Banishing Stroke

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Avacyn Restored (AVR) Uncommon

Combos Browse all

Related Questions

Banishing Stroke

Instant

Put target artifact, creature, or enchantment on the bottom of its owner's library.

Miracle (You may cast this card for it miracle cost when you draw it if it's the first card you drew this turn.)

Price & Acquistion Set Price Alerts

MM3

AVR

Ebay

Recent Decks

Load more

Banishing Stroke Discussion

Xica on Bant Miracles

2 months ago

Against what popular deck, do you fear giving basic lands would create problems?
I have hard time coming up with modern decks that get out of hand, by getting 1 more land - maybe scapeshift, or ponza could have use for an extra basic, or forest belcher. But these decks are rarely played.
Most decks in modern don't need more than 4 lands to be perfectly functional.
Aggressive lists don't have much use for them, graveyard strategies don't have use for them, tron doesn't get much out of tutoring out an extra forest.

On the upside its the best removal one can get. If it hits something that card won't come up again. Neither from the game, nor from the library - which is a pretty plausible event with a control deck that shuffles threats back into the opponent's library, while it has to draw 1 of 3 cards to win the game.
Going through half of your library before finding your 1st Entreat the Angels is a pretty realistic possibility. At the same time the opponent is also digging through their library, fetching out all of his/her lands, and there are good chances that he/she will draw into the reshuffled threat.
(And Path to Exile + Snapcaster Mage can be done on turn 3, while Banishing Stroke + Snapcaster Mage can't happen before turn 8.....)


Regarding Nissa, Steward of Elements & Crystal Ball:
Nissa, Steward of Elements is a planeswalker, hence:
+ She has 3 abilities, only 1 of which is scrying - but i have hard time seeing how anything short of ultimating her twice would produce results (outside being a pretty nice scry engine)
- She can be attacked by creatures, thus the wast majority of the format has maindeck answers to her.
- She can only scry at sorcery speed, making Counterbalance impotent.
Crystal Ball is an artifact, thus:
+ Its ability can be used at instant speed, allowing you to scry to counter with Counterbalance
+ If you use it during upkeep you can draw the second card from your library leaving the correct cmc card on top.
+ Its good in multiples
- Its activation costs
- Nearly every modern deck pack artifact removal (luckily they are 1 or 2 cmc, thus the assembled Counterbalance + Crystal Ball has good chances of defending itself)
And Counterbalance is good, even if it can't counter EVERYTHING, only countering a large part of the opponents deck is pretty good (from a single card on the field). There is nothing stopping you from playing normal counters to prevent stuff that goes past the pesky enchantment. However Tron will be a problem - but i don't know a lot of other decks that have so warped mana curves.


I am baffled by some of your card choices, don't take this as an attack, i am really curious about the "why".
So what are your plans with those 8 creatures, Temporal Masterys, & Reclaims?
Do you plan to use Azorius Charm as removal?

REDWHITEandBLUE on Trans girl power

2 months ago

Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power

Out:
Angel's Feather
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Pacifism
Banishing Stroke
Celestial Flare
Aether Poisoner
Borderland Marauder
Death Cultist
Filigree Familiar
Harvestguard Alseids
Kambal, Consul of Allocation
Supply-Line Cranes
Tireless Missionaries
Underworld Coinsmith

In:
Mentor of the Meek
Faithless Looting
Fiend Hunter
Anafenza, Kin-Tree Spirit
Reveillark
Karmic Guide
Sol Ring
Skullclamp
Swords to Plowshares
Burnished Hart
Boros Charm
Return to Dust
Terminate
Mortify
Tormenting Voice
Victimize
Reforge the Soul
Ashnod's Altar
Commander's Sphere
Darksteel Ingot
Cathars' Crusade
Mardu Ascendancy
Vampiric Rites
Behind the Scenes
Assemble the Legion
Vandalblast
Noosegraf Mob
Key to the City

lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
9x Mountain
9x Swamp
9x Plains

this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!

Xica on Bant Miracles

2 months ago

Reclaim/Noxious Revival are both borderline useless if you don't have reliable ways to discard (i would say 6 discard outlets at least), even stuff like Taigam's Scheming or Contingency Plan would make them a lot better. (They would still remain a dodgy 3 card combo of course :/)
(aaand the latter of the 2 is a LOT better imho, so why do you play Reclaim?)

While its true that you can always scry bad cards to the bottom, i would not do so - and not play cards that are only situationally useful. When you scry them to bottom, you simply destroy your late game, as you decrease the chances of drawing live cards later.
(Please ditch Temporal Mastery its no use to the deck - at best it time walks you from T2 to T3, but the deck is certainly unable to race with aggro, and a single extra turn doesn't produce inevitability. Unlike having all the extra turns from then on.)


