Bane of Progress

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

seshiro_of_the_orochi on Mother’s Home Dearies!

1 month ago

This looks pretty cool! I'm still pondering if I should build Mama Bear, especially because I already have Goreclaw. But then again, Duskana is basically the antithesis to her. We'll see.

Some cards I'd consider for this deck are these:

Welcoming Vampire. It's not a 2/2 itself, but draws additional cards. Seems good enough.

Wild Pair. It weirdly doesn't work here if you have anthem effects, but it's insane with a deck full of 2/2s.

Faldorn, Dread Wolf Herald. Draws cards and makes quite a lot of 2/2s.

Hornet Queen. It's a 2/2, but it brings 6 flying, deathtouching power. Great for defense. And just imagine casting literally anything with a Wild Pair out to get this thing in addition.

Bane of Progress. 'Nuff said ;)

Thanks to Duskana caring about base P/T, Goreclaw, Terror of Qal Sisma actually works quite well here. If you properly stack her trigger and Duskana's, your 2/2s will become 6/6 trampling forces of nature.

Dusk / Dawn is perfect for the deck. Boardwipe? Check. Big splashy value spell? Check!

Ayula's Influence would need quite a lot of land recursion to play it here, so that's a clear maybe.

capwner on Your Sass Is Grass! ((EDH PRIMER // Sasaya Combo))

2 months ago

Profet93 thanks for the comment and the +!! Yes I had seen Rude Awakening, it definitely does the stuff the deck is trying to do. However I think we only need one untapper 'spell' and I think Early Harvest is a little bit better. Definitely think the card could have a place in a more creature oriented build with Overwhelming Stampede type effects. I agree a little more redundancy on wincons could be good, my first choice would probably be Hurricane.

Beast Within is one of my all time favorite cards, love this freaking card. I also like Song of the Dryads for spot removal. These are in some of my other green decks for sure. This list is so tight that again I think we need to run the absolute best removal cards possible in the available slots, which IMO is Oblivion Stone, Perilous Vault, and Bane of Progress. And maaaaaaaybe World Breaker because the cast trigger gets around some stuff like Humility, but our artifact wipe kills that too. I also had Reclamation Sage for a while. I think removal on a creature is always better here because then we can toolbox for it.

Castle Garenbrig is an interesting one I hadn't really thought of. Kind of a backup plan if we're not able to get Sasaya online? I had Nyxbloom Ancient in the deck to serve a similar purpose but ended up cutting it because it died so easily and we were usually just dead anyways. Garenbrig is more resilient but less powerful. My initial thought is that it wouldn't be useful outside of some really niche situations so maybe would not be worth cutting another basic.

Thanks for checking out the deck and for the suggestions!! Definitely hit me with more if you think of any, or if you have any specific decks you think I should check out. I'm just getting back on tappedout after a pretty long hiatus so the amount of cool decks is kind of overwhelming. I always like seeing underrepresented commanders that can do something unique / have unique building criteria, especially mono colored, so please feel free to send me any lists like this or post them here :)

artaud21 on Azusa goes Turbo(land)

3 months ago

Did not update the list for long so it's time to look through few cards from latest sets at least:

Cityscape Leveler - artifact version of Ulamog. It's cheaper and repeatable (attack trigger) but being artifacts makes it die from collateral Bane of Progress

Green Sun's Twilight - mini-Genesis Wave is... mini even if it's 2 mana cheaper. Choice to put into hand can be useful for Eldrazis though.

Invasion of Ixalan  Flip - minor searching effect plus minor beater if you can spare 4 combat damage. I think I pass.

Invasion of Ikoria  Flip - powerful card which has to compete with better searching effects in Green Sun's Zenith and Chord of Calling though. Possibility to have 8/8 beater is tempting but gives opponent 6 life first and that may be relevant.

Tranquil Frillback - another variation of Reclamation Sage effects. Versatile but requires for than 3 mana to compete.

The Shire - funny land for Food-based builds. No real use here especially when Ouphe and Bane are around.

