Bane of Progress

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2015 (C15) Rare
Commander 2013 (C13) Rare

Combos Browse all

Bane of Progress

Creature — Elemental

When Bane of Progress enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.

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Bane of Progress Discussion

Clumsy_Oaf on MagicalHacker - List of All Board Wipe Cards

4 days ago

I like were this is going and it helped me open to new ideas.

Considering this is for EDH there are always a multitude of ways to do the same thing, it is a given that some cards are better then others. Incidentally there are times you may want the so called "down side" wipes if they play into your strategy such as Mageta the Lion, for decks like Karador. Most decks may have no use for them but others may find them perfect. Either way it is dependent on meta.

Even more problematic then creatures, at times, can be other permanents like artifacts and enchantments. Some colors are proficient at wiping these like Bane of Progress. I just feel they need more representation although there are great universal ones in this list like Oblivion Stone and Nevinyrral's Disk.

Gadianten on Coolest Gruul-est Omnath

5 days ago

Well, if you have budget concerns you might like Terrain Generator, Rites of Flourishing, Summer Bloom or Llanowar Scout as additional ways to flood land onto the board.

Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.

Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.

Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.

If your looking to increase the creature count look for efficient creatures like Solemn Simulacrum or Pelakka Wurm, but they should be good if they are competing with what could be a land slot.

Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.

All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.

Jmuoz on Mul

5 days ago

Counterspells and creature removal in general are your greatest threat, Muldrotha, the Gravetide needs to be on the field for your deck to thrive. I recommend running a Disallow since it can counter any activated ability.

The Mending of Dominaria shuffles your graveyard into your library when it fully resolves. This hurts your reanimation strategy imo. I would personally remove it.

Since you easily rebuild from board wipes (assumiung that you can protect your commander somehow), you might want to run Oblivion Stone, Bane of Progress, Creeping Corrosion, Fracturing Gust. Do or Die is a good cheap pseudo-boardwipe that is also cheap financially. Decree of Pain is extremely expensive mana-wise but if it goes off it can win you the game single-handedly. Crux of Fate is basically a worse version of Damnation if there are no dragons on the board. If you don't want to use Crux, you can use Extinguish All Hope.

You might want to use some more green mana ramp spells. Respect for using Tempt with Discovery. Here are some of the spells you might want to look into. (Don't add all of these, this is just for your reference if you want to add some) Explosive Vegetation, Kodama's Reach, Harrow, Yavimaya Elder, Farseek, Hunting Wilds, Skyshroud Claim, Mana Reflection,

Good luck!

Lemur16 on Xenagos

1 week ago

Cut Springsage Ritual into Nature's Claim Guttural Response Into Pyroblast Add Elvish Mystic I think u can easy cut Reliquary Tower Terastodon Is always good U NEED to play Bane of Progress Fun land that u can play is Arena Cards that u can cut are Magmatic Chasm Crash Through Ground Assault Rubblebelt Raiders

And if u want to play BIG COCK DECK then u need

mmcgeach on Radha Aggro

1 week ago

@deakmana, Thanks for the comments!

Its cool to get some comments from an actual competitive perspective.

Re: Crop Rotation : The card disadvantage is real; and it might not be obvious from just reading this list, but it doesn't really need Gaea's Cradle, it's just sort of nice to have. Most of the time you want a Blood Moon effect anyway, so the Cradle gets turned off (and Scavenger Grounds, and Spinerock Knoll). Although Boseiju, Who Shelters All is an interesting suggestion.

Spinerock Knoll has been good so far. It's a nice way to get more gas at a pretty minimal cost; in many cases it doesn't even cost a card.

I'm never sad to see a one-sided wipe. Literally every competitive deck except maybe Jeleva and Teferi have creatures in play. I'm not sure if you've played any competitive EDH in the last 18 months, but there's these two commanders called Thrasios and Tymna... And those decks tend to be loaded with creatures. It's sort of a bummer that most decks actually do have a few creatures in play, frequently with stats like 1/3 or 2/2, which makes it hard to get clean attacks with the hatebears. Ezuri's Predation is just about as easy to cast as Mizzium Mortars, and is vastly superior. Not only is it disruption and mana destruction, it's nearly a game-ending threat!

re: Gamble. I tried this and cut it quickly. If you want to use it to get something you're not going to discard, then you have to do it off your opening 7. That means you're spending turn 1 playing gamble instead of a mana elf, which is just terrible. Or your spending turn 2 playing gable instead of a stax piece, which is also terrible. Then if you want to play it turn 3, you've got 3 cards left in hand. One of the benefits of this deck is that it doesn't use the graveyard... so if the tutor target gets discarded it's gone for good. In a lot of decks Gamble is good because it's a second copy of Entomb. As you can see, the opposite is true here.

Incidentally, Chrome Mox has a similar problem: basically its likely that you don't have enough spare cards to come back from the card disadvantage. The general doesn't provide card advantage, so we're not reliably ramping into something that refills the hand.

I've tried Orcish Lumberjack. It's really bad to play a turn 1 dork that might not actually make mana, which happens, if you don't have a forest. It can be strong tho. Perhaps its worth using. Have you tested it in this list?

Re: By Force. Could you talk about why By Force would be superior in this list to Artifact Mutation, Vandalblast, Reclamation Sage, Bane of Progress, Release the Gremlins, and Caustic Wasps?

I've also tried and cut Skullclamp. It's just slow and not good. I don't have a reliable 1-toughness token producer (like in a Tana, the Bloodsower deck), and basically token-making isn't a great route to victory. It doesn't draw off commanders and the only thing that leaves is using it to draw off mana elves after the mid-game when you don't need the mana anymore. That's just not a winning plan, anyway.

Root Maze, Hall of Gemstone, Imperial Recruiter, and City of Traitors are all decent suggestions, Worth considering! Have you tried any of them in this list, or a similar one?

Pyruscreed on Arcades EDH Help, My First ...

1 week ago

The Professor has a good video on building a 3 color mana base; I suggest there as a starting point. As for cards,:

Generic good cards: Path to Exile and/or Swords to Plowshares are standard white removal spells. Both are cheap (mana and $ wise) and instant speed, use at least one.

Asceticism grants regeneration and hexproof, Krosan Grip for artifact/enchantment removal, or go with Acidic Slime/Bane of Progress. Scavenging Ooze is also good against graveyard shenanigans.

Cyclonic Rift is a must if you are playing blue, and a few cantrips and counterspells are useful too.

As for Arcades specific cards, consider Angelic Shield, Assault Formation, Belbe's Armor, Castle, Builder's Blessing, Stalwart Shield-Bearers, Crenellated Wall, Overgrown Battlement, and Sunscape Familiar

elfric on Grand Warlord Radha EDH

3 weeks ago

hey its absolutely fine to play exile-burn if you know you face indestructible.

thinking about boundless realms is its probably good if you can consitenetly hit the 7 mana turn4. if its not countered your mana for the game should be set.

about cards like disk: randomly putting 1 offs in decks that do not have some tutor-toolboxes will not help. if you need them you dont have them and vice versa. also disk itself is slow.

on the other hand maybe your meta is at a powerlevel where disk can be ok. i think playing from behind is a weakness of rg as there are not that many cards that can turn the table again. the most common way to adress this kinda problem is including one-sided reset cards. for example Bane of Progress in a deck that has just a few artifacts or Perish in a non-green deck.

your deck is very mixed so i dont come up with something.

have fun brewing

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