|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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Madness (If you discard this card, you may cast it for its madness cost instead of putting it into your graveyard.)
Avacyn's Judgment deals 2 damage divided as you choose among any number of target creatures and/or players. If Avacyn's Judgment's madness cost was paid, it deals X damage divided as you choose among those creatures and/or players instead.
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Avacyn's Judgment Discussion
Ryjo on Raptor Burn
2 months ago
I see a few cards in your list that will rotate out when Ixalan rotates in. Cinder Glade and Game Trail rotate out, so you will probably want to switch them out with Sheltered Thicket and Rootbound Crag. Aim High is also rotating out, Gift of Strength might be a suitable replacement. Avacyn's Judgment also leaves, so you could replace it with Shock since it domes your opponent the same. Arlinn Kord is going to be hard to replace, but maybe Samut, the Tested would work.
I like the deck, but I think a few of your cards are working against your burn theme.I don't think you'll be able to flip Growing Rites of Itlimoc with only 9 creatures in your deck, and Makeshift Munitions doesn't have enough creatures/artifacts to consistently be of use, and even when you have it and creatures, you lose out on damage by sacrificing your creatures. I think adding in Rampaging Ferocidon and filling out your Ranging Raptors would be a better use of those 6 slots. And while Bonded Horncrest seems good as a 5/5 for 4, Ripjaw Raptor will probably be of more use to your deck.
2 months ago
I am using Fiery Temper aswell as Avacyn's Judgment because I can almost always pay the madness cost using my discard outlets: Oona's Prowler, Ravenous Bloodseeker and Tormenting Voice. Fiery Temper is mainly my first pick because of Tormenting Voice which lets me cast it while digging my deck for either the mana I need to cast Barren Glory or Barren Glory itself.
2 months ago
Exsanguinate would go well with all the mana acceleration.
Collective Brutality is versatile.
Maybe look into some madness cards. You have plenty of outlets for being able to cast the madness cost.
Voldaren Pariah, From Under the Floorboards, Stromkirk Occultist, Bloodhall Priest (I think might be one of the best fits), Incorrigible Youths, Avacyn's Judgment, I could go on with some more but I feel like I'm suggesting too many at once haha
2 months ago
Nice deck! +1
2 months ago
Post first draft, just about to switch to second draft:Thoughts on various cards:
Given the possibility of opening Cryptic Serpent (which is actually a blessing in some situations), by the time I draw this card, it's a 6/5 for an average of about 3 mana. Taking out the possibility of opening with it, I feel like it would be about 2.6. For a 6/ that's amazing!At its worst, Enigma Drake is a 0/4 defender with flying. In a deck like mine, its power goes up quickly. Late game, it can be a 3 mana drop for an 8/4. The unchanging nature of its toughness is somewhat problematic, but it becomes a scary heavy hitter that can kill almost any individual attacker.The only issue with these two is that they are highly vulnerable to generic creature removal, but this also helps draw attention away from my other creatures, which, given the effective mana costs of these two creatures makes this less of a blow than it should be.
Thermo-Alchemist and Gelectrode: The Ping Twins, the bread and butter creatures of my deck. Thermo-Alchemist is a pretty good defender, can ping a player during their end phase, and can do a lot of damage if lots of instants/sorceries are played.Gelectrode is probably the truest creature face of my deck. Relatively cheap, unassuming, incredibly powerful for its 0/1 stats, its ability to ping anything for 1, and untap like Thermo-Alchemist does is super helpful. It can't defend like [Thermo-Alchemist], but it can take down a large number of small creatures or 1 large creature in a single turn, especially when paired with burn spells.
As much as I want some sort of Chemist in my deck, Mercurial Chemister is too often a dead draw for my tastes. Its blue tap ability is fantastic, especially when paired with Niv-Mizzet, the Firemind, and its red tap ability can deal with huge creatures, but it tends to be a little too limited, and Mercurial Chemister is too vulnerable and expensive for what it is.
