Abrupt Decay

Abrupt Decay

Instant

This spell can't be countered.

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

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Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Rare
Modern Masters 2017 Edition (MM3) Rare
Return to Ravnica (RTR) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Abrupt Decay occurrence in decks from the last year

Modern:

All decks: 0.2%

Golgari: 2.48%

Legacy:

All decks: 0.51%

Commander / EDH:

All decks: 0.05%

Golgari: 0.48%

BUG (Sultai): 0.66%

Abrupt Decay Discussion

jaymc1130 on Chulane iCameo (cEDH Primer)

1 week ago

Apotheosis

How fast a combo is is irrelevant for the most part in cEDH. At least true cEDH where the pilots are highly competent, professional caliber players, piloting extremely well constructed decks. The reason for this is that turn 3 wins are largely a figment of the amateur playing population's imagination. In true competitive settings all 3 of your opponents have interaction for your combo attempt (because the wealth of it available in cEDH is crazy) and this interaction is more mana efficient in most cases than the combo initiation elements (Flash pre banning, Oracle+Consult, Doomsday, etc). These quality opponents aren't tapping out to play an irrelevant card on turn 2 the way the vast majority of the amateur cEDH tends to, they aren't ever tapping out, in fact, after turn 1. Since they almost always have interaction, you have to fight through 3 people's interaction, and they always have mana up for interaction the situations where a pilot could even ATTEMPT one of these glass cannon win lines on turn 3 is basically zero.

Quite literally zero in the case of true competitive settings. Any attempt to do so results in a stuffed attempt, you being tapped out, some of the other opponents being tapped out, most players spending a load of interaction, and the player next in turn order priority typically being able to win on the spot since everyone else is out of gas and they get to untap. While it's important to have efficient combos for these situations where everyone else misplays something horrible and you can then capitalize for an easy win, this is NOT something that happens in true competitive settings. If you're looking at videos on youtube and think things like Commander Clash, Playing with Power, or even Laboratory Maniacs are true competitive games then you would be very mistaken. Lab Maniacs is about the best out there, but they make a ton of mistakes and misplays in every video (in addition to many of those same videos highlighting the point I'm making about the effectiveness of being the first to attempt a combo being a fundamentally incorrect choice, or even the second or third, and certainly a catastrophic misplay when attempted on turn 3 in settings that are even moderately or highly competitive).

Since being fast is largely irrelevant, but being efficient is relevant, it's fundamentally incorrect to attempt fast glass cannon combos in cEDH except in the circumstances where you're opponents are all less skilled pilots playing sub par decks (if everyone in your group isn't playing blue as a color, for example, this is NOT a competitive setting, it's a high power setting at best.) Also, since such aggressive lines are fundamentally incorrect a pilot is always better off playing a more conservative style that focuses on attrition. Since you can't ever (except in crazy narrow, highly unlikely circumstances) force any thing through 3 opponents then you'll win a much, much, much larger percentage of games per 100 played by rolling with a strategy that focuses on running your opponents out of resources to do anything relevant before attempting any kind of a game winning line. In these circumstances mana efficiency is certainly good, but speed with which a combo can be employed is irrelevant, and more important than either is how card slot efficient the win line is (thus leaving more room in the deck for interaction and improving how easy a combo win line is to employ).

We've got over 1000 cEDH games in our database and in that sample size over the last 2 years Consult lines are managing to win about 20% of the time they are attempted. It's a line that, in true competitive settings, will lose the game for you 4 times out of 5. That percentage has come up a little bit since the printing of Oracle, but we're talking 1 and a half percentage points due to the fact that you can't just Abrupt Decay or Swords to Plowshares the Maniac in response to the Forbidden Tutor. Not all that significant since the vast majority of the time the interaction was already aimed at the tutor itself as it was easier to interact with.

jaymc1130 on Yorion or Lurrus for best ...

1 week ago

I've been playing a fair amount of Modern with companions to get a feel for the format with their inclusion and although the prevailing opinion seems to be that Lurrus is the best performing companion I'm not so certain it's that clear cut.

I'm actually starting to trend toward Yorion being the best companion in Modern.

The 80 card restriction is less restrictive, and the downside of a larger deck is very negligible in the majority of cases. Both companions lend themselves very well to a value based game plan approach, but Lurrus is limited to a single use of a single card once per turn while Yorion flickers whole boards and can get wildly out of control with flicker looping generating 4, 5, 6 extra cards a turn with scry effects, token generation, no downside planeswalker activtions, etc. Yorion is also much tougher to kill off due to immunity to Fatal Push, Lightning Bolt, Abrupt Decay, etc.

Then there's some more recent tournament data that suggests Yorion decks are slightly out performing Lurrus decks at the top level of play.

I honestly think this might be the more potent of these two companions for Modern.

RNR_Gaming on Perfection of the Machine

2 weeks ago

The tool doesnt seem too bad actually. Though there are some easy upgrades you can make to it.

Bolster your removal suit with these

Abrupt Decay

Assassin's Trophy

Hero's Downfall

Amp up your draw power with

Phyrexian Arena

Necropotence

Harvester of Souls

StopShot on Legendary Equipment - Custom Card ...

3 weeks ago

@abby315, Ah, no the formatting is correct if you check the oracle text of Splinter Twin on Gatherer.

