Skip to content
Moxonomy

Curse of Thirst

Enchantment — Aura Curse4 generic manaBlack mana

The whole effect is a feedback loop you have to build by hand. One Curse attached deals one damage a turn, which on its own is a five-mana enchantment that asks the better part of a game to matter. The payoff scales with every other Curse stuck to the same player, so the card is openly a build-around for a deck that treats Curses as a subtheme rather than a one-off, each new aura raising the recurring tick on this one. That makes it a card about commitment to an archetype that rarely had the depth to support it: the Curse pool across black's history is thin, and most of those auras want to point at the same head for the payback to compound. The damage also lands on its own schedule, at the enchanted player's upkeep, which keeps it slow and inevitable rather than reactive. It cannot punch through anything fast, and it does nothing the turn it lands; what it offers is a clock that climbs in a multi-Curse shell and stays a footnote everywhere else. As a design it sits at the honest end of the Curse cycle: the reward is real, but it is gated entirely behind how many other Curses you were willing to assemble first.

Curse of Thirst (prm)
PRM · #43499uncommon
Pricing
Normal:
Foil: $3.35
Oracle Text

Rules text

Enchant player At the beginning of enchanted player's upkeep, this Aura deals damage to that player equal to the number of Curses attached to them.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

2 sets
Quick navigation
move selectesc close