Plumb the Forbidden

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Plumb the Forbidden

Instant

As an additional cost to cast this spell, you may sacrifice one or more creatures. When you do, copy this spell for each creature sacrificed this way.

You draw a card and you lose 1 life.

DreadKhan on lonely goth girl

21 hours ago

I'm not sure if Teysa would even want a friend, but Michiko Konda, Truth Seeker is a bit of a kindred, maybe they could hang for tea?

If you want people to attack a lot there is Angel's Trumpet, very handy that your Spirits have flying! Exquisite Blood is a combo piece, but it's also a strong card on it's own, it synergizes with your Commander very powerfully I'd say, if people come at you their creature's die, and if they go at each other then you gain life. Breena, the Demagogue can be used to make your stuff better. Shadrix Silverquill has a really good interaction with your Commander, if you give someone an Inkling and they come at you it dies and you get a 1/1, and if you give your board +1 counters twice than your 1/1s clobber inklings. I would run Transmogrifying Wand over Murder, it's 4 mana for the first creature but only 1 more for the next 2. You could also try something like Reckless Spite. I am a big fan of True Conviction, very good with a big token army.

It's a pretty janky card but I often enjoy using Axis of Mortality in White decks that are trying to stay on budget, you can punish or reward people as you see fit, it's a very strong political effect, and if people are losing creatures to your ability to lower your life total (while giving you evasive attackers) then you're probably gaining ground.

It's up to you obviously if you don't want to run more lands, but have you thought about including some MDFCs? I use Hagra Mauling  Flip and am happy to see it now and then, ETB tapped lands aren't great, but if the spell effect is also a playable effect their value is incredible. I'm sure you could find a use for Malakir Rebirth  Flip too, though that is less budget.

In the time that I've played Commander I've come to the conclusion that one of the hallmarks of a good deck is card draw, especially low to the ground effects. Stuff like Sign in Blood and Night's Whisper are very good in practice, there are also things like Village Rites, Corrupted Conviction, Plumb the Forbidden, and Reckoner's Bargain, these are all handy with your tokens, but also if you can't protect your Commander and they're getting blown up anyways, this can also prevent effects like Oubliette from working (which can be VERY helpful if your deck depends on your Commander, you might want a couple in the deck in case). If you think your tokens might stay 1/1s, or that you can get them to die with consistency then Skullclamp draws a lot of cards. Stinging Study draws a whopping 7 cards in this deck, for only 5 mana, I'd say that'd be handy late game.

Crow_Umbra on Felix Five-Boots - Reach for the Sky (v0.5)

1 month ago

Your mana curve is looking chef's kiss.

Overall, looking more solid since I checked it out yesterday. If you feel like you're now leaning too heavily into the +1/+1 counters theme, it could be helpful to swap a couple of Counters related slots with some more draw like Night's Whisper, Plumb the Forbidden, or just draw slots that aren't dependent on your creatures connecting with combat damage.

Also, if you want to condense your Counter Support slots into quality vs quantity, Railway Brawler could also help in that regard.

Last_Laugh on Marchesa, the Black Rose

1 month ago

I have several suggestions for you. I'll keep things budget friendly and if you're picking up what I'm putting down, I can also help suggest some cuts.

First off is enchantment removal. There's hardly any options in th5ese colors but I recommend running all 3 so problematic enchantments like Solemnity or Rest in Peace don't wreck your day. Chaos Warp, Feed the Swarm, and Canoptek Tomb Sentinel are all budget friendly and worth their weight in gold here. Another good boardwipe here is Last One Standing.

I don't really do theft in my Marchesa list, but Gisa, Glorious Resurrector is the exception and holy crap does she put in some dirty work.

Next is card draw. Liliana's Standard Bearer, Lethal Scheme, Plumb the Forbidden, and Sage of Fables are all good budget options here. Sage will also come down before Marchesa and immediately give her or any other wizards you run a +1+1 counter. Plumb in response to boardwipes or right before your turn will refill your grip (instant speed and pseudo dodging counterspells makes this card). Also, Danny Pink's price has been sloooowly climbing but it's a very real possibility you'll find one in your LGS dollar binder and omg is this thing absolutely nuts!

On the subject of alternate sources of +1+1 counters... Thran Vigil only works on your turn but it'll get new counters on anything you stole and sac'ed on your turn. Vigean Graftmage let's you sac 2 creatures on everyone's turn (itself + whatever) to abuse etb/death triggers like Gray Merchant of Asphodel or even Grim Haruspex card draw. Spark Double I guess falls into this category and copies either Marchesa for double Dethrone or whatever your meanest etb/death trigger is at the time.

I'm also guessing Rakdos Locket was supposed to be Rakdos Signet.

Feel free to check out my list for ideas. It's far from budget friendly overall but I run everything I recommended. Upvotes on any of my decks are appreciated. Every Masochist Needs a Marchesa to Love Them

RufusTheGrufus on Gonna Need A (Myrkul)

1 month ago

Okay, Necramus, as promised here are some 'spicy' suggestions for you to think about:

-Yawgmoth, Thran Physician: A creature-based sac outlet, source of card draw, and a way to incrementally whittle down opponent's creatures; I really like Yawgmoth in Myrkul personally.