I get what you're saying about Splinter Twin being a risk as its easy to get 2-for-1 if you're the Twin player. I tried to replicate that here where you could destroy the equipment with the copy ability on the stack which would cause the combo player to lose the creature later due to the ability. This 2-for-1 only works for artifact removal however.

Do keep in mind Kiki-Jiki, Mirror Breaker does exist in the format as there's no way to 2-for-1 that set-up and both my custom card and the Kiki-Jiki setup can only be pulled off no earlier than turn 5 which is pretty slow/late in the Modern format. While my custom card doesn't die to creature spot-removal like Kiki-Jiki, it does get removed easily to a wide myriad of format staples such as Inquisition of Kozilek, Natural State, Abrupt Decay, Smash to Smithereens, Abrade, Stony Silence, Kolaghan's Command, Rakdos Charm, Collector Ouphe and Karn, the Great Creator. There's also been more cards printed since Splinter Twin's banning that could be effective at countering the strategy that weren't present before such as Dovin's Veto, Authority of the Consuls, Thalia, Heretic Cathar, Fry, Unmoored Ego, Trespasser's Curse, Harsh Mentor, Wilt, Force of Negation, Tyrant's Scorn, Spell Queller, Aether Gust, Sorcerous Spyglass, Cindervines and Assassin's Trophy. Given the card pool and turn 5 being the earliest the combo can go off, is the late-game flexibility too strong?

Also this card is designed for Modern competitive and casual EDH value, but more emphasis on Modern.

Flooremoji on Sultai Ninjas

3 weeks ago

Four AT seems pretty high, it's just decent as a two mana removal spell becuase of the mana it gives to your opponent. It's greatest strength is it's flexibility, I think you could replace two with Abrupt Decay because of how much better it is against creatures.

TristanCVena on Golgari Graveyard

1 month ago

Looks really fun! I know this is a budget deck, but if you're willing to splurge a little bit, a few Grim Flayers would really give this deck a boost, maybe even an Autumnal Gloom  Flip, but that's iffy. GB is also really good at killing stuff, so toss a couple of their destroy spells in there, for cheaper options maybe something like an Abrupt Decay (again if you're willing to spend a bit), but if not, a Putrefy would give this a boost. Would also probably toss in a couple more ways to fill the yard, like a Satyr Wayfinder, or Commune with the Gods.

xSKINCOLLECTORx on

1 month ago

Mesmeric Orb might be good, Entomb is definitely missing here.

Mortify should be a Generous Gift and Utter End could be Mythos of Nethroi

Gravebreaker Lamia and Fauna Shaman and Corpse Connoisseur seem good to choose what goes in the yard when you need it. i like Tortured Existence to trade dudes in hand for dudes in yard. Stitcher's Supplier can help feed the yard and is great to clamp. Golgari Thug has been doing a lot of work for me lately

i would consider Abrupt Decay and Assassin's Trophy if you could get them

djroguelike on Maverick

1 month ago

Joguei 3 "ligas" com o que acabei chamando de Kitchensink Maverick: 3-2, 2-3, 4-1. Kitchensink pois coloquei todas os hatebears possíveis para valorizar Once Upon a Time. Mesmo assim, a lista ficou no meio do caminho, pelo número grande de non-creatures no maindeck.

As opções com preto são muito boas: Abrupt Decay é melhor que Council's Judgement, Plague Engineer vira jogos, e até Dark Confidant tem seus momentos: em uma partida eu estava com 4 de vida e o oponente tirou um Bob da minha mão porque ele chama muita atenção.

Mas eu não tenho como jogar com preto, então tenho que pensar em uma lista GW por enquanto. Hexdrinker é ótima, sempre foi bem, mas acho que contou com o desconhecimento somado ao layout podrera do MtGO, que não deixa ver que no level 8 é proteção contra tudo; é um mana sink que vale à pena. E por falar em mana, Gaea's Cradle é melhor que Ancient Tomb mesmo (quem diria). Questing Beast foi outra carta que brilhou, ótimo alvo para GSZ no final do jogo.

Vejo 3 cartas de Ikoria com potencial:

Lurrus of the Dream-Den: é um Ramunap Excavator melhor. Além de garantir os land drops, pode trazer de volta hates específicos, principalmente Qasali Pridemage, que na maioria das vezes está no cemitério pois é preciso sacrificá-lo para obter o efeito da carta. Funciona bem com Mishra's Bauble, pois garante uma carta no turno que entra em campo. Acho que uma cópia será padrão em todas as listas Maverick.

Fiend Artisan, que já está caro, tem o potencial de transformar um dork em qualquer hate que não seja verde. Há a dúvida na comunidade se, se for para jogar com ele, não é melhor jogar com Finale of Devastation de uma vez. Existe uma sinergia em sacrificar uma criatura com o Artisan e trazê-la de volta via Lurrus que parece interessante. De qualquer forma, os hates que não verdes que geralmente vamos atrás são Plague Engineer e Sanctum Prelate, sendo só uma opção para GW.

Vivien, Monsters' Advocate: A comunidade não gosta pela lealdade baixa, mas eu curto bastante a informação grátis da habilidade passiva. 5 manas é bastante coisa também, mesmo com um token 3/3 com habilidade. Acho que é uma carta forte e cara, e cada um vai usar a que preferir.

Vejo duas opções de listas agora: uma é GW Kitchensink e outra com Lurrus como companion. Vou testar a segunda assim que obtiver acesso às cartas no Manatraders.

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