Abrupt Decay

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Abrupt Decay

Instant

This spell can't be countered.

Destroy target nonland permanent with converted mana cost / mana value 3 or less.

wallisface on Infested

2 months ago

You’ve done well for your first brew! - here’s some of my thoughts:

  • your mana curve is very high. Modern decks typically won’t have more than 3-4 cards costing 4 mana, and run nothing above that value. Your current curve is going to lead to some very slow/clumsy turns.

  • Added to this, your land count is very low. Most midrange decks want to be running around 23-24 lands.

  • you’re running a lot of cards as 1-ofs/2-ofs instead of as playsets (4-ofs). This will lead to consistency issues and make the deck more unreliable/chaotic.

  • you don’t really have anything in the way of interaction at the moment, which is dangerous as it means basically letting the opponent do what they want. Imo you want around 2-4 playsets of interaction - cards like Fatal Push, Abrupt Decay, Assassin's Trophy, Sheoldred's Edict, Infernal Grasp, Thoughtseize, Inquisition of Kozilek.

What I would suggest for new deckbuilders is to pick 9 cards, and run playsets (4-ofs) of each of those (making 36 cards) alongside 24 lands (for a 60 card deck). For those 9 cards you want a reasonable mana curve - something like 1,1,1,2,2,2,3,3,4 would be ideal. Make sure at least 2-4 of those 9 cards are interaction pieces.

jamochawoke on Uurg eats everything

2 months ago

This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.

First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!

Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!

Terravore is nice if you never hit Cultivator in your games (or it gets hated out).

Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.

Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.

Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).

The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.

The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.

Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.

Assassin's Trophy for instant-cast targeted removal of EVERYTHING.

Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.

Casualties of War for when you need to get rid of a lot of different pests that turn.

Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.

Drown in Filth for a land-synergistic targeted removal that gets around indestructible.

Terror Tide for land-synergistic boardwipe that also gets around indestructible.

Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.

Rain of Filth for a MASSIVE spike in mana for that turn.

Worm Harvest for generating a TON of tokens off of the lands in your 'yard.

Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.

Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!

Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.

Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.

Life / Death for making an army out of your lands or pulling something out of your 'yard.

The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.

If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!

wallisface on Zombies of the Westvale Abbey

2 months ago

Your deck is lacking any real form of interaction… letting your opponent just do what they want is a really dangerous place to be! As both Read the Bones and Fog aren’t really doing anything for you here, i’d replace them both with killspells like Fatal Push Abrupt Decay, Assassin's Trophy, and/or Infernal Grasp.

Without any real graveyard shenanigans, Gravecrawler isn’t great here, and you’re probably better off with something like Shambling Ghast to provide some chump-blocking and potential ramp/removal.

thijmnesoy on Pauper Jund Midrange (based on Modern Jund)

4 months ago

very sweet list! you totally convinced me on Essence Warden and Wakedancer. The only remarks I have to this deck are that I would put Cast Down instead of Doom Blade, or even Feed the Swarm, which works kind of like Abrupt Decay since it also hits enchantments. Furthermore I would use Divest instead of Ostracize.

Then, I wanna suggest Sibsig Icebreakers as a little Liliana, in addition to Chainer's Edict

wallisface on Selesyna Midrange

5 months ago

Dylanbrickner good to hear! Good luck with the brewing. Some of my advice before was very centric on assuming this was an aggro build, so here’s some general/generic tips on building a more midrange deck:

  • Midrange decks generally value card quality above anything else - they aim to have a LOT of interaction and then a very small amount of dangerous threats, so normally around 14-16 creatures (all being high impact) in a deck.

  • Mono-Green will have a hard time running enough density of useful interaction to stall the game out in this way. You might want to consider adding either White or Black to the deck, as either of those colours have a ton of interactive spells that would easily allow your deck to thrive in a midrange environment (examples: Fatal Push, Infernal Grasp, Murderous Cut, Inquisition of Kozilek, Abrupt Decay, Assassin's Trophy, Path to Exile, Fateful Absence, Condemn, Dromoka's Command).

  • If you’re playing midrange, you have a lot less room for creatures (as 14-16 creatures are what these decks typically run). So, you want them to all have high impact. Some suggestions to consider include: Thragtusk (stalls the game, replaces itself), and Deathmist Raptor (good stats, late game they can be returned back to the battlefield when you draw additional copies).

  • The game is going to go long enough where running a Companion has a lot more value, if you can justify one. Kaheera, the Orphanguard fits your deck perfectly and should be a companion here.

K4nkato on Tomb of Annihilation (Venture into the Dungeon)

6 months ago

I have a few observations:

1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.

2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.

3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.

4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.

Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.

kremsers on She's Always Hungry

7 months ago

Playing gives you access to Abrupt Decay and Assassin's Trophy, both of which are great interaction options I recommend at least considering.

onlyjoking on Weak Sauce Graveyard

8 months ago

Apologies for the misunderstanding. Since your deck is already at the ideal size of 60 cards, that's a good starting point. Here are some specific suggestions to improve your deck and enhance its graveyard mechanics:

Add more efficient creatures: Look for creatures that provide value when they enter or leave the battlefield. Cards like Bloodghast, Stitcher's Supplier, or Glowspore Shaman can help you fill your graveyard and provide additional creatures for Lumberknot's growth.

Include recursion: Adding cards that allow you to retrieve creatures from your graveyard can be beneficial. Consider cards like Eternal Witness, Gravecrawler, or Phyrexian Reclamation to bring back key creatures from your graveyard.

Enhance graveyard filling: In addition to the mentioned Grisly Salvage and Mulch, you can also consider cards like Grisly Salvage, Satyr Wayfinder, or Glowspore Shaman. These cards will help you fill your graveyard while providing additional benefits.

Consider a sacrifice theme: Adding cards that allow you to sacrifice creatures can provide additional value and fuel your graveyard strategy. Consider cards like Viscera Seer, Altar's Reap, or Carrion Feeder to sacrifice creatures and gain advantages.

Improve removal options: It's essential to have efficient removal spells in your deck. Consider cards like Assassin's Trophy, Abrupt Decay, or Victim of Night to deal with problematic creatures or other threats.

Include graveyard hate: Since you're relying on graveyard mechanics, it's a good idea to include cards that can disrupt your opponents' graveyard strategies. Consider adding cards like Grafdigger's Cage, Tormod's Crypt, or Scavenging Ooze to prevent opponents from utilizing their graveyards.

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