Witch's Vengeance

Witch's Vengeance

Sorcery

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

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Witch's Vengeance occurrence in decks from the last year

Latest Decks as Commander

Witch's Vengeance Discussion

Kazierts on Monoblack Infect [Competitive/Primer]

1 month 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/Primer]

1 month 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?

1 month 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

1 month 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

1 month 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.

zAzen7977 on What are some staple (mono) …

2 months ago

Paandaas, we can help give you more specific advice if you show us your decklist.

Generally speaking, the following are the best sideboard options:

Cling to Dust , as King_marchesa stated above, because it’s a cantrip (draws a card at instant speed) and can eliminate a recursive threat in the opponent’s graveyard, or it could help you gain life in a pinch. Tormod's Crypt or Soul-Guide Lantern are good options as well for graveyard hate.

Feed the Swarm is critical, run 4 if you aren’t running it mainboard already, since it’s one of two black cards ever printed that remove enchantments (the second being the more expensive Pharika's Libation ).

Duress and Agonizing Remorse are ideal for analyzing your opponent’s hand (and therefore their deck strategy) and eliminating threats that you cannot remove later, like artifacts or enchantments.

Necromentia is useful for removing a specific threat completely once you learn about your opponent’s deck via Duress or some other method.

Pestilent Haze kills small indestructible creatures or targets multiple Walkers.

Epic Downfall is a possibility if you anticipate going up against large creatures.

Witch's Vengeance is very specific but could be a possibility if your meta leans heavily towards one tribal deck.

Crippling Fear is great if you are running a tribal deck to protect your own creatures.

Extinction Event is another decent sweeper you can use to your advantage.

Feed the Serpent is expensive but another removal option.

Hope this helps. Good luck!

zAzen7977 on THE NIGHT KING COMETH - Snow Zombie Tribal

2 months ago

Thanks for your comments TonyRik! Glad you like the deck! It’s nice to hear from a fellow zombie aficionado.

You are right that we have lots of great mass removal options now, including Witch's Vengeance, Extinction Event, Crippling Fear, Blood on the Snow...etc. Rise of the Dread Marn is a great option to take advantage of mass removal because it can be foretold and cast later as an instant for only 1 mana. I think Rise would work well on the sideboard, so it can be brought in as a soft-counter against other decks running removal, or against creature-heavy decks, since it creates zombies when any creature dies, not just my own.

And thanks for clarifying that snow zombies only get buffed once by Narfi, that makes sense. I’ll fix the description.

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