Bontu's Last Reckoning

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Bontu's Last Reckoning

Sorcery

Destroy all creatures. Lands you control don't untap during your next untap step.

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Bontu's Last Reckoning Discussion

jakeelephant006 on Paper Sac

1 week ago

You could make this more like Sheoldred and run Gray Merchant of Asphodel and Living Death. If you're looking to just be more explosive find a Craterhoof Behemoth and a Tooth and Nail. Also, one or two board wipes could be prudent. Especially those on the lower end of the curve such as Crux of Fate or Bontu's Last Reckoning

mrfab13 on Budget 8 Rack

1 week ago

i dont like 8 rack but imma help you out, you are going to want like 2x the ammount of removal and probably Bontu's Last Reckoning split some main some side, also man lands are very good in this deck Mutavault is best but for budget you could jank out a Dread Statuary or Spawning Pool

Asylum Visitor is pretty nifty, sb mabey. also run like 4 gy hate cards, Rain of Tears could be fun,Nyxathid = big, Delirium Skeins for control, and Shadow of Doubt is good but creeping up in price

saturn999 on Liliana's Cruelty (Mono Black 8-Rack)

2 weeks ago

if you're playing people with lots of tokens or a go wide strategy our best wrath is Bontu's Last Reckoning. not super budget but compared to Damnation it's great. also, Flaying Tendrils is overlooked by a lot of people but what's great about it is that it get's rid of creatures we don't want to have to see over and over again. anyhow, take care!

APPLE01DOJ on U/B Wrath sideboard help

2 weeks ago

Yea even with Opals I don't see it. Affinity can run those numbers but they still run Springleaf Drum and have a way lower average CMC.

I don't see how you can run 4x Tezzeret and then argue Damnation being too slow. I mean this is your deck and maybe it works for you better than it appears on paper but to me I just see mana issues.

Bontu's Last Reckoning may be a better option for you.

I also feel your making your deck worse by dedicating 4 slots to MB Chalice with the intention to set it to 1. You'll certainly stop a handful of spells but you said yourself that it's forcing you to run worse spells to compensate.

APPLE01DOJ on Mono Black control

1 month ago

So Abyssal Persecutor is a great wincon but you're not really set up for it. You ideally want 10+ ways to remove it which you have 6. I'd advise maybe Korlash, Heir to Blackblade or Lashwrithe in its place or upping the removal and some wraths. Ideally Damnation but Bontu's Last Reckoning or Mutilate as previously suggested. As for more removal well Percy's best friend is Smallpox.

Xica on B/R Demigod

1 month ago

In my humble opinion early aggression is preferrable to disruption - at least to disruption available in BR colors. As removal + discard is often insufficient to stop decks like ad nauseam from scrying into their win conditions.

As a consequence i would recomend using mana flares - like Vessel of Volatility or Infernal Plunge - to power out turn 3 demigods. (The latter spell also enables turn 2 Blood Moons among other things...)

Bontu's Last Reckoning > Damnation, as it can do its job on turn 3 if its desperately needed, but you can use it on turn 4 (or later) and then you will have mana open.

Depending on the local meta Dreadbore may be better than Terminate as you already have 4 ways to interact at instant speed - with everything you may need to - and destroying planeswalkers like Teferi, Hero of Dominaria or Karn Liberated can mean the difference between loosing and winning.

Here is my list, please take a look and offer your insights!


Dickhead Returns! - Modern Turbo Xerox

Modern Xica

SCORE: 29 | 8 COMMENTS | 4004 VIEWS | IN 15 FOLDERS


Cereal_Killer on Sultai New Eldrazi(+) - Exile all their stuff

1 month ago

Ok then, I have seen your card pool and I've seen lots of interesting cards.

As said before: Oblivion Strike, it's a too slow removal and you have tons of other things that exile, making it useless. Probably I'd change it with Dismember, Hero's Downfall or Go for the Throat; they do what you want them to do (destroy an opponent's creature) and they are faster and cheaper than the strike.

Other cards I would take in consideration:

Things I would consider as sideboard are:

Now, what I DON'T like of your deck:

  • Fathom Feeder, 2 specific mana to cast an easily destroyable creature. And it's ability costs really too much.

  • Oblivion Strike, I've already expressed my opinion on it.

  • Benthic Infiltrator, at first sight it seems good, due to it's "unblockable" effect, but is it really worth? it's a 1/4 (and so sometimes you would prefer to leave it as a blocker instead of attacking, thing that it's supposed to do), it costs 3 mana, so it will attack for the first time, we hope, on turn 4, doing just 1 damage to the opponent. You have better options than this.

TypicalTimmy on Let's Discuss: Shards, Wedges, and ...

1 month ago

Hello everyone, :)

I thought this would be a nice topic to discuss and just waste time with. It'd be nice to throw around ideas and opinions, as well as help introduce newer players to terms and mechanics they may be unfamiliar with.