Niv-Mizzet, the Firemind, on the other hand, is amazing. He's expensive, and I still don't really like his vanity (which is weird, considering that some of my favorite people are very vain) and how he runs the Izzet Guild (which, I understand comes from a general misunderstanding of the nature of Science, as his methods of running the guild would actually strongly discourage the kind of wildly free exploration he desires), but this version of him is lovely in this deck. Yes, i've heard that Niv-Mizzet, Dracogenius is better, but for this deck, the Firemind version is lovely. One free point of damage for every card draw makes my deck extremely dangerous. I can draw a parge number of cards per turn using instants and/or sorceries, and alongside the Ping Twins, can completely wipe the board or do massive damage to finish off a player. He is a massive target for creature removal, especially counterspells, as a RRUU2 is gonna show up later than sooner, but that still protects my other cards (and flavor wise, is Nivvy stepping down to let his researchers do the job).
Avacyn's Judgment works well with the Ping Twins, but being a sorcery limits its usefulness. Maybe less than I think, because I rarely leave untapped lands at the end of my turn, but not being able to hit opponents and their creatures on their turn can be limiting sometimes.
Blast of Genius is nice, but kind of too expensive for what it's worth. Draw three, discard one to burn a player/creature is nice, but it's been a dead draw a lot of the time, and so it may be better to replace it with a larger number of smaller draw and burn spells.
Electrolyze is fantastic. I was right to put it at 4. It would be nice if I could choose to double up on draw or burn instead of going half and half, but an RU1 card that could do 1 draw 2 divided burn, 2 draw, or 4 divided burn would be insanely broken in a deck like this, so i'm more than happy to use it!
Invoke the Firemind, oh Invoke the Firemind, i'm so sorry! I wanted to like you, because flavor wise, you're everything I want! Massive draw or massive burn? What's not to like? Well, it's way too expensive. RUU2 for 2 points of burn that can't be divided, or RUU2 for 2 draw? It's versatile, but not as much as I thought. Having to decide between burn or draw, and not even being able to divide the burn up, makes this way too expensive to run as anything more than a one-off, and only for flavor.
Divination is nice, but not too many copies.Serum Visions is one of those cards that, if it wasn't as expensive (cash wise), i'd consider running 4, but only if I didn't mind feeing too cheap. Arguably, it's an expy of Ancestral Recall/Ancestral Vision, but if so, a far more balanced version. Still, even if it might not reach its full potential in this deck, one blue mana for a draw and Scry 2 is extremely good.
I kinda like the flavor of Take Inventory, but......most of the time, it's a draw one for 1U. Sometimes I get 2 draw for 1U, so that's nice. Rarely, I get a draw three for 1U, which gets close to Ancestral Recall levels of power, and the hypothetical 4 draw for 1U possibly exceeds Ancestral Recall levels of power, but the way Take Inventory works, it's not as likely as I thought to see this twice or three times a game, and since this is a card you don't want to run at any number besides 4 or 0, i'm going with 0.
Grip of the Roil is as nice as I remember it from Magic Duels, though depending on the type of deck, it may not be as useful as I recall, especially for my own deck. I usually deal with problematic creatures by burning them to death, but this can still give me momentum, or save me in a tight spot.
Izzet Charm is better than I make it look. The options for burn one creature for 2, draw 2 then discard 2, or counter unless player pays 2, all for RU? That's pretty good. Unfortunately, the way I use it, it becomes a Jack of all trades, too unfocused for use. I may just drop it all together for room.
I underestimated Izzet Boilerworks. The power of these guild bounce lands (I think I recall each Ravnican guild having one) is that they basicallt give you a free land in the hand if used right. It isn't actually mana acceleration, and getting it too early can be problematic, but for turns where you don't need that one land you get for the turn, it can be a great way to ensure that you don't run out of lands by letting you replace one of your tapped lands. I'm gonna try replacing one Sulfur Falls with one Izzet Boilerworks, but if it becomes too much i'll undo that.
The sideboard trio:I love the flavor of Thing in the Ice Flip, but it doesn't really belong in this deck. Sure, it can easily wipe out the opponent's board, and then block most any creature they use in response, but it destroys all of my creatures, doesn't solve the issue my deck has with swarming, and against a horror based deck, this could potentially hurt me more than my opponent.
Keranos, God of Storms is fine in this deck, but not as great as I had hoped. For five mana, an enchantment (because let's be honest, my deck contains relatively few nonland permanents) that let's me either draw an extra card or get a free lightning bolt is great, but it's just a tad unreliable. I'll keep one on the sideboard for funsies, but just for funsies.
