Armageddon

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Armageddon

Sorcery

Destroy all lands.

plakjekaas on How Good is Death Cloud?

1 week ago

It's a great fit for Tergrid, God of Fright  Flip, but most people would look the same at this as Armageddon. It resets the board for almost every resource available to play the game further, so if you have no creatures, no lands and no hand remaining and so does nobody else, the game is just slow to continue and even slower to end. If you aren't trying to break that symmetry, you're just wasting the time of all players involved, which most players will not thank you for.

legendofa on Has WotC Been Doing a …

2 months ago

A (kind of) quick explanation:

Commander tends to encourage and support large creatures, fast combos, and accumulating resources (life totals, board presence, cards in hand, mana) to survive and defeat three opponents at once. 's strengths are rapid massed attacks and technical combat, defensive structure, and restricting opponents' options. Its long-term weaknesses include smaller than average creatures and reduced ability to generate resources quickly. This made it very poorly suited for EDH (now know as Commander). It was seen as a fairly viable support color for slower control decks, but unable to support a deck on its own and generally "unfun," with effects like Rule of Law, Armageddon, and Ghostly Prison only serving to stall and draw out the game. could set up a lock, but not provide many threats of its own to actually end a match. This meant that -centric decks were slow themselves and made everybody else slower, shutting down a match without providing closure.

Commander's increasing popularity and the strong advantages that , , and had over and in that format meant that these colors were often seen as weak and underpowered, even when presenting powerful options in Standard, Modern, and other formats more suited to their strengths. WotC responded by experimenting with ways to increase the viability of and in Commander without making them too strong in other formats.

I think they've done a reasonably good job overall, although the Legacy initiative decks probably represent a misstep, along with Smothering Tithe. Standard, Modern, and Pioneer have not seen an influx of cards drawing multiple cards each turn, while -centric decks are increasingly viable in Commander, although still need support at the highest tiers. Commander has always been a casual, highly variable format above all, where personal expression is encouraged as much as any mechanical balance. Still, the process is still very much in its experimental phases, and trial and error is the most cost- and production-efficient method of expanding 's (and every other color's) area of expertise.

Imagine if the fan-made format catered to 's and 's strengths. In this hypothetical, instead of trying to use all their old weird cards, the creators simply wanted to play as many different games as possible. Call it Rapidfire format. Life points start at 15, and the decks are singleton 45-card piles that use the colors of their commanders. Here, and are powerful, while and would need a lot of help--mill might be acceptable, but that's it. This little thought experiment is just trying to show that the apparent weakness of is simply residue of a single popular format that reduces its strengths and amplify its shortcomings.

This post was a lot shorter and less rambly when I started writing, I swear.

jethstriker on Has WotC Been Doing a …

2 months ago

I think some players are misled by the belief that the only true form of card advantage are by direct card drawing. Cards like Wrath of God, Balance, Armageddon, and Land Tax can create card advantage if rightfully used or abused. And they all exist almost right from the beginning of the game. You just have to widen your perspective that card advantage comes in different forms, not just card drawing.

SufferFromEDHD on Mana Rock Tribal

3 months ago

This deck is begging for land destruction Armageddon Catastrophe Desolation Angel Sunder

Rise and Shine potential win condition

Gidgetimer on Why Are So Many Recent …

3 months ago

To limit power, increase difficult decisions, and impose an additional cost. It opens them up to sorcery speed removal on opponents' turns and makes you commit your resources. It allows your opponents to act upon both the land and the retransformed creature before you get a chance to fully utilize them. That is the dynamic they wanted, not "Dodge the Wrath of God. Unless it is an Armageddon, then dodge that instead. Also, be able to be the first one who can act at sorcery speed with all resources available."

treeforcorvus on Make this better

6 months ago

Cataclysm can work against you based on opponents' picks and though Enter the Infinite is impressive & works with Omniscience, I don't see Thassa's Oracle or Laboratory Maniac, nor do I see Grapeshot. Consider instead Boros Charm + Armageddon which most people will hate & sometimes outright scoop after.

Mana Vault is more of a risk than you might think without untap mechanics (See Derevi, last paragraph). Consider Thought Vessel or even Library of Leng.

Replace Lion's Eye Diamond with Land Tax. The latter also helps offset the pain from Need for Speed, which is a cool find.

Consider Smothering Tithe instead of Mystic Remora: Remora usually only nets a few cards at beginning, and will often slow you down more than it helps. The former performs MUCH more consistently, and will net you more mana to focus on spells and counters.

Concerning your SB: If you want to go maximum lock-stax, I'd recommend Derevi, Empyrial Tactician. Use Winter Orb, Static Orb & Stasis, use Kismet and Loxodon Gatekeeper, maybe even Elesh Norn, Mother of Machines. Use fetches + basic lands, huge ramp, and Back to Basics just to spite opponents. NB: Mana Vault smacks with Derevi.

Aldel on Biblically Accurate Angels, Abzan Edt.

7 months ago

I think I want to slowly begin leaning more on the Angelic theme but Armageddon might be taking it a bit too far lok

plakjekaas on Eminence: Do you like it …

8 months ago

Because the only way a card is problematic is if it's viable in cEDH? That's some ignorant prejudice '^^

Arahbo's eminence is not better than Edgar's. Cats may be powerful, but the ability of Arahbo can be negated by fogs, removal spells, Moat, and does nothing without a target, for which you need to invest in a board presence first. Edgar gives free board presence upon casting spells, which can only be negated by Stifles. You'll cast more vampires in an Edgar deck than you'll have combat phases in an Arahbo deck. To compare the advantage of both eminence abilities and conclude that Arahbo is the more powerful out of the two is frankly delusional.

Eminence changes the rules of the game for the user, without any cost tied to it. It's the same reason Companion is the most problematic mechanic of all time. The reason it's not a real problem like companion was in 1v1 formats, is because competitive formats don't have a command zone. If Inalla's eminence ability was obtainable in legacy, the card would be banned yesteryear.

The only reason it works in commander, is because it's a casual multiplayer format, which can correct overpowered cards with table politics. A lot of other broken cards and mechanics are fine in commander because of that. The infamous Command Zone analysis on t1 Sol Ring success rates proves that powerful effects can be mitigated by the inherent self-balancing of multiplayer formats.

I'm not advocating Eminence cards should be banned, but I will judge you for choosing an eminence commander over the plethora of other options every color has to offer now. If you choose Arahbo over, say, Mirri, Weatherlight Duelist as your cat commander, I will act accordingly because you're trying to exploit free resources I can't interact with. Your deck defines itself with this unfair advantage in the command zone, radiating its privilege from its safehouse. Just own up to that and we'll be fine, but don't deflect and argue eminence isn't that powerful, because it is. People are allowed to feel bad going up against it, just like people are allowed to feel bad when they get Armageddond.

Play unfair commanders, get treated unfairly, is all I'm saying.

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