Withering Torment

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Withering Torment

Instant

Destroy target creature or enchantment. You lose 2 life.

ironwolf1 on Marchesa’s Metallurgic Machinations

1 month ago

Last_Laugh

Thanks for the suggestions, but honestly I’m probably not gonna add any of those cards. Canoptek Tomb Sentinel is absolutely a good card for this list, but I just have a personal distaste for one off UB cards in my lists that are otherwise not UB so I’m not adding it. Chaos Warp is generically good in any deck that can run it, but I’d rather run a Withering Torment if I decide I need more instant speed removal for enchantments.

In terms of card draw, in my experience so far I have not been wanting for card draw. Danny Pink is right out for the same UB reasons I stated above. High Society Hunter is cool as another Grim Haruspex effect with an outlet effect stapled on, but 5 mana is a little steep. I want my creatures at that level of the curve to be getting into wincon territory, and pure card draw is not a wincon no matter how good it is. Standard Bearer looks intriguing with the ETB, but being a regular old nonartifact creature with no counter support on the card means recurring it would be more difficult than many of the other draw engines in the deck. If it were an artifact it’d be in for sure.

Satoru is the one I will consider most closely here, since Menace combines very well with Dethrone and I like the ability at 2 mana.

jozef on Grimgrin Zombies

3 months ago

Withering Torment and Gaius van Baelsar for enchantments

enraged on Ratica Apocalyptica

3 months ago

Rad Rat Build yooo. I think some cheap graveyard pieces like Reanimate and Takenuma, Abandoned Mire would just help the deck feel good to play. Withering Torment or Feed the Swarm are useful and unique in mono black,

PhyrexianPraetor on Back in Black

4 months ago

I saw your list and thought I would suggest a couple of ideas.

Since you're running fetch lands you could consider running some number of Godless Shrine and a long side of it, Silent Clearing. My reason is that you can then substitute Damnation with Damn, it's far better than Damnation due to it being both spot removal and a board-wipe when needed. Silent Clearing will also give you additional card draw in the late game and since you run fetch lands you could consider Fatal Push since you will have a decent number of opportunities to have revolt.

Another card you might want to consider is Withering Torment. It costs one more than Feed the Swarm, but is an instant and only costs you two life points. If you do consider my idea of running dual lands you could even go with Vindicate as an option. It would effectively fill the role of Feed the Swarm and Fulminator Mage at the same time, the only downside is that you can't recur it like Fulminator Mage. Another option would be Anguished Unmaking in place of Feed the Swarm. It would deal with every problematic non-land permanent and could potentially cost you less life than Feed the Swarm would.

I would also suggest looking at adding cards like Hopeless Nightmare, The Meathook Massacre and Kalitas, Traitor of Ghet. Hopeless nightmare will still give you control over your opponent's hand and will add to your devotion count. In the late game it can be sacrificed to scry away needless cards. If you play both The Meathook Massacre and Kalitas you end up having a very strong combo. You can clear the board with Kalitas in play and gain some life while creating zombie tokens.

If you wanted some additional ideas you can take a look at my list on my profile.

legendofa on Mark Rosewater's Statements About Enchantment …

5 months ago

Shatter the Oath and Early Winter are 5 mana, not a drawback but inefficient enchantment removal. Vile Mutilator is 7 mana plus a sacrifice. Withering Torment's been covered pretty well in this thread.

I also didn't really count Braids, Arisen Nightmare, which needs a sacrifice and let's the opponent choose the outcome.

legendofa on Mark Rosewater's Statements About Enchantment …

5 months ago

White and green still have the most, the most common, and the most mana-efficient enchantment removal.

In Standard right now, white has fifteen cards that destroy or exile enchantments specifically (as opposed to "target nonland permanent"), and they start at 1 mana commons. Green has a lot more (I counted thirty before stopping), mostly as modal spells or creatures, mostly starting at two mana, with a lot of commons.

Black has five. Only Feed the Swarm is common or under 3 mana; the other four are rarer or higher mana value.

So I don't think black is stepping on white or green's toes at all. White and green each get multiple 1-2 mana common enchantment removers every set, while black gets maybe one at a higher rarity and mana cost. It's still a recent decision, so whatever's happening now might not be happening in five years, but I don't see black competing with white or green here at all. It's likely that Withering Torment is the ceiling, not the standard.

SaberTech on Mark Rosewater's Statements About Enchantment …

5 months ago

I initially thought that it was weird that WotC decided that black should be the tertiary colour for being able to deal with enchantments because I thought that blue was in that position with theft effects. After thinking about it for a second though, I remembered that black always had a way of dealing with enchantments through discard effects. Black's limit was that it had to deal with enchantments before they hit the board with cards like Thoughtseize and Duress, it's just that those cards can hit so many other targets beyond enchantments that it slipped my mind they they counted as black enchantment removal (more like proactive counterspells).

It has been a part of black's mechanics that it has been able to infringe on the other colours' mechanical spaces a bit as long as additional costs in the form of life or sacrificed creatures are paid. I think that's why I'm ok with targeted enchantment removal cards like Feed the Swarm. The spell is sorcery speed and saps the caster's life to give black a 2 mana spell that deals with enchantments. Compare that to cards like Thraben Charm and Heritage Reclamation, which give more options with no downside while being instants, and I think that even with targeted enchantment removal it's still pretty clear that black is third rate in providing enchantment removal options.

Again though, Withering Torment is kind of pushing it. Maybe black shouldn't be allowed access to instant speed enchantment removal without having it jump through hoops like finding a way to reanimate a creature like Ghastly Death Tyrant at instant speed?

DemonDragonJ on Mark Rosewater's Statements About Enchantment …

5 months ago

Bookrook, Taken by Nightmares cannot destroy or otherwise remove enchantments, so I have no problem, with that card.

SaberTech, your last point is actually a very good one, because that is a very interesting question to ask, and I suppose that it is one that we should debate; as long as black's ability to sacrifice or destroy enchantments does not intrude upon white and green's ability to do so, I shall not be bothered by it. I would prefer cards such as Mire in Misery or Extract the Truth over Feed the Swarm or Withering Torment, since those cards allow the caster's opponent to choose what enchantment they sacrifice, rather than allowing the caster to choose it, which means that the caster needs to play it very strategically, to produce the best result, from it.

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