ONE GREAT CARD
Curse of Verbosity
Why players don’t need to be told what to do—if the incentives are right.
Curse of Verbosity isn’t card draw. It’s incentive design.
No one says anything.
No deals are made. No alliances declared.
But when combat starts, it’s obvious.
Everyone turns the same direction.
One player gets attacked—again and again—while the rest of the table quietly draws cards.
And the best part?
You never had to ask.
SERVICES
Committed to excellence
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INSIGHT
Harnessing the Power of Greed
You don’t need to convince players to work together—you just need to make it profitable.
This card exploits:
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greed (players take value when it’s offered)
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efficiency bias (they choose the most rewarding line)
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social momentum (once attacks start, they continue)
And it turns those into coordinated action without ever asking for it.
From your side, the game feels effortless. Cards flow, pressure builds, and you remain a low priority.
From theirs, it feels obvious.
“Of course I’ll attack—I get a card.”
But that “obvious” choice is exactly what you engineered.
Parting Shot
This card isn’t powerful because it draws cards. It’s powerful because it changes what the table wants to do.
The strongest plays don’t force decisions.
They make the best decision the one that benefits you.
And once that shift happens, Curse of Verbosity isn’t just generating value. It’s quietly directing the game.
APPROACH
How we work
Here you will find deep dives on underutilized deck strategies and singular cards that fly under the radar. Let's get creative and surprise our opponents again.
FAQ
Your questions, answered
Frequently asked questions

APPLICATION
Engineer the Moment
Many players think of Curse of Verbosity as a passive value engine:
“If they attack, I draw a card.”
But that misses the point.
This isn’t about drawing cards. It’s about making one action at the table more profitable than all the others.
To get the most out of Curse of Verbosity, you’re not just placing an enchantment—you’re shaping the table’s reward structure. That’s exactly why it belongs in our Mesmerist deck.
Choose the right target
You’re not necessarily picking the strongest player. You’re picking the player:
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others can realistically attack
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others already want to pressure
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who won’t immediately punish aggression
The easier it is to attack them, the more the table will lean in.
Cast when action is possible
Timing matters. If creatures aren’t on board, the incentive doesn’t exist. But once players can attack this turns every combat step into an opportunity. Drop it when the table is ready to convert.
Convert lands into inevitability
If your payoff is just “ramp,” then you’ve overlooked this card’s potential. But, if the lands you grab enable combos or sudden threats then the choice suddenly becomes, “Lose now, or probably lose soon”.
Let value replace negotiation
Don’t need to make deals or suggest attacks. Just let the card do the talking. When players benefit from the same action, coordination happens naturally. And it’s far more reliable than table politics.
Stay out of the spotlight
You’re benefiting from every trigger, but you’re not the one applying pressure.
That distinction matters:
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The cursed player becomes the focus.
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The attackers feel justified.
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And you quietly pull ahead.


