Thursday, March 1, 2012

The Curse Deck

So I wanted to have some fun last night and I ended up throwing together a curse deck... and I ended up going 10-0 for the night. First, let it be known that I didn't see a single Witchbane Orb the entire time. So funnily enough, if there are absolutely zero Witchbane Orbs played against you, I actually think the curse deck is quite strong.

The Curse Deck
Innistrad Block Constructed

Creatures (10)
4 Black Cat
4 Bitterheart Witch
2 Falkenrath Aristocrat

Curses (7)
1 Curse of the Nightly Hunt
1 Curse of Oblivion
1 Curse of Bloodletting
1 Curse of Death's Hold
1 Curse of Echoes
1 Curse of Misfortunes
1 Curse of Thirst

Control (13)
3 Dead Weight
4 Tragic Slip
4 Blasphemous Act
2 Devil's Play

Other (6)
2 Altar's Reap
4 Warden of the Wall

Land (24)
4 Evolving Wilds
12 Swamp
7 Mountain
1 Island

How does this deck work?

Being a curse deck, the obvious kill is to use Bitterheart Witch and Curse of Misfortune to get Curse of Thirst into play along with 2-4 others and burn them to death. The secondary win is to beat down with small 1 power guys, deal medium damage with Falkenrath Aristocrats, and polish them off with a Devil's Play. A Curse of Bloodletting helps.

How does this deck differ from similar decks out there?

I haven't seen any other "Curse Deck" decklists, so here are a few notes about the curses:
  • No one wants to attack into Black Cats, Bitterheart Witches, or Wardens of the Wall, and Curse of the Nightly Hunt just forces the issue. This also is great in forcing your opponent to attack into a wall of wardens.
  • Curse of Oblivion is self-explanatory, but only good if you get it down early.
  • Curse of Bloodletting is a beating and pretty much ends the game 1 turn earlier.
  • Curse of Death's Hold is obviously great against tokens. I started out with 4 of them and slowly cut back on them one by one. It's just not necessary when you also have 4 Blasphemous Act. I'll still side in another one against tokens, but only 1 in the main deck.
  • Curse of Echoes is such a funny card. It feels like the best curse to get after a big Blasphemous Act when there's no pressure currently on board.
  • Curse of Misfortune is self-explanatory, but remember that its effect tiggers on your upkeep, not your opponent's. This makes it a little slower, but is still a prime target if you can instantly sacrifice a Bitterheart Witch with either Altar's Reap or Falkenrath Aristocrat.
  • Curse of Thirst and Curse of the Pierced Heart are self-explanatory, but it's important to note that it deals damage not loss of life. This is important because they both combo with Curse of Blood Letting, but more importantly, the damage can be redirectly to opposing planeswalkers. I side in both Curse of the Pierced Hearts against any deck with planeswalkers.

A few non-curse notes:
  • Warden of the Wall is just a great defensive creature as it clogs up the skies against tokens and conveniently ramps up to all your 5 drops. It can also be sacced to the aristocrat on your opponent's turn to get yourself an indestructible blocker.
  • You can get your Bitterheart Witches to die with plenty of cards, including Altar's Reap, Falkenrath Aristocrat, or a big Blasphemous Act.
  • Black Cats + Blasphemous Act are just awesome against tokens. Black Cat might be the only creature a Doomed Traveler is scared to attack into.
  • It should be noted that every creature in the deck either wants to die or can survive a Blasphemous Act. Wardens aren't creatures on your turn, aristocrats can be indestructible, and Trees of Redemption can get 14+ toughness.
  • Falkenrath Aristocrat is mainly in the deck as a instant sacrifice outlet. It's sad when one of the witches get Sever the Bloodline played on it and the aristocrat gets around this (getting a +1/+1 counter in the process). Getting in an early hit or two is also nice, but the sac effect is very important.
  • I started off with 4 Ancient Grudge instead of Naturalize, but quickly learned how annoying Intangible Virtues can be. But this deck is mainly defense, so Tree of Redemption fits in nicely.

What is your favorite thing about the deck?

Like I said, I think it's a good deck. It's a fun deck. And it also helps that everyone else's decks are geared toward dealing with tokens right now. While this deck is essentially a "creature-less" deck and lots of their cards are dead draws against this.

--But it's a shame Witchbane Orb exists because the orb hoses it so thoroughly and completely.


4 Naturalize
2 Grafdigger's Cage
2 Witchbane Orb
1 Tree of Redemption
2 Curse of the Pierced Heart
1 Curse of Death's Hold
1 Forest
2 Woodland Cemetery


  1. Love this and love curses. Im also trying to max out these puppies. Have you thought of maybe having 4 curse of thirst for the multiplier effect? Even just two thirsts and a piercing heart deliver 7 dmg a turn and can all be on the table by turn 6 and perhaps have the game over by 7-8 coupled with an aristocrat smash. Rwar!

  2. Yeah, it would be nice, but I think the deck has too many 5cc+ cards as it is. But the deck could always use some work. The thing I've been messing with most is the sideboard. Because the deck gets hosed so easily, I've been experimenting with siding out all the curses & witches (11 cards) and siding in 11 non-enchant/artifact cards. That turns all their curse hate into dead draws. But I haven't come up with something I like yet.

    Thanks for reading.