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.
|Have (2)||, metalmagic|
|Want (10)||Gaous , mgalloro , Zacblu10 , xSillBillx , Rabu , ZeroEntropy , Mussahumano , spaceyjdjames , DallaThaun , Oliviridian|
Printings View all
|Commander Anthology (CM1)||Rare|
|Commander 2015 (C15)||Rare|
|Commander 2013 (C13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Bane of Progress occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
RG (Gruul): 1.2%
Bane of Progress Discussion
5 days ago
I thank you all for your suggestions. Even the ones above my budget [since I'm from Brazil, cards like Bane of Progress can reach prices above R$20], because they help opening my eyes to possibilities and where to take this deck to if I like it and want to push it further.
I couldn't fit everything in there, but I did try to mix things a bit adding a couple more lands, two spells to fetch those ( Sylvan Scrying and Farseek ), another low cost mana generator Whisperer of the Wilds (who can add 2 at once as well), another Scout Silhana Wayfinder and Genesis Hydra to help finding more of the big guns.
I tried to keep most aditions up to 2 CMC since I believe they're most useful at the start of the game - which is where I'd need more speed to build things up.
If you have any further comments, please feel free to contribute. I'd be happy to hear them =]
5 days ago
Cool build, welcome to Commander!
You have several sub-par cards that could use an upgrade. Here are some suggestions to include:
For removal, I believe Bane of Progress is worth considering here.
Hope you like some of these suggestions.
2 weeks ago
3 weeks ago
@Savaaage, I do like the draw 4. Its really nice, and the big body with annihilator 4 is very strong. However at 10 cmc it's even harder to cast than Void Winnower (@9 cmc) and I don't think it's a better card than Void Winnower either. At 10 cmc the only card I could see taking out for it is Terastodon and that's also a really good card.
The last question you asked was if I use to run more eldrazi in the deck? I use to run 5 at the beginning. In this decks very early deck building stages I had all the low $ price tag eldrazies, and Ulamog, the Ceaseless Hunger in the deck. I cut the eldrazies from the deck because they would just be dead in my hand for way to long. Having so many high cost cards was bad for the deck. So I cut all the ones that I thought had the lowest impact or sat in my hand way too long because of it's high cmc. Ulamog, the Ceaseless Hunger was the last one to get cut. And it was mostly in for its removal for why it was in the deck for so long. and it was pretty cool winning by exile of Library. But 10 cmc again was too much. I kept Void Winnower and Artisan of Kozilek because they did some really good things that mattered most to me. First Void Winnower , it creates good evasion for multani and makes it hard for your opponents to play their cards. and Artisan of Kozilek is important because it can cheat on mana cost on some very strong cards in the deck such as, Bane of Progress , Greenwarden of Murasa , Platinum Emperion , Terastodon , and Void Winnower just to name a few.
So having Eldrazi Temple in the deck prior to cutting all the eldrazi felt very important to the deck. It's much less important now, but there is only one very small draw back from playing this card and that's the interaction with Caged Sun (its not a forest). The land comes into play untapped and can tap for right away at no cost. And when I have an eldrazi it's even better. So it's no problem to throw in the deck for the chance that I can cast an eldrazi for less even if there's only 2 in the deck.
3 weeks ago
Build a Selesnya deck and run things such as Darksteel Mutation , Lignify and Song of the Dryads . If you want to make it Bant instead and have counterspells, you now have access to Imprisoned in the Moon . There is also Humility , Overwhelming Splendor , Kasmina's Transmutation and Kenrith's Transformation .
Basically you're going about the deck in the wrong way. Stop trying to "kill" him and start trying to "out pace" him.
You can also prevent him from even gaining life; Leyline of Punishment , Erebos, God of the Dead , Stigma Lasher , Forsaken Wastes , Everlasting Torment , Witch Hunt , Havoc Festival , Rampaging Ferocidon , and Archfiend of Despair .
You're going to want solid enchantment removal. For those, you have; Tranquil Path , Back to Nature , Paraselene , Bane of Progress , Primeval Light , Tranquility , Rampage of the Clans , Fracturing Gust , Austere Command , Tempest of Light and Merciless Eviction .
I'd highly recommend you go Bant and just ignore the Rakdos options I have given you, but those are there in the event you want some extra possibilities.
So you have two things here; Prisons & Mass Removal. They are working against each other, so you want something that protects your own boardstate; Teferi's Protection , Avacyn, Angel of Hope , Darksteel Forge + Mycosynth Lattice , Starfield of Nyx + Eldrazi Monument , Soul of New Phyrexia , Heroic Intervention , etc.
I'd recommend you run all of them, actually. Put Tuvasa as your Commander so you always have access to card draw. He basically turns your first enchantment each turn into a cantrip (Trading 1 card for 1 card).
3 weeks ago
I think your top-end needs at least 1 or 2 more big spells or creatures. Bane of Progress , Woodland Bellower , Greenwarden of Murasa , Rune-Scarred Demon - all of these are good value. Your pod/yisan chains are missing top-end payoffs like these.
4 weeks ago
Now we get to the hard part. What to cut. Let's start with what doesn't mesh with the theme of spell copying; Teferi, Mage of Zhalfir and Glen Elendra Archmage are both better served in a combo/control shell where you need to protect a specific series of cards, the benefit of spell copying is the flexibility and resilience to allow some things to miss because everything becomes a game ender once its been copied a couple of times; Brudiclad, Telchor Engineer and Second Harvest are designed for HEAVY token decks where you're making ALOT of small tokens in concert with a few threatening ones; Animar, Soul of Elements , Fathom Mage , Temur Ascendancy , and Warstorm Surge are all good for a creature focused strategy, but for a SPELL copy deck most of our creatures exist to accelerate our mana ( dorks , Goblin Electromancer , and STE ) or as silver bullets for specific problems ( Terastodon , Acidic Slime , and Bane of Progress ) which tend to be too small of a portion of our deck or too small stat-wise to use these effects to their fullest; Krosan Grip cannot be copied because of split second; Time Stop is so niche you're better off running Counterflux ; Melek, Izzet Paragon is just bad,I love him but he's too inconsistent and without alot of top-deck manipulation ( Sensei's Divining Top , Sylvan Library , Mirri's Guile , Scroll Rack ) you can't reliably get the spells you want to copy; Verdant Confluence is easily the weakest of the confluences in these colors and none of its effects are particularly spectacular even after one or two copies; Starstorm is a very expensive Blasphemous Act with cycling; Brainstorm is the weakest card draw spell you have and never feels good unless it's setting up a Kefnet combo.
1 month ago
Cut Autumn's Veil for Heroic Intervention ? Not sure how relevant the counterclause is, as they can just counter autums veil itself. While I understand baiting counters is important, I think sacrificing that piece of redundancy (as previously mentioned, you already have some ways of dealing with blue). Heroic intervention functions to stop spot removal through hexproof similar to autum, but not just black/blue cards, it also provides indestructible which helps acts as an anti-boardwipe.
Ground Seal - Idk the meta, but could be worth running. It does replace itself which is nice