And you have to decide, what you want to get out from the miracle effects, do you want strong removal & control, or tempo-ish win conditions...
If the former then use Terminus, Entreat the Angels (& maybe Banishing Stroke as Path to Exile 5 & 6)
If the latter then use Bonfire of the Damned & Thunderous Wrath
(Again, if a deck is quasi nonexistent it doesn't mean its bad (or that its good), it only means that no one plays it. Red green miracles could easily be a deck in a shell with a lot of Faithless Looting type effects, and Reclaim, maybe with Hollow Ones - for )

If you want to go the control route then Counterbalance is the way to go, while you abuse instant speed manipulation of the top of your library.
In this case the deck will have a LOT of similarities with the Ninjabeardelver lists, because both decks need to focus on having specific mana curves for their best counterspells to be online (Counterbalance & Disrupting Shoal respectively).
Having some some way to Peek at the opponent's hand is very beneficial, when it comes to catching their best spells with our counters, and the mana cost and cantrip nature of the card makes it a very nice inclusion.
Any card that draws, or can scry at instant speed, doubles as a potential counter, and instant speed card draw enables casting Entreat the Angels on the opponent's end step.

Adding a few tempo creatures here and there does no good. When they are good its unlikely that you draw them, and are able to protect them, while in most cases they are just 4 dead cards.
Azorius Charm is tempo card, in this deck it does nothing - maybe it can be a 2 mana cantrip :/



I hope my comment instead of inducing rage, help improve the deck, have fun!

Vassago on Knights and Tokens

4 months ago

Sorry, I posted late last night and didn't type all I'd wanted in the description, but majority of what y'all have suggested I own, save the lands. Most of y'alls suggestions I see the method behind the madness, but as I see it, if Anointed Procession leaves the deck, I pretty much lose the will to "use tokens", as it were.

Only real question I have is why would playing a set of Honor of the Pure be better than Intangible Virtue and Always Watching ? Only thing I see is it lowers my curve

No one likes Banishing Stroke, Got it.

Vaan on Knights and Tokens

4 months ago

The current iteration of your deck focus on two different themes, tokens and knight tribal, so trying to find a middle ground is the first step to making this a smoother deck.

With that in mind, i would cut 2 Banishing Stroke, Ivory Mask and Juniper Order Ranger for 4 Selesnya Charm. Sadly, support for both strategies at once is very limited.

Swapping Always Watching , Anointed Procession and Intangible Virtue for a set of Honor of the Pure seems like a no brainer, the same is true for Cast Out and Authority of the Consuls for a set of Brave the Elements.

Cutting both Rhonas's Monument for a full set of Oketra's Monument seems like a clear upgrade since only Hamlet Captain is strictly .

I would also cut both Banishing Stroke and Captain's Claws for 2 Dromoka's Command and another Path to Exile.

carysh on Knights and Tokens

4 months ago

Also you should consider Oblivion Ring or Fiend Hunter or Beast Within instead of Banishing Stroke.

NensouHiebara on Sram, Senior Edificer | Equipment Voltron

1 year ago

@gzusvictory

Entreat the Angels - No interest. I can't use token armies properly in this deck. Entreat is also too expensive in situations where I'd have to hardcast it.

Banishing Stroke - Used it before. Without Scroll Rack or a good target when it's drawn, it's an overcosted spot removal spell. Not hitting Planeswalkers is also a large strike against it.

Fetchlands - I already have a handful of shuffle effects in this deck, some of which are repeatable. Fetchlands don't have the flexibility of being saved for when I need the shuffle.

Ugin, the Spirit Dragon - No interest. Ugin costs too much. I'm trying to keep my curve low so I don't have too many high CMC cards stuck in my hand. Ugin is also unneeded. White has the most flexible removal options, capable of efficiently removing any permanent type. Ugin excels better in colours that lack stronger removal. I also don't like blowing up lands for no reason. Using Ugin's -X ability after 8.5 turned every opponent's lands White is pretty rude.

Mirran Crusader - Okay creature. Doesn't make the cut because Silverblade Paladin exists.

Emeria Shepherd - Probably not. I'm more interested in replacing Profound Journey it with a lower CMC card.

Mana Tithe - Conditional counterspells with mana payments are weak in Commander. Outside of the first few turns, players tend to have spare mana when casting spells.

Tap-down Creatures - No interest. The can't do anything the turn they're played due to summoning sickness, they get shut down by shroud/hexproof/protection, and are very weak creatures by themselves.

Citadel Siege - No interest. Its second mode is terrible and I can't recur or tutor for it as easily as I can for Equipment.

Pentarch Paladin - No interest. I don't like cards that are completely dependent on 8.5 to function properly.

Leonin Abunas vs Indomitable Archangel:

  • Hexproof > Shroud
  • Abunas an be recurred with Reveillark.
  • Abunas doesn't require metalcraft.

The only thing Archangel has over Abunas is the stronger body, but the goal is to protect my Equipment and Abunas performs that role better than Archangel.

Serra Ascendant - Never taking it out! It's an amazing early game play and can hold Equipment extremely well. If my life total drops below 30, Serra Ascendant still has lifelink and this deck has plenty of P/T-boosting Equipment.

Mind's Eye & Mentor of the Meek - I'm currently content with my card draw options. Mind's Eye burns a turn's worth of mana without it actually doing anything. Mentor of the Meek is better in decks that can easily and consistently spill out bodies for Mentor to trigger off of.

Elspeth, Sun's Champion - No interest. She doesn't offer anything for Voltron. She's a Planeswalker for token decks.

Planar Cleansing - No interest. I actively avoid using sweepers that forcefully destroy my Equipment.

Load more