Armageddon

Armageddon

Sorcery

Destroy all lands.

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Printings View all

Set Rarity
Masters 25 (A25) Mythic Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
From the Vault: Annihilation (V14) Mythic Rare
Vintage Masters (VMA) Rare
Masters Edition IV (ME4) Rare
Masters Edition (MED) Rare
Starter 1999 (S99) Rare
Classic Sixth Edition (6ED) Rare
Anthologies (ATH) Rare
Portal Second Age (P02) Rare
Portal (POR) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Oldschool 93/94 Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Armageddon occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.32%

Armageddon Discussion

smilodex on THE WAY OF A JESKAI MONK [cEDH PRIMER]

2 days ago

@ByronTomas: Dude, calm down, let's have a normal card discussion.

At first: 5 games are a pretty small sample size to speak about things and I'm sure you didn't always draw the resonator... Let's just compare strionic resonator with Mind's Desire in a vacuum. It's almost every time better, because you can hardcast it, you can play it before you cast Narset, instead of stucking a card in your hand for 6 mana. Activating the resonator for 2 mana guarantees you almost always a win because you have 2x Narset activations what granting you to look at 8 cards to look for an extra turn spell. Yes the resonator is a bit a win more card, but you have to understand it as a combo piece to ensure chaining into Omniscience. Atleast it's better than Stitch in Time. I don't get your point... after an Armageddon or a Tragic Arrogance there are only a few decks who can recure themselves from that point and against hermit druid or graveyard decks I play Scavenger Grounds or if my meta is full of those decks I tech in cards like mentioned in Metachoices: Rest in Peace or Grafdigger's Cage.

Your Decree of Silence is a very expensive counter against those interactions and does nothing vs a hermit druid^^ But there are some cases where this card finds his place.

rdean14 on Card creation challenge

6 days ago

Referencing Green's Hexproof, as well as Reality Smasher, using Sphinx of New Prahv's formatting:

Kessig Porcupine

Creature - Beast

As an additional cost to cast a spell that targets Kessig Porcupine, that's spell's controller must discard a card.

3/2


I imagine this would be a solid common in limited formats. Esp. with auras and mutate.


I'd like a card with one short line of text.

I love Armageddon, Murder, and Wrath of God for their epic look. I want a card that would look great like that. Btw, I absolutely hate tjhe fact that the un-keyworded "Bury". Damnation Could look epic just like the Wrath of God before... I digress...

Vimozahr on Atraxa Shutdown Control

1 week ago

2 Tonnes of Manarocks and no Armageddon? :-b i reccomment this.

Maybe Tangle Wire?

Maybe a Land Tax? Advantage with that many Basics ;)

Grind on One to rule them all

2 weeks ago

Your commander would make me want to run Sunder+Thought Vessel or Armageddon+Crucible of Worlds

rdean14 on Card creation challenge

3 weeks ago

A white Ramp card! based on Balance:

Parity

Sorcery

Each player searches their library for X basic land cards, where X is the difference between the the number of land cards they have and the number the player who controls the most controls. Each player puts all cards searched for this was onto the battlefield tapped. Each player who searched their library this way, shuffles their library.


It doesn't give you mana advantage, but does prevent you from falling behind, and can be used before your land drop, to give you an advantage. Teferi's Protection would make it so you'd search for all lands, and have yours phase in next turn, creating real mana advantage. Skybind, Flickerwisp, Ghostly Flicker, or Ruin Ghost all work well. Also, as you know you're running this, you can use Zuran Orb and Planar Birth, which already work well with Armageddon, which you run if you hate humanity, like I do >:)

Emeria, The Sky Ruin and Emeria Shepherd both synergize well with this card, as well as landfall in general.

SideBae on Angels, Demons, and Dragons, oh my.

4 weeks ago

I agree with multimedia: Two-mana mana-rocks are really important in EDH, as long as you're not in green. My first instinct here is to add more of them, and upgrade the three-drop rocks to two-drops. Three-drops like Commander's Sphere and Chromatic Lantern aren't as good, since they don't allow you to cast your general turn three. Consider some adding some of the following: Talisman of Conviction, Talisman of Hierarchy, Fellwar Stone, Talisman of Indulgence, Arcane Signet, Everflowing Chalice, Mind Stone...

I like Crackling Doom, since to be good 2+-for-ones are necessary in EDH (since you have 3 opponents). Fire Covenant and Kolaghan's Command are also fairly powerful, the former more than the latter. Wear / Tear is also a RW staple.

There're some lands I think you missed. Savai Triome is almost strictly better than Nomad Outpost and could probably replace one of your basics. Mana Confluence, City of Brass, Reflecting Pool, Forbidden Orchard and Exotic Orchard are also funny, though the first few are kinda expensive. If you have $10 and want to get spicy, Shizo, Death's Storehouse can replace a basic Swamp and will give your general more evasion. I also think you can cut one to three lands if you put in more artifact-based ramp, since this'll make your deck faster. Slow-fetches like Rocky Tar Pit, Mountain Valley and friends are also on the table, since they can get Smoldering Marsh and Savai Triome (if you run it).

Alternatively, you could consider the "moon" plan. Blood Moon and Magus of the Moon can be back-breaking against a lot of decks, and if you design your deck right you can still run them in a three-color deck. Running snow-covered lands and Arcum's Astrolabe can help, and your signets/potential talismans are all good ways to smooth out your colors. Ruination is similar. If you want to go hard (I like pushing my decks to be as good as possible), consider Armageddon and Ravages of War: those can end a game if your general is out, since you can prevent a response.

Depending on your meta, you may want to consider cards like Cursed Totem. If you're playing against a green player (who is playing dorks, which they 2,000% should), this will shut down Elvish Mystic etc. and slow them down like crazy. It also shuts down Jace, Vryn's Prodigy  Flip shenanigans and other abilities.

Maze of Ith is similar to Reconnaissance; you can use it on your own dudes, too.

Depending on your deck budget, you may want to consider Demonic Tutor, Vampiric Tutor and/or Gamble. They're all better than Diabolic Tutor.

Depending on your meta, consider running Boil, Red Elemental Blast and Pyroblast. My meta is very blue-heavy and I suspect most are, so at least Red Elemental Blast is generally a safe bet.

Some other demons/dragons/angels to consider: Sire Of Insanity, Archfiend of Despair, Razaketh, the Foulblooded...

Deflecting Swat seems like a good way to protect your general from spot-removal.

Last card I can suggest is Cataclysm. It's good for wiping the board once you've landed your general, and making people lose their lands serves as protection for her. Also note that it totally wipes planeswalkers.

Good luck!

Raging_Squiggle on Understanding Card Prices

1 month ago

Three Visits and Nature's Lore, and Ravages of War and Armageddon are also examples of why 3 kingdoms should have more copies made. Lol

Balfagore on Zur's Prison

1 month ago

I've found that players respond to Zur as if he is going to be evil anyway, so you might as well play what you need to protect him. I've found out long before I tried making my EDH decks competitive that players who know what certain commanders can do, will play as if those commanders will do those things. Once he is on the table, the objective is to protect Zur, and while counterspells do that well, resource denial/tax does better. Cards like Mana Breach and Energy Flux are Zur targets that will simultaneously help to shut down opposing decks while protecting Zur by hindering their mana base, and they are amplified by a well timed Armageddon

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