Singleton Shmingleton - Tormenting Voice

by
Jesse Barker Plotkin
Jesse Barker Plotkin
Singleton Shmingleton - Tormenting Voice
(Tormenting VoiceTormenting Voice | Art by Volkan Baga)

Get Out of My Head!

Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. Today we're looking at Tormenting VoiceTormenting Voice, a card that for several years defined red's ability to cantrip. Until the last few years, when impulseimpulse-style effects have taken over that morsel of the color pie. Requiring you to spend a card and discard another one to draw two is card-neutral, so the value is in the selection, as well as whatever graveyard synergies you can put together. Red is the secondary spellslinger color, and so it needs instants and sorceries that can replace themselves. However, red magic demands that there be some risk. Tormenting VoiceTormenting Voice provides, forcing you to discard to get new cards that aren't guaranteed to be better.

Wild Guess
Reckless Impulse

The original version of this effect was actually in Core Set 2013, with Wild GuessWild Guess. the double-red cost stopped that card from seeing much play even in Limited, but Tormenting VoiceTormenting Voice in Khans of Tarkir made this effect playable. The first major impact this design had on Constructed was Cathartic ReunionCathartic Reunion, which enabled Modern's broken DredgeDredge engine to warp the format and leading to the re-ban of Golgari Grave-TrollGolgari Grave-Troll. Since then, these cards have mostly flown under the radar, with Big ScoreBig Score showing up in Standard for a few months and mostly no other news. But we have a critical mass in Commander to be able to rummage into our rummagers and keep the chain going.

I count seventeen cards that have the same effect as Tormenting VoiceTormenting Voice. I am not including cards like Dangerous WagerDangerous Wager or Valakut AwakeningValakut Awakening, which force you to lose your whole hand to draw, though those cards might fit well into this strategy as well. Here's the list:


Take a Wild Guess

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Instants (5)

Sorceries (10)

Enchantments (1)

Battles (1)

Big Score

The most played of these cards is Thrill of PossibilityThrill of Possibility, which shows up in 169,905 decks. That's 12% of all decks that could play it! It's simple, it's instant speed, it's easy to love. The second most played is Big ScoreBig Score with 101,105 decks, followed closely by its cousin Unexpected WindfallUnexpected Windfall. These cards allow you to store mana from one turn to another, and open up TreasureTreasure synergies as well. The least played variant, besides the new Witch's MarkWitch's Mark, is Quarrel's EndQuarrel's End, with 1,470 decks. Its top commanders page suggests that most of these decks are Lord of the Rings flavor decks, which makes sense, because it's hard to find a deck interested both in the creature and the rummage.

Thrill of Possibility
Big Score
Quarrel's End

Do You Copy?

I want to draw a distinction between two ways these cards are formatted. Wild GuessWild Guess asks you to discard as an additional cost, which opens you up to getting two-for-one'd by a CounterspellCounterspell. Thrilling DiscoveryThrilling Discovery and Witch's MarkWitch's Mark only make you discard a card as they resolve, which makes them safer to cast into open mana. However, there is an upside to the Wild GuessWild Guess style of formatting: if we can copy the spell as it's on the stack, the copy won't ask us to discard cards, since it isn't being cast. It will be pure upside.

There are several of these cards that even create TreasureTreasures as they resolve, and copying them will allow us to recoup mana or store it for the next turn. If we can copy them cheap enough, they may even net us mana.

Pirate's Pillage
Fork

So what are the best ways to copy instants and sorceries? Classics like ForkFork and TwincastTwincast are fine in this deck, but they require us to spend a whole card and two mana just to copy our Magmatic InsightMagmatic Insight. We want effects that can copy our spells consistently. The first one I thought of was Swarm IntelligenceSwarm Intelligence, which is expensive but otherwise perfect. The last chapter of The Mirari ConjectureThe Mirari Conjecture gives us the same effect as well as some value earlier. Thousand-Year StormThousand-Year Storm is the gold standard in this deck, allowing us to churn through our deck like nobody's business. Double VisionDouble Vision doesn't have the same potential as the other two, but it is cheap and reliable, and can help us dig to our broken cards.

