Armageddon

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

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

Armageddon

Sorcery

Destroy all lands.

Armageddon Discussion

dingusdingo on Urza, Lord High Artificer cEDH *Primer*

3 hours ago

I found your response of calling card selections "cute" to be incredibly patronizing. You'll have to forgive my terse tone if you truly weren't trying to patronize me, but regardless, you have as much time as you need between postings to look at your deck and the suggestions. If you are truly a competitive player and this is truly a competitive deck, people should not have to spoon feed you the reasoning as to why a card works with 8% of the cards you run (I didn't even include the mediocre synergy Seat has with Sai, Master Thopterist or Fabricate ). You have to consciously put every card into the list, so they were all intentional choices you made. You should have familiarity with the cards you run, especially if you claim this to be a competitive deck. You should also have familiarity with competitive concepts, like removal that requires 2 turns and 2 mana to work is far worse than removal that requires 1 mana to work at instant speed (why run Legacy's Allure before Pongify or Rapid Hybridization ? They are both less conditional and cheaper).

A close reading of my earlier comment will also show I only had a strong tone towards the card choices and deck building ideas, not at a person. Also quick shout out to all the people swearing at me and calling me a douche, the bad card suggestions, lack of card suggestions, and ad hominems have been pivotal to the development of this list. I'm not gaining anything from writing paragraphs explaining easy includes for YOUR list, so if you want to keep flinging mud I'll simply leave you to it. If you want to talk cards, put on your big boy pants, realize that you can make an ignorant or bad card choice without being an ignorant or bad person, and lets talk winning.

Mind Over Matter is expensive to cast, and combos out with tap to draw permanents, which this list doesn't run. It's been ignored by cEDH due to the massive color cost requirement + CMC and how weak the combo pieces are outside of combo.

Riddlesmith could have value, but this list doesn't have the artifact density required. It also does absolutely nothing by itself, meaning it has no value without other pieces to make it go. Relatively weak card and any loot effect for 1 or 2 cmc will outperform in a fast format like cEDH.

Time Spiral is also mostly ignored because it doesn't generate the value you want. It isn't reusable like Timetwister , so it doesn't generate value with looping as a wincon. It requires 6 mana to cast, and you're only getting 6 untaps with 6 lands in play, meaning turn 6 as the earliest (read: 3 turns after someone else has won). Even with 3 mana and getting 3 mana back (so it effectively costs 3), it has a high initial cost which means it will sit in hand without being used, while Timetwister could be used earlier. Hits for a lot off Ad Naus and Dark Confidant , which are format staples. Mediocre replacement for twister, but you'd be better off running another 1 2 or 3 cmc draw piece that isn't already used, Sleight of Hand comes to mind for this list.

Precognition Field does the same thing as Urza but allows you to peek top of library. Just like Future Sight , the slot is literally wasted with this commander, because you don't need another infinite mana outlet. If you need help getting to your infinite mana combo pieces, you should run more tutor and draw, not a slow and expensive top of deck value engine.

Cephalid Coliseum is usually ignored because of how unreliable threshold is. Timetwister resets it, and GY hate is very common. Its a painful non-island island in the vast majority of games, and generates land disadvantage when you can use it. Coliseum has its place though; it's very useful in Doomsday decks as a low opportunity cost pile cracker and sifter, but is still sometimes passed over in those lists because of the cost of Doomsday. It can also be used in decks that run Laboratory Maniac as a way to draw on an empty library, but most ignore Coliseum because they achieve no cards in library by drawing the deck, which means they will almost definitely have a draw card they can play that isn't dependent on a land drop. Also Coliseum gets caught by all the non-basic land hate that sees play.

Darksteel Citadel is a worthwhile include if blue mana density is high enough. Dodges Armageddon and opens up same lines that Seat of the Synod does.

I also have one more suggestion. Baral, Chief of Compliance has more value in this list than Etherium Sculptor . You run a total of 32 instants and sorceries, 15 of them which can be cost reduced (the 32 matters in case opponents play a tax effect). Meanwhile, of the 21 artifacts you play, only 15 of them can be cost reduced due to the amount of 0 cost rocks. Baral also generates value on the ridiculously large amount of counterspells you run though, which makes it a more worthwhile include. If you do decide to up artifact density (and include Mishra's Workshop , which you should due to playing under Trinisphere and orb effects anyways), then sculptor may end up being the better slot.

You also really don't need future sight in your infinite lines. Voltaic Key can replace it in the Paradox Engine line, and the other line is weak anyways because its creature based (easiest permanent type to remove). Voltaic Key untaps Sensei's Divining Top while top trigger is on stack, and use Top again. Sensei's draws a card, then goes to top of library on first trigger, then draws itself on second. Assuming you have 2+ mana in rocks you break parity, on 3+ you generate positive mana. You can do a similar thing with Rings of Brighthearth and Sensei's Top, plus Brighthearth combos with both the monoliths, so it serves as a second B for the A + B of Power Artifact and Monoliths.

