Bane of Progress

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.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , Azdranax
Want (2) Asfael , Faceless119911

Printings View all

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

Combos Browse all

Legality

Format Legality
Casual Legal
Canadian Highlander Legal
Magic Duels Legal
Legacy Legal
2019-10-04 Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal
1v1 Commander Legal
Duel Commander Legal
Leviathan Legal
Oathbreaker Legal
Vintage Legal

Bane of Progress occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Green: 0.37%

Golgari: 0.15%

RG (Gruul): 1.2%

Bane of Progress Discussion

StopShot on What are the top two ...

3 days ago

I can see the merits of running Rune of Protection: Red but I feel like the second best or stronger is Rune of Protection: White. Prevention of damage can bypass shroud and hexproof creatures and white specializes in Lightning Greaves//Swiftfoot Boots and tutoring those cards with Steelshaper's Gift, Stoneforge Mystic, Open the Armory, etc. which Rune of Protection: White heavily turns off a lot of voltron-style decks. It's also incredible at turning off a lot of other hard to remove EDH generals such as Avacyn, Angel of Hope, Zetalpa, Primal Dawn, Akroma, Angel of Wrath, Bruna, Light of Alabaster, Sigarda, Host of Herons, Zur the Enchanter, Uril, the Miststalker, Narset, Enlightened Master and Zurgo Helmsmasher. Those generals may be more niche of a damage source than red or green, but that's where the cycling is helpful whereas spot removal can be more effective at dealing with the red and green damage sources.

Rune of Protection: Green I think may be a bit over-valued as the color green I think is a little too good at artifact/enchantment removal, especially when it comes to stapling that effect on their own creatures such as Acidic Slime, Bane of Progress, Caustic Caterpillar, Gemrazer, Reclamation Sage, Sawtusk Demolisher, Trygon Predator, Terastodon, Woodfall Primus. I feel like green could easily remove the rune before you could get much value out of it and that you'd be better off sticking to spot removal. I know white also has enchantment removal but their removal spells I find to be less practical and as efficient as green meaning you wouldn't find as much enchantment removal in a white deck as you would a green deck.

Profet93 on Wrecking Ball - Xenagos, God of Revels

1 week ago

If you wanted discard, Fauna Shaman and Survival of the Fittest seem good.

Bane of Progress > back to nature

Lmk if you want further suggestions.

griffstick on What are the best cards ...

1 month ago

For ramp I really like the Medallions like Jet Medallion. I'm also big fan of mana doublers . And Cabal Coffers and Serra's Sanctum and Gaea's Cradle. These cards are fun.

Card draw. I like Rhystic Study. I really doesnt get better than that. But enough of that card. I think Rishkar's Expertise is really good. 6 mana draw tons of cards then get a 5 mana rebate.

Lands. I guess you could refer to my ramp category.

My favorite wincons are Genesis Wave, Triumph of the Hordes, Akroma's Memorial, Exsanguinate, and Torment of Hailfire

Spot removal and interaction. Imp's Mischief is awesome for mono black. I actually find Withering Boon really good. Black is really good at creature removal but what if that creature has a really good etb effect. That's where Withering Boon comes in.

Board wipes: Fumigate, Void, Bane of Progress, Sunblast Angel and Nevinyrral's Disk are some of my favorites

Tzefick on Neliv, Master Blacksmith

1 month ago

There's been a few Boros legendaries but I've never really felt like any of them are worthwhile Commanders, with the exception of Feather, the Redeemed. It could be nice with one that actually feels flexible, fun and to an extent competitive. I feel like for an equipment voltron style deck, Akiri, Line-Slinger or Bruse Tarl, Boorish Herder are the better choices as they promote slamming stats on themselves and swinging for high damage. However both feels very boring and linear.

I think this is a good attempt at a theme started with Nazahn, Revered Bladesmith, but a choice could be even more on point for Equipment matters Voltron.