-Similarly, while I see you are running Viscera Seer, you may also benefit from running other creature-based sac outlets such as Yahenni, Undying Partisan or Carrion Feeder. Fanatical Devotion is another interesting sac outlet I've considered running but haven't taken the time to playtest yet.

-Syr Konrad, the Grim: triggers twice, once when your creatures die, and also when you exile them to make enchantment tokens with Myrkul.

-Ondu Spiritdancer: With Myrkul, Lord of Bones and Grim Guardian on the battlefield, playing Ondu Spiritdancer and finding a way to kill it will infinitely ping all opponents to close out the game.

-Tyrite Sanctum: Offers a backup way to give Myrkul indestructible

-Windborn Muse: Build-your-own Ghostly Prison on a creature with Myrkul

-Loxodon Gatekeeper: Build-your-own Kismet on a creature with Myrkul

-Stinging Study: offers a big burst of card draw while also lowering your life total to make Myrkul indestructible.

-Options like Plumb the Forbidden and Deadly Dispute could be fun to both sacrifice creatures to turn into enchantments with Myrkul as well as generate card advantage.

In my tinkering around with Myrkul I can definitely relate to wishing that you could run more than 100 cards; I had the same problem with both Myrkul and Anikthea! They're both pretty open ended and also lean into super supported strategies, (enchantments, graveyards, tokens), so there's an over abundance of fun cards to build with; and ultimately I just ended up messing around with multiple builds for both of them. Overall I think your deck looks like a lot of fun to play, +1 from me!

Case42 on Hail Caesar, Emperor of the Mojave Wasteland

2 months ago

Lagomos, Hand of Hatred is a wonderful enabler for Caesar, as well as a tutor once you have enough creatures dying.

I would also personally try to include some more card draw. I've been tweaking and tuning my own version of Caesar, which focuses far more on the Aristocrats side, but the number one thing I've been trimming cards for is more card draw.

Deadly Dispute and Plumb the Forbidden are both great as you can just toss a token to them.

Dawn of a New Age is solid if you consistently maintain a large board state.

Final suggestion would be a Hall of Heliod's Generosity because of how impactful your enchantments can be.

Last_Laugh on Better Ingredients, Better Vampires, Papa Eddie's

2 months ago

I have a few suggestions for ya, but not a bad start.

Reconnaissance is worth its' weight in gold here. If you're unfamiliar with the card I suggest looking it up, it's pretty busted if you know what you're doing. Long story short is attack with EVERYONE safely, deal combat damage in most situations, and untap each creature at the most opportune time (including after combat damage is dealt... both 1st strike and normal) so everyone is untapped by the end of combat.

Purphoros, God of the Forge makes it so every vamp you cast domes each opponent for 4. It also lets you run Scapegoat as a finisher instead of just as 1 mana answer to wraths (trust me when I say bouncing all your stuff back to hand is 100% worth it in response to wraths so you actually have a grip full of cards to redeploy and get eminence triggers again).

On the subject of protection, this is probably the most important support type for aggro decks and there's zero of them in the deck. Don't get caught with your pants down or that is a miserable game where you end up with no hand topdecking cards until you lose. Teferi's Protection, Clever Concealment, Boros Charm, Flawless Maneuver, and I also lump Plumb the Forbidden in this section (same logic as Scapegoat). Seriously, run them ALL... unless your meta has like 0 removal you won't regret it.

Let me know if you're picking up what I'm putting down, I have more suggestions and/or help with cuts if you want it. Also, feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

BlueStar220 on Marchesa, the Black Rose

2 months ago

Last_Laugh
I agree that Uncivil Unrest is VERY good. I once had it this deck for a long time. However, whenever I played it I noticed that I already had +1 counters on most, if not all, my creatures. Furthermore, I don't really play this deck as a heavy sac deck (unlike most Marchesa decks). Most of the time I'm just trying to reset the board as soon as I can. So I decided to take out Uncivil Unrest for something cheaper. If I decide to put in more sac outlets, I'll probably consider putting it back in. But as of now, I see myself putting in another MLD before putting Uncivil Unrest back in.

I've thought about replacing Nasty End for Plumb the Forbidden. Maybe I will. It's a good card. And you make very good points.

I like cards that do things the same turn they are played. Canoptek Tomb Sentinel can't do anything by itself. Again, if I put in more sac outlets, I'll probably also put in Canoptek Tomb Sentinel.

Last_Laugh on Marchesa, the Black Rose

2 months ago

Uncivil Unrest is one of the best cards printed in years for Marchesa. I can only describe the feeling as "it feels like you're cheating somehow" because it's so good here.

Plumb the Forbidden in response to non-destroy boardwipes is amazing here. Pseudo dodging counterspells, the flexibility, and instant speed makes this card.

Canoptek Tomb Sentinel finally gives us a repeatable answer to enchantments (or anything nonland) that doesn't cost 7. It honestly feels custom made for Marchesa.

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