Armageddon

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal

Printings View all

Set Rarity
From the Vault: Annihilation Mythic Rare
Vintage Masters Rare
Masters Edition IV Rare
Masters Edition Rare
Starter 1999 Rare
Classic Sixth Edition Rare
Anthologies Rare
Portal Second Age Rare
Portal Rare
Fifth Edition Rare
Fourth Edition Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare
Promo Set Rare

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Related Questions

Armageddon

Sorcery

Destroy all lands.

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Armageddon Discussion

Winterblast on An illusion? What are you hiding? (STAX) (Tier 1)

4 hours ago

I don't get what you mean with the lack of green, because speed is definitely not the problem in an artifact deck like Stax. Being able to use mostly colorless mana means having access to Mishra's Workshop, Ancient Tomb, City of Traitors and Crystal Vein and the accelerating mana rocks get better as well. It's not quite as reliable as in Vintage with 4 Workshops in only 60 cards, but it's still a lot faster than having to use mostly colored mana.

As for Propaganda, I have cut and added that card numerous times, always thought I don't need it for the same reasons you stated. Can't protect planeswalkers, people will find a way to pay or destroy it...that's all correct and it works without it, until there's a need to slow down aggro, for example stuff like Kaalia of the Vast, which ignores the Moat and mostly also Ensnaring Bridge or when elves are on the table. I always felt it was unnecessary to make someone pay 2 for attacking but it brings aggro to a full stop after Armageddon and with The Tabernacle at Pendrell Vale or Pendrell Mists it's the same, because it's easy to pay the upkeep alone, but not upkeep and attacking. It feels weak but it has always worked, both with White Stax in legacy and in commander. The classic Stax builds in vintage and legacy always had a better matchup against Combo and control (Trinisphere, Chalice of the Void, Sphere of Resistance, Thorn of Amethyst, and Lodestone Golem are a threat to storm on their own for example) while having to protect extremely well against aggro. Having 40 life available is a good reason for not needing 3 or 4 Ghostly Prison like in Legacy, but it should still be at least possible to stop creatures with a land wipe imo.

I will try Spell Snare, Mental Misstep and Swords to Plowshares tomorrow. I'm not so sure about Karn Liberated because his removal ability is a minus, so he's not the late game saviour I might need. restarting the game is interesting, when you can hold for like 2 or 3 more turns but see that the system will be going down then. It's too situational and a 1 mana counter is probably better in his slot. However, Ugin, the Spirit Dragon can take out single targets with plus and clear the board with minus, while leaving most stax pieces intact and he's colorless, which means it's rather easy to cast him early.

Is there a reason why you don't play the cheap or free counterspells in your deck, although you have blue available? You probably have too little blue for Force of Will but Daze, Spell Snare, Flusterstorm, Swan Song or Mental Misstep would be fine I guess.

PurePazaak on Current Ezuri Build

3 days ago

So I have an Ezuri, Claw of Progress build, myself. You should check it out! I'm gonna give you some ideas, as I may have a few more experience counters than you xD

The suggestions I make are from my list, but I won't mention any cards outside of your budget. Let's get started!

This is alphabetical, not in order of relevance:

