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 (CMT) 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

FancyTuesday on How do you get this ...

1 day ago

Colorless EDH is paradoxically highly competitive. At least, in that space between actually competitive EDH and casual EDH, it's often a heavyweight due to the fact that colorless mana is relatively very easy to produce. Half a dozen playable sol lands, monoliths, vault, ring, crypt. There's a lot of utility and power in colorless as long as you can pay.

If you're trying to punch up on a budget I wouldn't go with Atraxa. She may be strong casually, but building effectively around her is expensive. Rolling 4 colors means your mana base is either going to give you a permanent two turn handicap or cost $2000, and themes she plays well to (Superfriends, Infect, etc.) are either expensive or better served with other commanders.

Forgive my candor, but as you asked for guidance I have to tell you that Stuffy Doll is not a good EDH card. You can stick to your guns and run it because you like it, goodness knows half the cards in my decks are there because they're dumb and I love them, but if you're struggling this needs attention. Stuffy Doll is a 5 drop that doesn't affect the board at all on its own, only targets a single opponent in a multiplayer format, and does virtually nothing on its own. For Stuffy Doll to be powerful you need multiple other effects (make it a threat and attack, force them to attack with something it can block, or force them to attack with Pariah on it) or play and burn it. All told it's 8 ways dependent on other things just to be ok, let alone strong, in a game where two turns later Ulamog, the Ceaseless Hunger is just going to sneeze it out of existence.

Muldrotha, the Gravetide is your diamond in the rough here. is probably the strongest combination of colors you could ask for in sub-competitive EDH, three colors is a lot more manageable than 4 on a budget (and with as one of three rather than one of four you can lean on ramp), and your commander is a recursion engine which is supremely valuable in EDH. If you wanna build her cheap:

  • Go heavy on card-value (one card nets you more than one card) ramp cards (ex: Cultivate, Skyshroud Claim) and plan on playing a little top heavy. Big explosive cards tend to be cheaper dollar-wise than low CMC, efficient cards
  • For your mana base favor green and ramp into the other colors. Stick to or duals, avoid (which is generally a more expensive combination anyway). Splurge and get the duals that have the subtype Forest so you can grab them with forest tutors
  • Small creatures should be utility pieces you can get added value out of reanimating (ex: Reclamation Sage, Solemn Simulacrum), not "good" creatures unless they offer a major advantage (ex: Vampire Nighthawk will never amount to more than a body, Nether Traitor might fuel sac engines cheaply depending on how you build the deck)
  • Roll big card advantage sweepers (ex: Decree of Pain, Bane of Progress)
  • Have versatile removal; exile and bounce are stronger than destroy (ex: Cyclonic Rift, Curse of the Swine
  • Have plenty of effects that can reload your hand (ex: Disciple of Bolas, Skullclamp)
  • Recursion is as strong for your opponents as it is for you, so have a handful of cards to apply graveyard hate (ex: Bojuka Bog, Agent of Erebos)
  • Have a couple threats that can legitimately end the game if not dealt with. We can't all afford to Tooth and Nail into Craterhoof Behemoth, but something like Worldspine Wurm or Dread Cacodemon won't break your bank.

Beyond that, just make sure that whenever you're slotting in a card it really does something for you, and if that something is dependent on something else that it's either a really dominant affect or a really common trigger (ex for both: Consecrated Sphinx). If all else fails steal your opponents more expensive things with clone effects and grave robbing (ex Phyrexian Metamorph, Geth, Lord of the Vault, Sepulchral Primordial).

Anyway, that's my take. Hope you find some of it useful!

PandAvs on Ruric Thar Creatures only!

1 week ago

Hi! I think the following gods could help you (they are creatures when you cast them, so no taking damage from your commander):  Rhonas the Indomitable, Purphoros, God of the Forge, Nylea, God of the Hunt, Xenagos, God of Revels

And maybe a semi boardwipe could help - Crater Hellion

A haste enabler - Cyclops of Eternal Fury

Bloodbraid Elf for a free creature.

And I agree to the first comment, Bane of Progress should really be included.

