Victim of Night

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Blessed vs. Cursed (DDQ) Common
Innistrad (ISD) Common

Combos Browse all

Victim of Night

Instant

Destroy target non-Vampire, non-Werewolf, non-Zombie creature.

Victim of Night Discussion

Hapix on The Scarab God's Arisen Horde

5 days ago

@multimedia, your comment is much appreciated! A lot of thought and play testing has gone into this deck (if I’m being honest though, this isn’t the first attempt as this is around the 8th iteration of scarab god due to play testing and not posting until now LOL).

I want to preface my response to your recommendations by saying that lowering the cmc of the deck is not really a priority as I usually have more than enough mana to do, but bringing down the amount of 5 drops and just generally increasing the tempo of this deck is on my radar. Furthermore, some inclusions (such as Consuming Aberration and Noosegraf Mob ) are in response to the meta of my table wherein they perform well (for example, one of my buddies plays an interesting Alesha, Who Smiles at Death homebrew that focuses on controlling the board state by altering base power/toughness of all creatures, Consuming Aberration on its own has saved my hide more times than one against Alesha lol).

Moving onto your recommendations:

Wonder > Grimoire of the Dead

Just the concept of Wonder alone is fantastic and it was even a part of the original iteration of this deck, but during playtesting (and this might just be me being unlucky) but it was often a mid-game dead draw and when I would have it in my graveyard, having a handful of flying zombies was nice, but not often game ending – hence non-inclusion. Grimoire of the Dead is slow AF and it the second eff is not easy to pull off, the only reason it is in the deck right now is I do not have a Rise of the Dark Realms , not sure what I will replace it with yet but I will take it out.

Windfall > Ancient Excavation

I like Windfall , it is a great wheel and I would like to include it. As it is right now Ancient Excavation is a card I keep in for the versatility of both self-mill and the basic landcycling, although I might swap it out for the Lim-Dul's Vault that you brought up later in your comment (I really like its’ effect tho).

Diabolic Intent > Exsanguinate

Diabolic Intent is a good card and that I plan to add in someday, but just to save $ I’m looking at Wishclaw Talisman as a budget alternative with some inbuilt politicking mechanisms. When it comes to Exsanguinate , it was a filler card I tossed in for play testing I’ll replace it with the aforementioned Wishclaw Talisman most likely

Relentless Dead > Noosegraf Mob

Relentless Dead is a card I used to have in here but I removed it since it felt slow and I just never really utilized the secondary eff I’m looking at getting a Gilded Drake in as a replacement. I agree though that Noosegraf Mob , as a six drop, is quite lackluster in comparison to the other high cmc cards. The potential value of 6 ETBs and/or death triggers is enough to keep him around for now, but if there is something I find I like more I’ll probably take mod out.

Graveborn Muse > Liliana's Reaver

Graveborn Muse I tested it out and saw myself dying to it more often than not, if I move further away from the zombie tribal aspect I might reconsider it. As for Liliana's Reaver , It isn’t to flashy but it works, no need to remove it rn but if anything better comes along I might.

“2 drop mana rocks > Commander's Sphere

Commander's Sphere is place holder card that I had socketed in while I was looking for some better mana rock options. Thanks for bring Arcane Signet to my attention, I’ll probably toss that or the signet in.

Arcane Denial > Countersquall

Arcane Denial isn’t a card I’d normally consider since the +2 for my opponent kind of hurts, but in a format like EDH with the 99 filling up a library, it seems pretty negligible so I’ll add it but won’t remover Countersquall since Its not that hard to get either {B} or {U} mana on demand. This though does touch on a different subject, I do want to add in some more counter magic, tutors, and removal (I’m looking at Arcane Denial , Swan Song , Pact of Negation , Mystical Tutor , Mastermind's Acquisition , Cunning Wish , Death Wish , Wishclaw Talisman , Victim of Night , Hero's Downfall , Murder , and Doom Blade but am stuck on evaluating which are the most beneficial inclusions).