I haven't tested The Locust God yet, but looking at it, it very wel may be precisely what my deck needs to protect against its weaknesses. I have an issue with enemy players overwhelming me with numbers, because while the Ping Twins and burn spells combined can wipe a wide field of creatures, if my opponent just keeps throwing giant fields of creatures at me, they will eventually overwhelm me. Having my own mini army of 1/1 flying blockers that can attack when they are first created if so desired can be immensely useful, and a draw focused deck can do a lot with this. The only issue is that to run it effectively, I must run it at 3 like Niv-Mizzet, the Firemind. I get the feeling that in the end, i'll prefer to just run 4 Nivvies, and will delegate The Locust God to the sideboard for funsies, but we'll have to see how it goes.
Cards i'm considering:
Curiosity is a card I didn't initially care for much, but then i remembered what I had realized about it about a year ago: it doesn't specify combat damage. Not only does this make it go well with cards like Thermo-Alchemist, but gives me access to a dangerously powerful loop with Niv-Mizzet, the Firemind. Whenever I draw a card (including during the draw phase of a turn), Niv-Mizzet, the Firemind deals one damage to a target creature or player. If I have Curiosity equipped to it, and I deal that one damage to a player, I have the option to draw a card.....which allows Nivvy-Mizzy to deal another 1 damage. Loop until desired (probably when the opponent's life total is a pile of ashes). Not useful enough to run too many copies of it, but i'll start with 2 and go from there.
Twin Bolt is Avacyn's Judgment, but an instant and without the madness effect. The madness effect is nice, but i'm not running a madness deck, so for now i'm gonna switch out for Twin Bolt and see if that makes any difference.
Cathartic Reunion has adorable and lovely flavor, and gives me at least a little red draw, which is cheaper and gets me more cards than blue, at the cost of more risk.
Fevered Visions is kinda nice, but has issues with not being an instant/sorcery and could help my opponent a fair bit as well.
Frantic Search has powerful uses, as it lets me draw and then continue my turn with the new cards, but does require a sacrifice of cards, so let's play it carefully for now.
Hieroglyphic Illumination has potential, as I can either save it or cycle it, giving it versatility.
See Beyond may be a good way to get draw power without making my deck especially weak to milling.
Thought Scour is nice and cheap, and messes with the opponent, but might end up taking up too much space in my deck.
Thoughtflare might be a good choice for my deck. A little expensive, but not only does it allow me to pick n+1 out of n+3 (where n is my initial hand size before playing Thoughtflare, but drawing 4 while Niv-Mizzet, the Firemind is out on the field can be dish out 4 divisibile points of damage. Plus, it oozes the flavor i'm looking for: sudden bursts of inspiration!
Tormenting Voice may be another good source of red draw.
I stumbled upon Treasure Cruise in a deck I playtested my deck against, and it's easy to underestimate. I think it would cause problems with Cryptic Serpent and Enigma Drake, so for now i'll forego it.
Finally, Compulsive Research not only fits flavor wise (the compulsive instinct of curiosity), but has a leve of versatility due to your choice of discarding one land or two nonlands.
I'm going to use what I wrote here to make my second draft and test the waters, and then go from there!
3 months ago
Chandra, Flamecaller gives you either a boardwipe or a stream of card advantage. If you have 2 cards in hand on average, Flamecaller's 0 is better than Ablaze's -2. As an extreme corner case, Flamecaller allows you to win the game by resolving Decree of Annihilation, since the +1 ability deals a lot of damage.
Chandra Ablaze gives you spot removal at the cost of card disadvantage (unless you discard Squee, Goblin Nabob or Avacyn's Judgment). It's worth noting that you need to discard red cards in order to deal damage with Ablaze's +1, and those are the cards that you generally don't want to discard in this deck. Ablaze's -2 is better than Flamecaller's 0 if you average less than 2 cards in hand by the time you cast a 6-mana planeswalker, and the ability can provide card disadvantage to your opponents at the cost of feeding their graveyard (I'm not familar with the competitive EDH scene, but there's enough graveyard shenanigans in my local playgroup and I'm hesitant to give them fodder).
Chandra, Torch of Defiance, unlike the other 'walkers, can come down fairly early. It provides infrequent spot removal and can act as an Outpost Siege or provide additional mana. Each of these abilities is useful, but defending it long enough to get a good amount of value is difficult.
Did I miss anything in these summaries?
4 months ago
Hey man, like what you got going here. I have a few things to suggest.
If you like, check out my deck; Vampire's Madness