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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Vintage Legal



Each opponent discards two cards.

carpecanum on Tergrid, God of Fright EDH

1 year ago

Braids, Cabal Minion , Nettlevine Blight : I was just looking for things to make people sac LANDS. After the first round on Braids, Cabal Minion you would be able to sac other players stuff if you wanted. No pain. The other land sac cards were NOT budget.

Not sure what Underworld Dreams does here? I would replace it with Unnerve , Reign of the Pit , Arterial Flow or Stronghold Rats

Idoneity on Tinybones the card thief

2 years ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Ziusdra on Card creation challenge

3 years ago

I'm gonna do CrowMutini's challenge cuz I did the Oko challenge on the previous page of this thread

So this is a variation on Horde Magic. If you don't know Horde Magic, you'll need to look that up, b/c unfortunately there isn't gonna be enough space here to explain all the details. It's an amazingly fun format so if you don't know it, you actually should go look it up right now!

Make a deck for a horde magic deck (Goblin, zombies, soldiers or spiders work well for this). 60ish cards for 2 players, 70-80 cards for three players, 100 for 4 players. Take 10-15 instants or sorceries (like Plague Wind , Whelming Wave , Wrath of God , Unnerve , Dark Deal , etc, trying to keep most of them the same colors as your horde) for a separate pile that represent the horde's spells, which will be cast at random intervals throughout the game, and a final pile of basic lands and nonbasic lands which represent the land you are marching through, fighting the horde (and helping determine the random interval for which the horde casts its instants and sorceries). 3-4 nonbasic lands to 8 basic lands for 2 players, 5 nonbasic lands to 8 basic lands for 3 players, and 6 nonbasics to 9 basics for 4 players. Shuffle them together. At the beginning of each Horde turn, you'll reveal the top land card, and if it's nonbasic, cast the top card of the sorcery/instant pile, before you begin drawing creatures out of the horde pile. Then continue playing Horde magic as normal. The game is over when you either lose, empty the horde deck, OR enough rounds pass that all of the lands in the land deck have been revealed.

Horde Rally


Creature tokens you control get +2/+2, trample, indestructible, and vigilance until end of turn.

Well in the forever it took me to do this challenge on my phone, I've definitely been ninja'd, so do all of the challenges in posts above mine

harbingerofduh on

3 years ago

Unless you're tuning this deck specifically for one-on-one duels, I would remove the discard spells that only hit a single card out of a single opponent's hand. Stuff like Thought Erasure and Unmask are pretty bad in multiplayer since they don't gain any card advantage and they don't do anything to opponents who aren't targeted by the spell. (They're also pretty questionable from a political point of view; grabbing the best card out of an opponent's hand, especially early in the game, is likely to earn you an enemy without doing much else to benefit you.)

Consider instead cards like Syphon Mind , which provides card advantage, and Unnerve , which scales well for multiplayer.

Patolea on

3 years ago

Hi addk I am here again to talk about the discard section.

Let's count the cards that makes opponents discard multiple cards in a row: Mindslicer , Sadistic Hypnotist , Stronghold Rats , Dark Deal , Torment of Hailfire , Bottomless Pit , Mind Slash , Necrogen Mists , Oppression and Painful Quandary .

Hypnotic Specter and Liliana Vess discards one card per round, too slow.

We have 10 cards that sinergizes with your commander, but observe that if you need to shut down the others u only have Mindslicer (if u have a sac outlet, there are 5 on the list), Sadistic Hypnotist (if you have another creature to begin the chain), Torment of Hailfire (perfect) and Mind Slash (if you have mana open and a creature to begin the chain).

How about raise the perfect?

Death Cloud with the right amount of mana can make all opponents lose theirs hands and you put more elves that you lost, not counting the fact that wipes the board and a geddon effect. Cabal Conditioning starts the count in 5, which is Nath CMC, cleaning the hands of your opponents and with potential to put 15 elves in play.

Unnerve and Syphon Mind are cards used in many lists, 6 tokens or 3 tokens and 3 cards aren't a bad idea

WhichKing on The Haunting of Hightower Manor

3 years ago

Specters are pretty lackluster (except for Liliana's Specter with flicker shenanigans). I think it'd be better to go goodstuff with demons etc. For the discard you'll have spells that affect all opponents, like Syphon Mind, Unnerve, Tasigur's Cruelty, Mindslicer, Cabal Conditioning and Myojin of Night's Reach. Better than puny overcosted flyers that only affect one opponent each time. If you really want the specter effect you can just run Larceny.

Lettorbwallclimb on

3 years ago

well if it works with your playgroup, then there are better discard effects, but you are already playing some of the cumulative discard. But Unnerve would be good, and super budget

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