ThallionDarkshine on Ruric Thar Creatures only!

1 week ago

I really like how this deck is built. I was looking through it trying to find things to suggest, but pretty much everything I thought of you were already running. You definitely do a great job of filling the roles typically occupied by non-creatures with creatures. One thing I would like to suggest is Bane of Progress for mass artifact/enchantment removal. Since you only have creatures, you end up with quite a few powerful etb creatures, so Temur Sabertooth could be good to provide some protection against board wipes and eke out some value out of etb/cast triggers.

FancyTuesday on Saproling Token EDH

1 week ago

Welcome to commander! Since you're new to the format here's some general principles to keep in mind moving forward:

Commander is (with the exception of deliberately competitive groups) a slower format than any other out there. The doubled life total coupled with multiple opponents changes the game from "deal 20 damage" to "deal 120 damage to 3 opponents," all of whom will be building and playing decks with that in mind. If you aren't building to combo out you need to have efficiency and endurance in mind.

Endurance means you need to think long term; build up a mana base to case the kind of spells that will really swing the board in your favor in the mid to late game. Ramping is important; Cultivate is a solid choice since it gives you 2 cards for 1 and puts you a land drop ahead. Kodama's Reach is identical and worth running. Conditional ramp spells like Harvest Season look great on paper, but tend to fall on their face in practice. Not only do you need the creatures in play, you need them to not be summon sick and either tapped from an ability or having survived attacking. Odds aren't good that that you're gonna be able to beat 2 lands (or even manage 1) on turn 4, which is where you wanna be on your curve for dropping your general. You'll probably be better served with other ramp staples like Skyshroud Claim and Worn Powerstone.

Efficiency means sweepers and value. You play one card and get many cards, or your opponents lose many cards. Take Decree of Pain as an example, which is a casual EDH bomb. ETB triggers are great, whether they're giving you a valuable trigger for a common event like Aura Shards or trading the instant they drop like Bane of Progress. Your deck is built to make sacrificial creatures so triggers that give you value for sacrificing your less valuable creatures for an effect like Skullmulcher or Victimize are particularly valuable to you, as are triggers that watch for creatures entering the battlefield or dying like Dictate of Erebos.

Disruption is important, EDH decks are built around synergy and when they get rolling they really get rolling. Night Soil is a good, intuitive choice because, as endurance is so important, recursion is really prevalent in EDH. Cards like Bojuka Bog are coveted for giving you graveyard hate in a land drop. Aura Shards as I already mentioned is invaluable if you're playing a creature heavy deck, if no one at the table can stop an opponent's Birthing Pod or Doubling Season in a timely manner the game is going to go south quickly. Ideally you can answer them in a way that pays itself back like your single Aura Shards or Wrath of God blowing up many targets, but of course you're gonna need some spot removal tool. To that end you either want highly versatile, like Beast Within, or super cheap and going better than "destroy", like Swords to Plowshares or Tragic Slip.

It's late so I'm gonna leave it at that for now, I'll come back around late for some specifics.

merrowMania on [List - Multiplayer] EDH Generals by Tier

1 week ago

@paulriso: I don't know when the list will be updated, but the following is a minimally edited repost of an earlier comment I made. It has been mostly agreed with (or rather there has been little disagreement) and the edits incorporate a lot of the feedback I have read. Note that these are impressions and where they may likely start, but are not guaranteed to be their true standings.