Blossoming Tortoise - it ramps (repeatedly) and lower costs of a number of our lands but takes 4CMC slot which is one of the most crowded. Clearly better when using Rude Awakening.

Bramble Familiar - mana dorks do not really fit into Azusa but this one can turn into quasi-seach effect with some for of buyback. Too slow in my opinion.

Feral Encounter - despite being 2CMC it is designed to be cast on Turn 4 or later. Disqualified.

Flayer of Loyalties - this one is interesting. I'm going to swap second Kozilek for it and test how aggressive/oppressive it can be.

fuster on Mana flooding is a good thing?!?! (PRIMER)

7 months ago

KongMing refer to my changelog; at higher power levels he's really good against fast mana, treasure tokens, and artifact shenanigans. At 2 mana he's really easy to get out, and he makes for a good toolbox card with the creature tutors. I know I have a handful of fast artifact mana cards in the deck myself, but the deck doesn't rely on those cards as much, so the effect is still very much one-sided in my favor.

I had Bane of Progress in that slot before I put Ouphe in, and not only was Bane slower to cast, but the game that convinced me to make the switch, I was playing against a Breya artifact deck that sacrificed all the artifacts in response and actually came out further ahead than before I played Bane. That wouldn't have happened if I had Ouphe instead. Worst case scenario, he shuts down opponent's mana rocks, which is still really good in the vast majority of pods, and why I'd be willing to bring Ouphe to a random pod completely blind.

DreadKhan on Pariah's Stompy Gruul Deck

9 months ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

Helnas on Omnath locus of mana (opinions needed)

9 months ago

i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.

id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.

For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker

For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn

for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds

For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath

some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).

non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures

Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck

Virlym on Death's Playground

11 months ago

@dacardgabo Sheoldred, the Apocalypse and Phyrexian Obliterator are two that I've been leaning towards putting in (or back in when it comes to the Phyrexian Obliterator). My current edge cards are Yahenni, Undying Partisan (just kinda falls short of the other 2 tbh), Mikaeus, the Unhallowed + Skithiryx, the Blight Dragon (they generally cause a lot of hate to be directed towards me even tho I love skippy to death), Torment of Hailfire (just a stale way to win due to how common of a wincon it is for black), Praetor's Grasp (it's fun and stayed in since I cracked a foil back in the day, but it's hard to use on spelltable and ppl generally just don't like u taking things. Note, you can exile a combo card even if you never plan on using it), and the tutors Beseech the Queen and Grim Tutor (70% of the time, they just find land or a targeting permanent, but I would rather them just be better draw spells). I just haven't found anything personally interesting enough to put in for them yet.

Profane Command's last ability allows you to target multiple creatures to kill with Horobi, Death's Wail similar to how Touch of Darkness and Cauldron of Souls work, but requires mana for each target. The third ability gives you a way to get around indestructible. The other two options are more niche and game state specific, but are still nice modes to throw onto a card that already fits the game plan.

Necromancy is a general good-stuff card. It targets things in the graveyard so it won't kill them with Horobi, Death's Wail (as they are already dead when the target happens, and just become attached when they enter the battlefield. Similar to how Gift of Doom can be attached to Horobi, Death's Wail if you morph it). I generally just play it if I wanna bring back something big for value (like Ink-Eyes, Servant of Oni) or flash it in to grab a sneaky blocker.

Darksteel Ingot is decent because my friends like to just blow everything up. There's a lot of Vandalblasts, Bane of Progresses, Aura Shards, etc. But Relic of Legends is perfectly fine as the second ability doesn't actually target what it taps. And you have it right, it is still a mana ability, so you can use it at any time you would have priority. Do note that the ability is coming from the Relic of Legends itself, so you can tap a creature with summoning sickness for it too.

Lol, I'm glad other ppl are using Mimic Vat. It was always a pet card of mine. Super fun when you can throw a Phyrexian Metamorph under it. Or cheat the trigger by ending the turn with Sundial of the Infinite so you can keep the token.

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