Like has already been mentioned before, I don't feel like the equipment cost is the main problem of Voltron equipment decks. It definitely helps them to be able to reduce it, but I feel like you'd rather want something that can secure your late game position and soften the blow of being wiped. There's nothing worse than playing a lot of equipments, only to have them all blown up by a Bane of Progress or Cleansing Nova. Secondly there's the "issue" of playing white-red, the notoriously worst color pair to draw cards and get card advantage, so I feel like you want something to help you out here in some fashion.

What if we tried to do a little bit of everything?

Some ideas Show

For a very long time I've been brewing with the idea of a two-card Commander, where one is a tool, behaving like an Emblem. Initially it was going to be a Spellbook of some kind, but I think the concept and idea could be utilized here as well.

To avoid possibly stealing the attention away from TypicalTimmy's suggestion in this thread I'll post a link later to the new thread I'll make on my aforementioned brewing idea, if that's alright with Timmy?

JRaynor on Xenagos? More like Xena-gross!

1 month ago

A quick note on Mana Dorks:

I've played Mana-dorks with Xenagos and it definitely works, but you have to pretty much commit to moving as close to cEDH territory as possible. If you play in a slower meta, then you will 100% be board wiped and be sad when all your ramp is murderized. If you happen to play with a bunch of cEDH players and you want to keep playing Xenagos, you can definitely completely upgrade your threat level by playing only ramp that lets you get Xenagos online as soon as possible.

The previous comments really underscored the most important cards you're not running - You definitely want to take advantage of the phenomenal power-dependent card draw you have access to in Green.

One thing I'll disagree with is that Caller of the Pack is REALLY good. When you're playing Xenagos your opponents will quickly realize you are the most immediate threat at the table anyway. If you find something as effective for less mana then sure, replace it, but claiming it baits removal too soon is an argument that doesn't hold water in my book. Yes it baits removal... but you're already going to be doing that REALLY early no matter how you play Xenagos. The only sure solution is to just bate ALL the removal as fast as possible while drawing a ridiculous amount of cards with all your power dependent card draw.

Another point is that... Decimate sucks. I used to run it in my Xenagos deck too, until somebody pointed out the way the rules work. Due to the wording, you HAVE to target one of each permanent even if it hits you. If you can't or if someone sacs one of your targets in response, the spell fizzles. Solid when it works; REALLY bad when it doesn't.

41 lands is a bit much, especially in green. You have plenty of card draw and ramp. With the amount of ramp you're running I'd remove 3-4.

Now for some suggestions. I'll be brief since I've left a sizable chunk of text already.

Bane of Progress - Board wipe tacked to a creature. It's good, especially if it matches your meta.

Ulvenwald Tracker - Repeatable removal. This guy does work with Xenagos.

Cheers! and Have fun

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

TheCardPool on Beast Mode (Winota EDH)

2 months ago

Grind thanks! I actually tend to run the artifact lands in almost all my decks because they all tend to have at least one card in them that synergizes with them. In the cast of this deck, it's Enlightened Tutor, Pia and Kiran Nalaar and Pia Nalaar. Do you ever really want to tutor a land with Enlightened Tutor? Not so much. But just having the option is you're really manascrewed (which in Boros is a distinct possibility) makes it worth it in my opinion. Odds are if a Bane of Progress or something similar comes down, it'll be later in the game when it won't make much difference. Also, Pia and Pia + Kiran can sacrifice artifacts to do something. While the point of having them in the deck is not really to use those abilities, you never know when they might come in handy, so having extra sacrifice fodder ready is nice, especially when you don't have to play anything outside of colored lands to help out.

slashdotdash on We get stronger for each drop of blood

3 months ago

Hey there Johannes,

Since you mentioned card draw I thought I'd leave you a few suggestions. Fortunately, black dominates the card draw scene with sorceries.

These may not be flashy, but the ability to draw 3 cards without leaving a draw engine exposed is a boon. You never know when you'll run into a blinky Reclamation Sage or a Cleansing Nova or a Bane of Progress etc. In my experience, 3 cards for 3 or 4 mana is exceptionally helpful.

Also, Phyrexian Arena

Good luck :)

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