Vicious Rumors deals 1 damage to each opponent. Each opponent discards a card, then puts the top card of their library into their graveyard. You gain 1 life.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Vicious Rumors Discussion
2 weeks ago
Because of Strefan's 1st triggered ability, may I suggest the following:
Impact Tremors gives you an added bonus for getting vampires on the battlefield.
Voldaren Epicure, if cast after Strefan enters the battlefield, nets you a vampire and at least 2 blood tokens for 1 mana.
I hope this helps. Happy Hunting!
4 months ago
zapyourtumor After playtesting, I've realized Oona's Blackguard is our slowest creature, but is alright if the deck is stock full of one drop rogues. I feel if we are playing Oona's Blackguard we benefit more from one drop creatures than from Vicious Rumors. I don't know if it's the way to go for this deck, but being so dependent on one drops for value, playing 2 or maybe 3 Drown in the Loch felt right for the mainboard. That being said I'm going to keep testing to make sure.
4 months ago
zapyourtumor I think you're right here. I was leaning into creatures to help our rogue payoffs which are dependent upon them, but I believe I may have leaned in too heavily. I am, however, somewhat apprehensive to put 4 into the main, at least in exchange for only our one drop creatures. In your opinion, would it be better to go down one or two Oona's Blackguard or Vicious Rumors?
11 months ago
Hey Nyrmak and theindigoeffect, you bring up really important points about how to distribute discard effects in multiplayer games. The trick is reading the room and knowing which players to antagonize and when. If you attract too much hate, one or more players will gang up on you and it will be difficult to handle them all simultaneously.
Ultimately the goal is to use as little mana as possible to kill each player. To do that you want each player to have 0 cards in hand, so you can do 10 damage to each player with Tinybones for a single activation cost. Unless other players are constantly drawing cards with card effects, organically each player should eventually run out of cards in hand as they play lands and spells.
Once you trigger Tinybones once, each player will suddenly realize you are the biggest threat on the table. So ideally you want to set up the board to lock it down before you pull the trigger. Ideally you’ll want to start the game or tutor for permanents that make each player discard every turn, including Anvil of Bogardan , Bottomless Pit , Necrogen Mists , Chains of Mephistopheles , Oppression , Words of Waste , and Liliana of the Veil (although she is easier to remove). Other non-permanent options for making each opponent discard are Vicious Rumors , Delirium Skeins , and retracing Raven's Crime . All this discarding during each player’s turn will allow you to draw lots of cards with Tinybones. Once each player is down to only a few cards in hand, that’s when you target individual players with the most cards with discard spells to get them down to 0 cards. Once your opponents are forced to top-deck every turn, it will usually be too late for them to escape.
Obviously this is easier said that done, but that’s what makes this deck so fun to pilot!
11 months ago
Cool deck. You might like these: Ill-Gotten Gains , Mesmeric Orb , Shared Trauma , Dread Summons , Eye Collector , Mindwrack Harpy , Vicious Rumors , Syphon Mind , Geth's Grimoire , Memory Jar , Fleshbag Marauder , Demon's Disciple , Merciless Executioner , Mire in Misery , Awaken the Erstwhile , Cabal Conditioning
1 year ago
1 year ago
When it comes to EDH, I like to use a 5-point building strategy. This includes
Ramp(the higher power stuff)
Every card in your deck should be in one of those 5 slots. Additionally, I consider cards like Fellwar Stone, Signets, Talismans and Arcane Signet to fit largely in the 'land' slot. They're there for ramp, yes, but they're also largely there for color fixing.
Also, your win condition should be fairly compact. You can take a combo route, or you can have a couple specific cards that can win the game on their own or with a little support.
In discard themes . . . you don't get all that much. All the discard payoffs that help in other formats are too slow in EDH.
So I'd take the Pox plan -- use Smallpox, Pox, Hymn to Tourach, Wrench Mind and Vicious Rumors to throttle your opponent's hands. Use spells like Deafening Silence, Rule of Law, Spirit of the Labyrinth, Leonin Arbiter and Aven Mindcensor to prevent your opponents from getting back on their feet. Then, hit them with some win con of your choice. Make it quick, though, because they will eventually get out of your lock and come for your throat.
1 year ago
I feel like the Madness shennanigans with Thrill of Possibility/Faithless Looting are cute, at best. There are SO many better draw spells in (the premium of which being Sign in Blood because it can double as a game-ending Shock). I would also trade-out an Alms of the Vein for a 4th Sovereign's Bite.