|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Uncommon|
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Creature — Human Warrior
When Banewhip Punisher enters the battlefield, you may put a -1/-1 counter on target creature.B, Sacrifice Banewhip Punisher: Destroy target creature that has a -1/-1 counter on it.
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Banewhip Punisher Discussion
2 weeks ago
The Scorpion God would be good, your land count is too low. Add at least 2 more, Canyon Slough if possible. Claim / Fame isn't doing much in your deck, neither is Dire Fleet Hoarder. Replace those with Splendid Agony and Blur of Blades. Festering Mummy, Banewhip Punisher and Magmaroth are all good creatures.
4 weeks ago
I see why this list makes sense after trying a few cards mentioned. I'm playing mtgo so it was great to test this out with my other cards. But I did think the god was not so good MB. I could test more.
I'm going to see if I like Lethal Sting later. I've been trying Banewhip Punisher with Grind-Dust to support. I also have to MB Fatal Push. No it's not theme but just great card to supplement already cool board state.
1 month ago
Another thing to consider if you haven't already is cards that trigger on ETB like Warstorm Surge. The Scorpion God will most likely keep going back to your hand rather than the command zone making recasting him easier.
I feel like these effects are better in a re-animator shell or a deck where cheating creatures in multiple times is a thing... But 6 damage is nothing to sneeze at. My deck runs about 7 creatures that have ETB triggers but you could run a few more, a handful of recursion and Panharmonicon and make that a route to victory.
Soul Snuffers and Skinrender come to mind as benefiting from pan. I also think Banewhip Punisher is a very effective card for this deck. Especially if you are running reanimation at all. It all but ensures at least one creature will die with a counter on it.
1 month ago
I like the deck, on a different account I had a Jund deck similar to this that performed really well on FNM but wasn't super competitive compared to this new meta. One thing that I found to be a slight issue is the removal package. The lack of Fatal Push really plays against this deck, as there are faster decks that will win by the time you're able to play Lethal Sting or Banewhip Punisher, and Vraska's Contempt can be used to deal with the Gods such as Hazoret the Fervent and The Scarab God which will run circles around any destruction you try to throw at their faces. I know that both Fatal Push and Vraska's Contempt are expensive right now, but they're both worth the price, as there is a reason why they are expensive :D
1 month ago
Daring Demolition is basically pay 4, destroy a creature. I don't ever think I've seen a vehicle in a game of EDH.
I'd look to put a removal effect on a Power 2 creature so Alesha can bring it back.
Banewhip Punisher - Recur it from graveyard, then pay 1 black, sac it to kill a creature. Mad value!
Big Game Hunter - Discard from hand, pay 1 black, kill a power 4 or greater creature. Then recur later in the game.
Final-Sting Faerie - More situational
Garza's Assassin - Amazing. Bring back with Alesha, sac it, kill a nonblack.
Nekrataal - same deal as above
1 month ago
Thanks for the suggestion backinajiffy ... Ive used Nest of Scarabs before and although i used that card main board to start the deck out.. I think although it has its advantages for sure it might be a little slow w only 3 in deck... but then again Ive been tweaking this deck for a while already... I started out w Channeler Initiate but experimented w Gifted Aetherborn. Played ok but my main goal in constructing this deck is to go in fast n have backup w snake to block with.
Analysis: Played ramunap red alot and at 1st it would put lots of pressure on me aggro w burn n id lose alot within 8-10 turns. With the latest adjustments im able to hold the fort and either aggro back and gain tokens to protect and draw the gsme out to where turn 5 or 6 i got a Scorpion God or sometimes a vraska ans put immidiate pressure back ans turn the tides. With supernatural stamina on in hand or verdant rebirth im not afraid of burn at all agaianst hapatra or ammit. Bring em back cheap and start on a roll. Can string the game out to turn 12 and id hw doesnt kill me early ive basically got excellent chance of winning game.
Against grixis control or grixis aggro control im able to go in easier and take off life faster n win more.
Against sultai energy i just destroy that deck.
Against Temur energy i havent had a chance to play that since these changes yet.. but im sure i have a chance to get in or wait till turn 5 -7 to get really going.
So here's a breakdown of the deck and what im trying to accomplish.
Im basically either have in hand to start w a Supernatural Stamina or Verdant Rebirth i can out in Hapatra turn 2 if she dies its ok... ammit coming in turn 3 and now i got a supernatural stamina or rebirth to help me bring either one of them back. They waste spells and I bring my creature back for cheap or bring to hand n draw a card w verdant rebirth. If i get 2 Ammit Eternal going this deck gets dirty because its i can aggro or wait for hapatra to come out or obelisk spider to take off life and i gain life. Scorpion God turn 5 os just brutal and can force oponent to block him next turn and use his ability to minus counter on blocks. Vraska Relic Seeker is also a closer like Scorpion God and she helps me in 3 turns to get opp to 1 life. Next turn take a life n win just by using scorpion god ability trigger obelisk spider win... or attack with ammit and afflict or remove counters and win... The menace tokens vraska crates is a problem and she can destroy a creature and get a tresure mana . Never Return is there to kill anyone i want... return of i need to. And lastly Banewhip Punisher comes in clutch to combo by sacrifice banewhip, on the stack supernatural stamina return bane whip to batlefield put another minus one on creature, on. stack gatal push opp and if needed sac bane whip once again to kill another opp cresture. Really fatal push combo with supernatural stamina or verdsnt rebirth works wonders but is really dirty with bane whip.t
1 month ago
Nazuya this putting 2 Banewhip Punisher in replace of Razaketh's Rite or 3 in replace of Gonti's Machinations. The Gontis do help and kind of adds a third mechanic, but isnt really in flavor of the deck. Razaketh is very hard to get out. Usually I have something else and only use it for cycle ability and thus is why its in there. But it has helped in those few times when its hard to find an Archfiend or Nest to get on field. Whatcha think?
1 month ago
Nazuya Thanks, I was supprised to see that card. I thought I had seen all of the Amonket cards but that just goes to prove how huge this game is. Im sure my local B&M has them cheap so Ill pick some up Tuesday.
My son has about 5 constructed decks, some with sideboard some without, that I helped him build and about 7-8 with sideboards myself. I know what you mean though by brew testing with family or friends. It really doesnt represent the meta youll be playing in. When we first started getting into MTG (August) we only had one deck each and wed play and change cards to see what worked best. Wed do ok and have good matches at home but as soon as we went to tournament we would get smashed. I tend to play more than he does, but we both learned our lesson there. Were now setup similar to SpellSlingers on TV. We numbered all of our deck boxes 1-12 and then roll a d12 to see who gets what. That way we can even move the decks around between boxes so it can be completely random and it makes for some fun match ups.
I do have Banewhip Punisher though so Ill add it and see how it runs. I think I ran it before in my Plague deck, but it got removed for something else that was stronger. Ill have to replace something that doesnt have cycle though. Id hate to loose anymore with that ability. Really surprised there isnt more cards with that ability really. Thanks again for the help and suggestions