Swarm Intelligence
Thousand-Year Storm
Double Vision

Besides these effects that let us copy spells for free, there are a few cards that give us a standing offer of a few mana to copy a spell. Riku of Two ReflectionsRiku of Two Reflections is especially nice since he can be our commander, and Izzet GuildmageIzzet Guildmage is cheap and doesn't limit how many times we can copy a spell. With all of these ways to copy spells, and now that we're playing green, there are other instants and sorceries that are totally playable on their own but also love to be copied. HarrowHarrow promises four lands for the price of one, and Nature's LoreNature's Lore and Skyshroud ClaimSkyshroud Claim can be mana-neutral if they're copied.

Riku of Two Reflections
Harrow
Skyshroud Claim

Speaking of Izzet GuildmageIzzet Guildmage, however, this card also opens up an infinite combo that will be familiar to any Pauper Commander player. If we cast an Arcane sorcery with mana value two or less and splice Desperate RitualDesperate Ritual onto it, then we can copy it infinite times with Izzet GuildmageIzzet Guildmage's second ability, since the copies will add three red mana as they resolve and pay for the ability's cost. Now, this is a three-card combo that requires seven mana and also requires us to include an Arcane sorcery in our deck, but there are some totally fine Arcane sorceries. Ideas UnboundIdeas Unbound is a fine digging spell that allows us to draw most of our deck when we combo with it, and Eye of NowhereEye of Nowhere lets us either bounce our opponents' permanents or make infinite mana by looping Sol RingSol Ring. None of the pieces are embarrassing to play on their own, and they give us a surprise kill that is very hard to interact with.

Izzet Guildmage
Ideas Unbound
Desperate Ritual

The rest of the deck can play a solid value game, drawing cards and interacting with opponents, but will often find itself with enough resources to have an almost StormStorm-like turn where it casts fifteen spells and draws between twenty and all of the cards. Since so much of the deck is digging, we will see Thousand-Year StormThousand-Year Storm or Swarm IntelligenceSwarm Intelligence a surprising amount of games, and once we get going with those cards out, we don't stop.

Hidden Gems

RenewalRenewal: This is usually a terrible card, but if we manage to copy it, it becomes a good rate. Three mana to net one land and one card is very solid.

Nostalgic DreamsNostalgic Dreams: If we copy this spell, we can discard our whole hand, and then bring back the cards we discarded with the copy. The only limit is the size of our hand or graveyard, whichever is smaller. There are also some several-card infinite combos with this, Izzet GuildmageIzzet Guildmage, and some ritualsrituals.

GeistblastGeistblast: It feels great to discard this card to one of our Tormenting VoiceTormenting Voices, since most of its value is in the graveyard. It also allows us to play without a dedicated win condition, since if we've truly gone off and have all our cards and infinite mana, we can cast Thousand-Year StormThousand-Year Storm into GeistblastGeistblast as a make-your-own GrapeshotGrapeshot.

Path of the PyromancerPath of the Pyromancer: This card is formidable on its own, but if we manage to copy it, we'll net a ridiculous amount of mana. Just don't forget to Planeswalk at the end.

Renewal
Nostalgic Dreams
Geistblast

The Decklist


Tormenting Voice

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Commander (1)

Sorceries (28)

Instants (17)

Enchantments (5)

Creatures (8)

Artifacts (3)

Planeswalkers (1)

Lands (37)

Riku of Two Reflections

This deck appeals to my tastes. Storm decks are my guilty pleasure, and I love the puzzles that they turn into. Basing an engine around copying spells also makes the deck more resilient to CounterspellCounterspells than the average spells combo deck. The Tormenting VoiceTormenting Voices play well on their own and also rock on the combo turn, and they definitely add their own flavor to the deck. I guess I shouldn't be too surprised, since these cards have found homes in thousands of decks without having to be the star of the show, but they pull their weight! I would call this experiment a success!

Until Next Time

Ajani's Pridemate

Don't forget your dice next time! (For counters and for all that extra life.) I love lifegain decks, and I love cheap aggressive creatures, so this is going to be a good week. How big can this kitty get? Find out next time on Singleton Shmingleton!

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Jesse Barker Plotkin

Jesse Barker Plotkin started playing Magic with Innistrad. He was disqualified from his first Commander game after he played his second copy of Goblins of the Flarg, and it's all been uphill from there. Outside of Magic, he enjoys writing and running.

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