SideBae on I Play For Free, You Don't Get To Play!

9 hours ago

The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.

My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.

Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.

Strionic Resonator copies your generals ability... just sayin’.

If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.

With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.

Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.

If you want to get SUPER spicy, Mind's Desire and Volcanic Awakening are also good options to hit off Narset triggers. Temporal Manipulation is an extra turn card you may have missed.

Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.

Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.

I hope you find this helpful; let me know if you need clarification on any of my comments.

Good luck with deck building!

DespairFaction on Akiri-Bruse (RW) Aggro-Control

3 days ago

Hey so I am somewhat of a Boros expert myself with Aurelia being my main. Ive played your decklist 3 or 4 times and i have some questions. First one is, why run cataclysm and jokulhaups over something like Armageddon , Ravages of War , and Boom/bust? These help lockout the game when you're ahead, Cat and Jok only help when you're behind and are unplayable when you're ahead. I guess i just don't see the situation where you would want them. Next I really think you need to be running Smothering Tithe I was staring at Wheel and Idyllic tutor in my hand and I knew that would have been lethal on someone if it were in there. I also feel like without smothering tithe there weren't really good targets for idyllic tutor (outpost siege was already in play at that moment in time). Fiery confluence really has done much for me either, I replaced with Chaos warp. There were some other removal card choices that seemed odd as well, like Orim's chant. I am personally a wear/tear crush contraband, and return to dust fan if you're going to be spending that much mana. However certain metas do require things like Crush and Smelt . Also the land count seems light for the hedge mage. Ive had some inconsistent starts because of that. So yeah for me personally, I've noticed some issue in actually closing the game out and being able to stop opponents. Have you run into similar issues? What type of decks do you run against typically, since I know that can make a big different. I would guess at least some blue combo stuff with the REB and PBlast and the matrix. Rule of Law seems like it could be a strong addition especially if you are facing combo. I feel like some evasion equipments could also be really good something like a Tenza, Godo's Maul , Trailblazer's Boots or even Cobbled Wings . Anyway I wanted to get some insight on some of these thing. I am slowly working on my own list as my old one is quite outdated. But the idea is to lock up the game with land destruction, winter orb, or possibility storm.

canyonrp on Life in the Fast Gain

3 days ago

Your deck already looks miserable to play against, so I would recommend Expropriate . That card makes people want to die. The one thing is that your deck has 12 lands that come in tapped. I think shock lands or the ones from battlebond ( Watery Grave and Morphic Pool ) could be nice for getting a faster start. It all depends on your budget. Also, your deck seems kind of control-y, so maybe a slower ramp that is stopped less easily could be good. Dreamscape Artist 's ability basically just says, "once per turn cycle, one of the cards in your hand becomes Harrow ." Land based mana ramp is harder to stop because most people don't play land removal ( Armageddon ) but Artifact removal is common ( Vandalblast ). Another possible wincon for your deck is Test of Endurance , or just Fabricate as a tutor for Aetherflux Reservoir as well as any of your other artifacts. I hate lifegain. But yeah. Those cards are pretty good in my opinion.

SynergyBuild on Creating a Stax Ban List

1 week ago

First, what do you mean be stax?

There are tons of types. Often, it is in reference to a few, but there are tons.

Land destruction/land hate is a common type, but it is massive in scale is style:

Ravages of War , Armageddon , Ruination , Winter Orb , Back to Basics , Impending Disaster , Wildfire , Myojin of Infinite Rage , Decree of Annihilation , Cataclysm , Jokulhaups , Tectonic Break , Obliterate , etc.

This bleeds into more blurry lines, like Boil , which isn't necessarily land hate, but is color hate, or Blood Moon / Contamination , which are considered stax too.

Tax effects are plentiful too, Trinisphere , Nether Void , Sphere of Resistance , etc. are often considered staxy, Grand Arbiter Augustin IV , Thalia, Guardian of Thraben , Vryn Wingmare , Glowrider , Thorn of Amethyst etc. are taxing, but so are Pendrell Mists , Magus of the Tabernacle , The Tabernacle at Pendrell Vale , Kataki, War's Wage , etc. count too.

Even color hate like High Seas can count in that department, etc.


Point is, I've barely scratched the surface of the basic stax cards, not to mention synergies like Brago, King Eternal with Rishadan Cutpurse , etc.

I don't think you can ban stax.

LiquidGaming on Gideon Tribal

2 weeks ago

It looks like a ton of fun to play, did you ever consider adding in elements like Fall of the Thran or Armageddon once you have your avengers assembled so to speak?

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Armageddon occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.32%