  • Avenger of Zendikar is a bomb! He usually produces 7 tokens (sometimes more, rarely less). That's 7 Ezuri triggers! A great way to spend some mana.
  • Birthing Pod is good; in my opinion, it is secondary to Yisan, the Wanderer Bard (more on him later)
  • Breeding Pool is in your sideboard, but is a little out of your budget. If you're willing to buy it, there is absolutely no reason to leave it out of your deck
  • Cyclonic Rift is an auto-include, as you are playing a blue EDH deck
  • As brian.olson542 mentioned, Fathom Mage is amazing with Ezuri. It's the best card draw you'll get
  • Green Sun's Zenith is amazing if you have enough green creatures to make it relevant. Tutoring is important in Commander, especially with a toolbox build (Ezuri can easily be a very effective toolbox). If you have too many blue/artifact creatures, I would go for other tutors
  • Hinterland Harbor is from my favorite cycle of lands. In a 2-color deck, it will usually enter the battlefield _UN_tapped, without having to Shock yourself. Wonderful!
  • You would be amazed at just how useful Kiora's Follower is. Got a tapped Simic Growth Chamber, Sol Ring, or Oran-Rief, the Vastwood? No problem :) Of course, it can also untap any creatures you have, as well as tapping an opponent's artifacts/creatures. So much utility in one little creature!
  • I am familiar with Lifecrafter's Bestiary (or the Pokedex, as I call it). However, I have not tried it in my Ezuri Claw build. I'd be interested in seeing how it plays out!
  • Murkfiend Liege is definitely not as good as Seedborn Muse, but it is also 90% cheaper, so that's okay
  • Mycoloth is one of the best ways to get more counters! You needn't devour anything as it enters, though you certainly may. Just dump XP into it, and you get some tokens, which gives you more XP, which gives you more tokens, which gives...
  • Panharmonicon - yesyesYES!!! This card is bonkers! Creatures that create tokens when they enter the battlefield (i.e.: Avenger of Zendikar) will create twice that amount! But wait - There's more! Those tokens will trigger Ezuri TWICE! For those of you following along at home, that's FOUR TIMES the Ezuri triggers for those tokens. You can't afford to pass that up!
  • Rashmi, Eternities Crafter really doesn't play with Ezuri, but it is an A+ Simic card.
  • PUT IN Sage of Hours!!! He is an infinite combo, and a win condition. If you have 4 XP, play Sage, get another XP, enter combat, place 5 counters on Sage and remove them instantly, take an extra turn. Then do the same thing next turn. Then the next. Then the next. You see where i'm going here? It's infinite turns, my friend. There's no cooler way to win (well... except for Now I Know My ABC's... but that's a different deck)
  • I don't usually like taplands, but I make an excuse for Temple of Mystery. The artwork alone keeps it in, and the scrying is noice
  • Yavimaya Coast is another solid and inexpensive option for mana

This is kinda alphabetical... but not really. _()_/

Whew! Well I gave you a lot to think about, there. feel free to ask questions about anything I've suggested; I'd be happy to give you examples from games I've played, etc. Good luck, and happy deck-teching!

RazortoothMtg on Pattern Recognition #30 - Regeneration

4 days ago

Pyramids still stops Stone Rain from happening, in the oracle text the key word is "Instead", making the effect of removing all damage from the land a replacement effect that replaces the destruction of the land. So Pyramids still stops Demolish, Sinkhole, Creeping Mold, Armageddon, Erosion, Ark of Blight, or Strip Mine. Also, speaking of which, maybe do an article on Land Destruction? How it started off as Black and White, then shifted into Red and Green, with blue randomly getting Erosion and Annex.

Emzed on Sidisi Brood Tyrant EDH

4 days ago

I wouldn't run many counters, maybe 2-5, but they are the best tool to stop game winning plays like Tooth and Nail, Cyclonic Rift, Armageddon or Time Stretch, so i think it's wise to have at least a couple. But be conservative with them, while a Swords to Plowshares or Dig Through Time might look tempting, i recommend preserving counterspells only as a last measure against absolutely crucial spells.

theindigoeffect on Uril's Revenge

5 days ago

Typically, Armageddon is no match for cards like Counterspell, so if it's legal, we play it: our decks have become better as a result. If you're really trying to be competitive, I don't see why you'd exclude certain cards, instead finding ways around them. That being said, I'm just experimenting: this isn't the final version of my deck.

Wild Research was a recent addition: it's on its way out, and I haven't used it in an actual game.

Boros Charm is quite good.

JaceTheSwagSculptor on Uril's Revenge

5 days ago

That's some casual play group if you have people running around casting Armageddons lol.

On another note, it does seem like we're having difficulty understanding one another.

No one's suggested Silverblade Paladin and Battle Mastery yet, so I'll throw those out there.

Emzed on Uril's Revenge

5 days ago

If MLD is such a big factor in your meta, Boros Charm could make a nice inclusion. The double strike mode can help kill the MLD player if you are fast enough, the 4 dmg mode isn't great but can occasionally snipe a planeswalker, and the indestructible mode is a nice safety net against both Wrath of God and Armageddon effects.

nyoumans on Uril in control

1 week ago

cool, thanks. I keep going back and forth on it. Stony Silence is an auto-include for me. My build is a little more creature heavy, so I don't run Winds of Rath anymore. It has never served me when playing at a spiky table. I prefer to play other sweepers like Creeping Corrosion, Armageddon, and Grasp of Fate (obv only a semi-sweeper).

I can only recommend running Cartouche of Strength. It has been good every time I've played it.

Also, any thoughts on putting Gaddock Teeg in the deck?

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