Lyra Dawnbringer - T5. Just an efficient creature. Angel tribal does nothing.
Naru Meha, Master Wizard - T2. Good in a High Tide shell like JVP, but also with a simple combo with Ghostly Flicker.
Demonlord Belzenlok - T4. Efficient beater that draws 1-2 cards in a good color.
Multani, Yavimaya's Avatar - T4. Seems like a decent STAX commander.
Naban, Dean of Iteration - T4. Seems like a decent enough value commander in a good color.
Evra, Halcyon Witness - T4. Requires removal. Good with Aetherflux.
Josu Vess, Lich Knight - T5.
Verix Bladewing - T5.
Marwyn, the Nurturer - T2.5-3. Taps for big mana. Probably a decent Elfball commander. Comparing her to Ezuri and Selvala, so there is potential to be better than T3 where Ezuri is.
Shalai, Voice of Plenty - T3. Protects creature combos and is an infinite mana outlet.
Zahid, Djinn of the Lamp - T5.
Kazarov, Sengir Pureblood - T5. Can disrupt creature shenanigans, but is too slow.
Squee, the Immortal - T4. No Food Chain, so settle for Skullclamp and Smokestack.
Grunn, the Lonely King - T5.
Teshar, Ancestor’s Apostle - T3-4. Bomberman Combo + Scarecrone/Brass Secretary/Selfless Cathar/Ticking Gnomes.
Slinn Voda, the Rising Deep - T5.
Valduk, Keeper of the Flame - T4. Cute with Skullclamp and/or Possessed Portal.
Baird, Steward of Argive - T5.
Tetsuko Umezawa, Fugitive - T4-5. There is probably something cool I am missing.
Torgaar, Famine Incarnate - T4. I want to say T5, but the effect might qualify it for T4. It also acts as a one-time sac outlet in the command zone.
Danitha Capashen, Paragon - T5.
Urgoros, the Empty One - T4-5. I want to say T5, but the "at random" may qualify it for T4.
Kwende, Pride of Femeref - T5.
Whisper, Blood Liturgist - T3-4. Relatively cheap reanimation makes for a decent commander.
Yargle, Glutton of Urborg - T1. By far the best Legend to come out of Dominaria and will easily be brewed for ages to come.
Darigaaz Reincarnated - T3-4. Decent beater in good colors. Also an okay Food Chain commander since it "stores" 8 mana.
Jhoira, Weatherlight Captain - T1.5-2. Tentative starting point for the powerful artifact storm commander. Comparing most closely to Nin, the Pain Artist.
Muldrotha, the Gravetide - T1.5-2. Three best colors combined with an efficient value engine. Works very well with Command Beacon. There are also combos with LED, Phantasmal Image, and Animate Dead. Comparing mostly to Damia and Rashmi.
Aryel, Knight of Windgrace - T4. Makes tokens and is (slow) removal.
Jodah, Archmage Eternal - T3. Can cheat in a lot of cool stuff.
Firesong and Sunspeaker - T4. Cool with damage based board wipes and Aetherflux.
Grand Warlord Radha - T3. Free mana is free.
Adeliz, the Cinder Wind - T4-5. Is wizard storm possible?
Arvad the Cursed - T5.
Garna, the Bloodflame - T3. A better No Rest for the Wicked with a haste anthem is playable. It turns Entomb into an Eladamri's Call. Good in a shell with Paradox Engine and a sac outlet.
Hallar, the Firefletcher - T5.
Raff Capashen, Ship's Mage - T4. Can have Shimmer Zur lines with Aetherflux.
Rona, Disciple of Gix - T3-4. Goes infinite with LED and Deadeye.
Shanna, Sisay’s Legacy - T5.
Slimefoot, the Stowaway - T2.5-3. Comparable to Ishkanah, Grafwidow. Likely to rise since it only needs infinite colorless rather than infinite black.
Tatyova, Benthic Druid - T2.5-3. Good colors and abilities.
Tiana, Ship's Caretaker - T4. Helps recover from Bane of Progress. Best combo I could think of: Possessed Portal + Sigarda's Aid + 0-drop equipment.
Traxos, Scourge of Kroog - T5.
Niambi, Faithful Healer - T5.

ChaosClaws on Marwyn, Mother's Knows Best EDH

2 weeks ago

After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:

captainamerica on Ruric Thar Deck

3 weeks ago

I would play Lightning Bolt, Destructive Revelry, Blasphemous Act, Bane of Progress, Manglehorn, Shivan Fire and/or Burst Lightning, Ulrich of the Krallenhorde  Flip, and Managorger Hydra. Burgeoning, Ramunap Excavator, Firemaw Kavu, and Flametongue Kavu are excellent additions (but not always replacments (the kavus)) as utilities.

just remember that nothing replaces enjoying the deck

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