Witch's Vengeance

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Witch's Vengeance

Sorcery

Creatures of the creature type of your choice get -3/-3 until end of turn.

soul_knightmare on Fiendish Tendencies

1 year ago

Heya, I see that your deck is mostly lacking in card draw/ card acceleration. You have about 3 while most decks need 10+. Remove Costly Plunder for Night's Whisper so you don't have to sacrifice your demons. Remove Feaster of Fools, Spirit of the Night, Bladebrand, Grasp of Darkness, and You Are Already Dead (I know the meme), and add Dream Devourer, Bloodgift Demon, Herald of Slaanesh, Phyrexian Arena, Blasphemous Act, and Rakdos Charm.

I hope this helps your deck building. Other upgrades would mean removing Ecologist's Terrarium, Lightning Bolt, Grasp of Darkness, Warp Artifact, Insult / Injury, Price of Betrayal, Skulltap, Witch's Vengeance, Blight, and Inevitable End which are okay, but could be improved. Pick more cards that draw cards without condition or ramp on two mana, Wish you the best!

Darkshadow9 on Casual Budget Discard

2 years ago

Thanks for the suggestions! Yahenni's Expertise is a nice Card but unfortunately it would kill my own creatures. Which is why I chose Witch's Vengeance over it. Torment of Scarabs is fine, but I found it a bit boring after a while. But maybe I’ll add another one for Make Obsolete . :)

Kazierts on Monoblack Infect [Competitive]

3 years ago

Apollo_Paladin, I appreciate the suggestions, though there are a few problems with them.

  • Unstable Frontier is, honestly, nothing more than a meme. Yes, it makes the third mode of Funeral Charm better, but just that. The last mode is nothing more than an added bonus. Giving swampwalk is just a cute trick that can help close a game. If I wanted to go down this route, I'd just run more copies of Urborg, Tomb of Yawgmoth .

  • Witch's Vengeance can be kinda useful. Still, it's a bit too situation. If I were to swap my boardwipes, I'd just run Damnation , as it's more effective. The ability to leave my creatures intact is a decent upside, I just don't know if I'd rather have a boardwipe, in the sideboard, that's good against any board or that's good against some decks.

  • Inscription of Ruin is completely off the table. While it's technically correct to say all of its modes are useful, at 3 CMC they aren't good enough. Making an opponent discard two cards of their choice for three mana isn't good, hence why something like Mind Rot has basically never seen play and Hymn to Tourach is an insanely powerful card. The Unearth "effect" also isn't good. It does seem nice to reanimate some of the cheap creatures but this list has only eight targets that cost two mana. Honestly, I don't want to spend three mana for a two mana creature. The last mode is just a worse Fatal Push or Bloodchief's Thirst . On the other hand, Collective Brutality gives me knowledge about my opponent's hand while also allowing me to pick the card, which could, and probably will, be a removal spell, thus being better than an effect similar to Unearth . It's decent removal that bypasses indestructibility and regeneration. And last, but not least, the drain mode can actually help against burn/aggro matchups and minimises the the lifeloss from Castle Locthwain and Thoughtseize . The cherry on top of all of that is I don't need to pay extra mana for extra modes, which is great considering this deck caps out at four mana.

  • Call of the Death-Dweller is basically in the same spot as the Inscription, so I'll just talk about what's unique to it. Giving menace and deathtouch isn't really worth the cost. I could just run another equipment that gives something similar.

  • There are quite a few reasons why Fatal Push is better than Bloodchief's Thirst . Chief among those is the fact it's an instant. Aside from Thoughtseize and the singleton Raven's Crime , the deck has no true turn one play. Funeral Charm is something that can be played turn one but isn't really wanted. Fatal Push allows for a better use of my mana on the first turn, whereas the Thirst forces me to wait until turn two unless I'm on the draw. That being said, I'm actually considering swapping one copy of Yahenni's Expertise for one Thirst.

Sorry I took so long to reply and my reply seems like I shitting over your suggestions. I do appreciate the time and effort you took to comment.

Apollo_Paladin on Monoblack Infect [Competitive]

3 years ago

Neat build! Mono-color decks tend to be highly underrepresented in my experience & they are also a favorite of mine.

  • Some Unstable Frontier s could help you more reliably use Funeral Charm 's swampwalk for guaranteed poison hits. (Mana-free no less!) These can also be used strategically in certain instances to prevent opponent's from having the color mana they require to cast a spell.

  • Witch's Vengeance might make a good Sideboard replacement for use against Tribal builds over Yahenni's Expertise . This lets your limited Infect creatures remain in play and it's also less mana to cast.

  • Even though it's 1 more CMC, you might consider Inscription of Ruin over Collective Brutality since the options themselves aren't as limiting, and I struggle to see situations with this build where you'd actually want to be discarding from your own hand to pay for additional costs on this. A little "graveyard to play" for some of your cheap CMC Infect creatures certainly isn't an awful thing to have with a construction like this.

  • Call of the Death-Dweller might make the list too; at least on the Sideboard since it can fish out any creature in your current build. I notice you already touched on this topic above, which is why Inscription of Ruin might interest you; just the option among many, rather than mono-effect spells like Unearth .

  • Bloodchief's Thirst is superior to Fatal Push in my opinion, because options. Fatal Push isn't all that great as a mid-to-late game draw. Plus, Planeswalker hate = good.

Hope some of this helps, but either way I like your direction!

Grubbernaut on Strong U/B control shells?

3 years ago

Kinda depends; one of the struggles of modern u/b is having to decide between discard, counterspells, or both. It's also easy to drift into a kinda-sorta tempo shell. Some general cards to consider... Thoughtseize , Inquisition of Kozilek , Drown in the Loch , Mana Leak , Archmage's Charm , Remand , Delay , Fatal Push , Bloodchief's Thirst , Murderous Rider , Brazen Borrower , Spell Snare , Cryptic Command , Snapcaster Mage , Jace, Vryn's Prodigy  Flip, Behold the Multiverse , Rise / Fall (pet card of mine - might be worth a splash for it, Bolt, and K-command).

Of course, sweepers would be a good idea, too - depending on your own creatures. Damnation , Consume the Meek , Ritual of Soot , Languish , Witch's Vengeance , etc

Apollo_Paladin on Black Artifacts

3 years ago

For mono-red aggro at least (which was mentioned) Witch's Vengeance absolutely annihilates them, as generally it's either Goblins or Elementals - GG.

Apollo_Paladin on Black Artifacts

3 years ago

In regards to the first comment on the list, there's also stuff like Witch's Vengeance which is more of a targeted boardwipe. Most effective against tribal builds granted, but it's even useful for stuff like clearing out an opponent's Paradise Druid s or w/e from even a non-tribal construction.

It's a lot easier to avoid your own key stuff with Witch's too; I've got it in a couple different decks on Arena actually.

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