, and you currently have zero ways to do that. As is, he's just a 1/3 for three mana... not too exciting. Probably it's better to just cut him out rather than try to remake the deck to support him!

Another odd inclusion is Bridge From Below, which only has an ability so long as it's in your graveyard. How do you plan to get it there? Target yourself with Liliana? Probably this isn't the right home for it, either!

For your creatures, there are a couple upgrades I can think of that wouldn't be very expensive. Hypnotic Specter has got to be the best specter in the game, and I'd strongly recommend him over Abyssal Specter. Guul Draz Specter is a good alternative, too. If you're running to run a cheap guaranteed-discard critter like Ravenous Rats, then Burglar Rat is a small upgrade!

Mind Rot is also a card with lots of solid alternatives. Stupor, Unburden, Heartless Pillage and Demogorgon's Clutches are all just flat-out better!

Overall you have a solid chassis here. My main advice is to get the deck down to 60 cards and cut out anything that doesn't support your main strategy!

mindness on UB Control and Mill

5 years ago

Unburden is a better option before rotation.

Rhadamanthus on Monoblack reanimator

5 years ago

I haven't played Standard in well over a year, but I'll do my best:

  • If you're concerned with Approach, more hand disruption might help, as well as more early plays to get some extra damage in. 1-2 copies of Unburden could be useful, and Miasmic Mummy pulls double duty
  • Against aggro, more early plays will help. I recommend Miasmic Mummy again since it can block an early creature and pre-emptively stop a future play. I also recommend upping the count of Fatal Push
  • Adding more cheap creatures also provides more ammo for Whisper, Blood Liturgist if you decide you want to have another copy of her for more consistency
  • Settle the Score doesn't do enough to help your plan to justify how slow it is. Replace it with more copies of Fatal Push and/or Vraska's Contempt
  • Gilded Lotus doesn't seem to help your plan at all. I think you'd be much better off replacing them with more Swamps. That will help you hit your land drops more consistently and makes Cabal Stronghold slightly better
  • Replace Soul Salvage with Wander in Death as a straight upgrade, just in case you get into a situation where you need some other card more than the normal effect
  • Taking out The Eldest Reborn and Duress will weaken your options against Teferi decks and other control decks, so consider that issue before doing it
  • Morbid Curiosity and Fortuitous Find don't do anything for you. Take them out of the sideboard
  • Is there a specific deck that makes you want to include Dispossess in the board? If not, consider taking it out

Hewer on No cards for you! -- budget hand disruption

5 years ago

Ablgabl on Fleshbag Marauder PDH

5 years ago

Thanks for your comment :)

Removal: I'm about to play Ghastly Demise as soon as it arrives :D

Serrated Arrows is MVP most of the time, cause in my group there are generals like Mistmeadow Witch, Baleful Strix, Maverick Thopterist and lots of x/1 guys. Pure advantage.

Vendetta's life loss hurts sometimes, in some games I lose 10+ life by myself to: Crypt Rats, Sign in Blood like effects etc. so it didn't make the cut.

I lack removal for black creatures (maybe it's just what I feel after playing with Fleshbag Marauder for some time), maybe I'll play Ghastly Demise instead of Chill to the Bone, but I'll need to test it.

Discard: Tasigur's Cruelty is good because you can play it for like 1 mana and it's ok to get 1 or 2 cards, Unburden has cycling, but Unnerve is so bad in late-game, 4 mana is too much for 1 or 2 cards, besides it's always getting countered in my heavy blue group and you can always try to sneak play 1 mana Tasigur's Cruelty and don't lose a turn even if it's countered. Also we are playing 2HG, totem, or sometimes even 1vs1, cause my guys are dying after 1 hour of FFA when nothing's going on at some moments so cheap spells are favored cause the tempo is much more important there.

Vulturous Aven seems great, I'm definitely going to try it.

For Urborg Uprising I'm not sure if I'm ever gonna use it to get 2 cards back xd I'm a little low on creatures, and Gravedigger - Cadaver Imp synergy, when you get back one with another is so good, that I tried to also play Warren Pilferers but it was too expensive. Needs some testing.

Armillary Sphere is sooooo good it's staying for sure.

Ramp spells: I was wondering about bigger ones like Sisay's Ring but I don't like that they are doing nothing but getting destroyed. Small mana rocks were cut long ago because of that. The ones I'm playing are the best of the best, but I'm gonna think about getiing more.

It's hard at this point to cut anything and that's my biggest problem, Cannibalize and Ashes to Ashes are first on the list but haven't played them long enough so I'm not sure yet.

Also I've been wondering on playing regular swamps over Terramorphic Expanse, Evolving Wilds because shuffling isn't very powerful, and I need those swamps, so decreasing the chances for drawing lands isn't very good. What do you think? Haunted Fengraf is also likely to be cut cause I used it maybe 2 times this year and i need black/swamps to hit as hard as it's possible and regain as much life as I can.

Grubbernaut on

6 years ago

Wrench Mind is almost always better than Mind Rot. If you want Mind Rot, Unburden is strictly better in this deck

Blackmail is also pretty limited in use. I'd go up to 4 Inquisition of Kozilek and 2x Raven's Crime, as it makes late game lands a live draw

Field of Ruin and Isolated Chapel seem out of place, too

Looks like fun! Cheers!

GaryofAshpodel on Esper Cycling EDH

6 years ago

Looks like a fun build! I have a similar deck, and here's some things I would suggest adding:

Dimir Infiltrator/Drift of Phantasms/Dimir House Guard: These guys can all be discarded in order to get important cards to your game plan. I notice you have a lot of spells at CMC's 2, 3, and 4, so they should be a great fit!

Compulsion: You can now cycle any of your cards!

Cast Out: Cycles, and is a versatile removal spell.

Tortured Existence: All you need is one creature in your graveyard and one creature in your hand to get an insane amount of discard triggers with this card. It's a lot of fun!

Phyrexian Reclamation: This can get back a good creature, or at the very least allow you to cycle something again in a pinch.

Spirit Cairn: Another good token maker on discard in case you feel you need more benefits when you do cycle.

I've suggested 8 cards to add. If I was going to suggest as many to cut, here's what I would say:

Unburden: One player having to discard two is not very helpful in a multiplayer game. This will mostly just make one person your enemy.

Lurching Rotbeast/Sanctum Plowbeast/Winged Shepherd/Djeru's Renunciation: These will mostly end up being part of the deck simply because you can cycle them, which is a good sign that there are better options.

Absorb Vis: Same problem as Unburden. If you want to make one opponent your enemy, great. Otherwise, it exists because you can cycle it.

New Perspectives: When cycling, you typically do not end up ahead on cards. This means that you will rarely end up at max hand size, so this is an expensive draw spell.

Plea for Guidance: You have 4 enchantments, 3 of which your commander can go get you. It is not very helpful here.

Regardless of what you end up doing, this looks like a fun deck. Good luck!

Cat_Juggernaut on Standard Discard

6 years ago

I've avoided Mind Rot because it's kinda high for curve, but Unburden's cycling might make the cut. Thanks for the suggestions!

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