To wrap up, thank you very much for your input it has been really helpful in reevaluating this deck. I sure do have some tinkering to do, haha. The nature of deckbuilding in EDH to me is everlasting and I hope I can continue to improve and refine my decks with recommendations and insight from other kind folks, like you, on this site :D

One last question, a friend is considering selling their Mana Vault to me at a discount, is this a card that I should seriously consider including or not?

Cheers!

wallisface on Epidemic Devotion

3 weeks ago

Some thoughts:

1) modern is a very fast format, you want to heavily restrict the number of 4-drops and above you’re running. I’d ditch all the planeswalkers you’re running cause their mana cost just makes them too slow to field effectively.

2) instead of Hero's Downfall , which is a bit slow, i’d suggest replacing it with either Victim of Night or Grasp of Darkness

3) you need 5 lands in play to play Gary. But you’re only running 20, which feels waay too low. That’ll only let you draw your 5th land on turn 8, on average. The game’ll be over by then. I’d advise bumping up to 24 lands, and also consider dropping the fetches- they don’t help you here.

Cat_With_Headphones on Super Jank Mono Black

1 month ago

Really good start to a midrange/aggro deck! My advice is trim down the cmc's (unless you can pull off spectacle costs often) and focus more on the aggressive valuetown nature of the deck's potential. I would suggest cutting Ransack the Lab for something like Sign in Blood , and moving Doom Blade to the potential sideboard in favor of Victim of Night . Maybe it's just my personal tastes, but Moment of Craving could even potentially be 2 copies of Duress to mess with your opponent which buys you time and protects your creatures, though it may or may not be the ideal move to include them. Your creature base is solid again especially if you can pull off cost reductions like spectacle on Blade Juggler , so I would focus on figuring out your removal and draw spells. Awesome job, keep it up!

Caerwyn on All Hallow's Eve

1 month ago

Fun fact: All Hallow's Eve spent several years errata’d to be an Enchantment, rather than a sorcery (though a physical copy was never printed as an enchantment). That’s not helpful for your deck, but it’s pretty neat so I figured I would share.

For flavour, Victim of Night immediately comes to mind. I’ll try add some more when I can pull up the Gatherer.

killrbladez on Vampy Amp Deck

1 month ago

I'd recommend, if you have the cards to, replacing Victim of Night and Walk the Plank with destroy creature spells that don't get blocked by subtypes. It sucks having a card stuck in your hand you can't use, even more so if that card could be used against you.

Funkydiscogod on Shared Fate theme deck

3 months ago

I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.

So, what you want are cards that break the symmetry:

  • Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.

  • Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.

  • Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.

  • Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.

  • Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.

  • Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer  Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).

  • Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.

  • Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.

  • Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.

You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.

Altoman on Orzhov Reanimator

3 months ago

Nice deck, I think it has good potential.

I suggest Putrid Imp and Dragon Breath . Who doesn't like a turn 2 win?

I'm pretty sure you don't need 14 big boys to get the reanimator effect. If you really want the effect to happen I suggest something with dredge like Stinkweed Imp .

Finally I suggest removing Predatory Nightstalker (a 3/2 for five?) and replace it with Geth's Verdict or Victim of Night . If you want a creature, make it a Perilous Myr .

wallisface on Bloodlord

3 months ago

Looks interesting, some thoughts:

1) very few modern decks use Planeswalkers at all - and for that reason i’d ditch The Elderspell entirely. If you’re planning on having a sideboard maybe run a few in there, but it’s just going to be too useless most of the time to run in the deck.

2) if you’re feeling like splashing a few dollars, Inquisition of Kozilek is a pretty nice upgrade to Duress .

3) Blood Divination feels very slow and kindof meh. I think this slot is better for running a killspell - either Victim of Night , Grasp of Darkness , or for a little more $$, Fatal Push .

4) Knight of the Ebon Legion seems bad, and Aid the Fallen is pretty slow and clumsy (and would be better-off just being another creature). I would suggest swapping them both with Gatekeeper of Malakir and Indulgent Aristocrat . Asylum Visitor could be an option as well.

Load more

Victim of Night occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.01%

Black: 0.21%