What are your favorite Shards, Wedges, and Guilds and what about them appeals the most to you, and why?

Each of these terms refers to multicolored pairings. The difference is how many colors are paired.

Shards, referring to Shards of Alara, are a three-color pairing of either of the following five combinations:

  • Bant ()
  • Esper ()
  • Grixis ()
  • Jund ()
  • Naya ()

The unique aspect of Shards is that it is a single color paired with BOTH of it's Allied Colors. This tends to make Shards uniquely powerful in respect to their ability to play off of one-another's strengths. Such is the case with Esper, having the controlling aspects of white, blue, and black all at it's disposal. Or for another example, Naya which plays off being able to create vast tokens and make them huge, quickly.

Wedges, named after the clans of Tarkir, are the following:

  • Abzan ()
  • Jeskai ()
  • Sultai )
  • Mardu )
  • Temur ).

What makes Wedges powerful is that by aligning with BOTH of it's Enemy Colors, it is able to become far more flexible in it's assault. You can do multiple things, easier, with Wedges. For example, in Temur you can have the benefit of big creatures / ramp while still maintaining a decent pool of counter spells or burn spells as you see fit. Abzan is known for making huge creatures with +1/+1 counters, but what's nice is that while you strengthen your boardstate, you can also create a large divide between life totals with white and black pulling each other apart.

Guilds, named after the Guilds of Ravnica, are uniquely powerful in their own right. There are ten of them in total, which means there are five that are Allied Colors and five that are Enemy Colors. These play into the same benefits, and therefore weakness, as the Shards and Wedges from prior - Just to a somewhat lesser degree in terms of their overall flexibility. But what they lack in flexibility, they make up for in their potential. The less colors you have, the more honed your deck can become toward a singular (or duality, in some cases) goal.

The Allied Guilds are the following:

  • Azorius Senate ()
  • House Dimir ()
  • Cult of Rakdos ()
  • Gruul Clans ()
  • Selesnya Conclave ()

The Allied Guilds are powerful in their respect that their two colors benefit from the same strategy. Both white and blue love to control, so Azorius is a powerhouse in control. Both black and red love to destroy, so Rakdos is a slaughterhouse in mayhem.

On the other side of the coin are the Enemy Guilds.

The Enemy Guilds are the following:

  • Orzhov Syndicate ()
  • Izzet League ()
  • Golgari Swarm ()
  • Simic Combine ()
  • Boros Legion ()

What makes the Enemy Guilds powerful is actually their seemingly contradictory ideologies. For example, if black loves to kill, but green loves to grow... Then how in the heck can the Golgari Swarm even function?? Simple. You sling big creatures into your graveyard, and resurrect them for a lot less. Likewise, if red wants to burn but white wants to control and spread, How can Boros work?? Well, if you play cheap white control cards and bide your time to heavy burn spells, you can spread life totals and board advantage farther in your favor with each passing turn.

Every one of these, be it a Shard, a Wedge, or a Guild has a unique purpose that can be built around. It's up to us, the players, to find those purposes and build upon each of their individually unique abilities.

So with that being said, I'm curious: What are your favorite Shards, Wedges, and Guilds and why?

I personally love big, flashy cards. For me, winning is a lot more enjoyable if I can do so by bringing some kind of unique flare to the game. For example, Reverberating a See the Unwritten to free-cast four of my most powerful creatures from the top 16 cards of my library is totally awesome and fun. Likewise, nuking the board with Bontu's Last Reckoning and dropping in an Eerie Interlude on top of it is just painfully hilarious.

I absolutely adore Gruul for it's fast-paced, huge beatsticks that only serve to die in glorious combat.

But I also love the divide Orzhov creates, where I can just sit back and let life totals aggro out of control.

But I'd have to say, if I feel especially aggressive and shitty, I can always just kill everything in my warpath with Rakdos. Oh, you Meddling Mage'd my Terminate. Haha... Murdered. Screw you.

For Wedges and Shards, I like to go more broad rather than narrow. For this, Jund, Esper, and Naya are my go-to combinations.

Jund, essentially the love-child of Gruul and Rakdos, gives me my stupidly big creatures with my sociopathic onslaught.

What I love about Esper though is it's ability to hit multiple angles at once. Do I want to mill? I can. Do I want to raise some tokens? I can. Do I want to counter your spells? I can. Do I want to stop you from even playing the game?? ... Yeah, I can. Esper is like a blank canvas. I could build three Esper decks in the same format, and all three do something totally different. And I love that.

And with Naya, well... If you're a self-proclaimed Timmy and you DON'T love Naya, then you're not a Timmy, now are you? ;)

.....

Woah. I literally just noticed that all three of my favorite three-colored combinations are actually Shards. See, already learning stuff about ourselves :D And that's exactly why I wanted to make this thread :3

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