Wound Reflection

Wound Reflection

Enchantment

At the end of each turn, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)

Latest Decks as Commander

Wound Reflection Discussion

Vessiliana on The Black Queen (Prototype)

1 week ago

Oh, I love Ayara decks! She is still a favorite of mine. I highly recommend Endrek Sahr, Master Breeder and Wound Reflection. Very useful!

mr_chazy on Vial Smasher’s Guide to Masochism *cEDH*

3 weeks ago

ShredderTTN86, I appreciate the suggestion :)

I’ll mull it over with Wound Reflection, but in terms of damage amplifiers, I’m happy with Fiery Emancipation (same CMC but tripled damage) and Dictate of the Twin Gods (purely because it has flash.) But hey, who said more double damage was a bad thing lmao.

ShredderTTN86 on Vial Smasher’s Guide to Masochism *cEDH*

3 weeks ago

I think Wound Reflection could do well in here. I've won games using it in my Vial Smasher/Sakashima build.

king-saproling on Mana Burn

1 month ago

You might like these:

Personally I would cut these:

  • Spectral Searchlight (doesn't get Yurlok out faster)
  • Greenweaver Druid (doesn't get Yurlok out faster)
  • Dictate of the Twin Gods (does not amplify Yurlok's effect)
  • Blaze (not very impactful unless you are already in a strong position, in which case it is not needed)
  • Flameblast Dragon (same as Blaze)
  • Xantcha, Sleeper Agent (helps your opponents while hosing your strategy)
  • Howling Mine (helps opponents)
  • Koth of the Hammer (slow)
  • Klothys, God of Destiny (slow)
  • Thought Vessel (doesn't produce colored mana)

dritchie on Edgar Markov, The First Lord

1 month ago

If your midrange is recommend Door of Destinies. I’d add Cordial Vampire, Drana, Liberator of Malakir, Vampire Hexmage this is good for those pesky plains walkers and gives you a vampire token via Edgar, Blood Seeker fits your sub theme of drain and gain, you need some tutors just as a standard for black decks if you can get your hands on them, Blood Tribute is always helpful you could also add Exquisite Blood and for extra damage Wound Reflection, Patriarch's Bidding For reanimation, if you’re able to generate a lot of mana Exsanguinate might be a good add You also need the mandatory Sol Ring You could swap out Kindred Charge for Shared Animosity You could add Land Tax to help mana fix

jsnrice on WILLY’S ZOMBIE COMBO FACTORY [cEDH Primer]

3 months ago

zAzen7977 right but a deck full of combos has no foundation. There's no defense or means to maintain a position until you're ready to combo. Most of my "combo" oriented decks have about five maybe six infinite combos and everything else is built to maintain a strong board presence. A deck full of combos just won't hold up in today's EDH meta. It's always good to have a backup plan in case the combo gets disrupted (as they so often do). Here's another suggestion: Gempalm Polluter This card is budget friendly and provides an alternate win-con. It's really not that hard to get A LOT of zombies out on the field quick. I had a board with 15 of them last night. Then cycle Gempalm. Cycling can't be countered making this all the more difficult to repel. Then drain that life. Then if you have damage amplifiers such as Wound Reflection you can really drain your opponents. Mid to late game this is usually a win-con. I'm not saying combos are bad. They are great. I'd just ton back all the combos and stick with a handful of them that you can get to while maintaining a board. That way if your combo gets disrupted then you have options and your deck is more versatile. I'm well familiar with all the combos in the initial build and tested the primer when it first came out. As my previous notes advertised this deck did not withstand the game. I could have used more tutors and creatures to support the setup for the combo(s). So cards like Gempalm Polluter can really go far in a deck like this one where your rebuilding your zombie force with your commander.

TypicalTimmy on Do cards know of events …

3 months ago

With very rare exceptions, no. A card does not recognize information that existed before it. However, some cards do recognize this. For example, if you open for an attack to deal 8 damage to an opponent, then during your second main phase you cast and resolve a Wound Reflection, it will recognize the 8 life that your opponent lost from combat this turn, despite not being on field when that 8 life was initially taken from them.

I do not feel qualified enough to go over the interactions you listed, however. So please do not mark this as an answer; Someone with more information deserves that spot <3

B33lz3bub on Kaervek, the Merciless

4 months ago

Taking something out of a deck is the most headache inducing activity ever with which I'll probably be of little help, however I can point you to some additions that you can make. (although, I would probably take out the spellbombs as well as stalking vengeance and nettlevine blight, because of their big mana cost) I have created a Kaervek deck of my own recently, and although I'm still in the process of perfecting it, it seems that a healthy diversity of creatures and enchantments is the way to go. Damage doubling creatures such as Angrath's Marauders and Sower of Discord are a must, as well as small but efficient pingers like Immolation Shaman and Scab-Clan Berserker, but arguably the most leg work goes to enchantments such as Furnace of Rath, Manabarbs, Citadel of Pain, Spellshock, Pestilence and most especially Havoc Festival. If you have the budget Master of Cruelties, Wound Reflection and Painful Quandary completely lock the game, with or without Kaervek being on the board. Toralf, God of Fury  Flip would be great addition as well. Hope this helps

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