Casualties of War

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Casualties of War

Sorcery

Choose one or more —

  • Destroy target artifact.
  • Destroy target creature.
  • Destroy target enchantment.
  • Destroy target land.
  • Destroy target planeswalker.

Kootaroo on Glissa the Traitor

3 weeks ago

I know last updated 4 years ago at the time of leaving this comment. still thought id maybe leave a suggestion or two. before I say anything Id like to say the glissa deck you have seems fun and is very different than mine. that isnt a bad thing i enjoy seeing alternate takes. she is/was my first commander deck i built as well.

Jhoira's Toolbox, by no means do I hate this card. might I suggest Welding Jar. Jhoira's cost 2 to cast, then another 2 to regenerate a target. Welding jar is 0, and Sac to Regen target. the obvious downsides and benefits are that Jhoira doesnt have to sac itself to regenerate. however it is specific to artifact creatures. Welding jar targets any artifact.

Doom Blade, i would replace with Assassin's Trophy. either or is fine imho.

Some cards i would suggest maybe but i dont have any replacement ideas would be, Grist, the Hunger Tide, Casualties of War, Ashes to Ashes, Grisly Salvage, Skullclamp.

by no means do you have to listen to any of my card suggestions as i said above i have no recommendations for what to remove for those cards. just some food for thought.

i used to run Triskelion in my deck i dont anymore tho. Myr Battlesphere is another card i used to run but took out as well. neither of them are bad by any means. i just removed them arbitrary reasons.

side note, it always makes me happy to see Disciple of the Vault. dont see that card too much these days!

jamochawoke on Uurg eats everything

2 months ago

This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.

First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!

Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!

Terravore is nice if you never hit Cultivator in your games (or it gets hated out).

Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.

Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.

Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).

The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.

The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.

Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.

Assassin's Trophy for instant-cast targeted removal of EVERYTHING.

Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.

Casualties of War for when you need to get rid of a lot of different pests that turn.

Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.

Drown in Filth for a land-synergistic targeted removal that gets around indestructible.

Terror Tide for land-synergistic boardwipe that also gets around indestructible.

Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.

Rain of Filth for a MASSIVE spike in mana for that turn.

Worm Harvest for generating a TON of tokens off of the lands in your 'yard.

Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.

Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!

Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.

Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.

Life / Death for making an army out of your lands or pulling something out of your 'yard.

The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.

If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!

DaWubber on Your Cheap Obscure Overperformers?

1 year ago

Mask of Memory- Digs twice as deep as a Sword of Fire and Ice, with added synergy with graveyard decks. Also great with any commander with evasion or double strike. My go to card draw equipment. Casualties of War- Expensive to cast, but feels so unbelievably back-breaking at times.

Kret on Elves lovers...HELP!

1 year ago

It looks like you need more ramp and card draw the most.
Skullclamp and every version of Deadly Dispute like Altar's Reap, Reckoner's Bargain and Village Rites could help. You should have a mana dork or an elf token idling at any time that you can sacrifice to draw more cards. Return of the Wildspeaker could double as another overrun effect.
For ramp I'd go with Farhaven Elf, Sakura-Tribe Elder, Rampant Growth and Nature's Lore.
Blackblade Reforged, Stoneforge Masterwork, Crown of Skemfar and Alpha Status can make Lathril ridiculously big.
Elvish Guidance can be your budget version of Gaea's Cradle.
Elderfang Venom seems better than Bow of Nylea.
Windgrace's Judgment is in my opinion a strictly better Casualties of War because destroing a land can make you an enemy of the table and with Windgrace's Judgment you can answer 3 biggest threats on the battlefield regardless of their type at instant speed.

TheoryCrafter on FUN_GUY

1 year ago

This deck is looking pretty good. I noticed though you don't have a lot of artifact and enchantment hate. Cards you may want to consider include, but are not limited to, Broken Bond, Casualties of War, Caustic Caterpillar, Gleeful Sabotage and Storm the Citadel. Thelon of Havenwood would be a boon for your deck with all the fungus with spore counters on them. As for lands Karn's Bastion would increase your spore counters and Grim Backwoods allows for a reusable sacrifice engine. I hope this helps. Happy Hunting!

BossUltinuc on Golgari Elves (Commander/EDH)

1 year ago

Okay so I'm new to deckbuilding, especially for EDH so I'm just wondering if anyone has any useful/practical suggestions for this deck. I thought Abomination of Llanowar was a cool card, so I wanted to build around that concept of getting a lot of elves onto the field and my graveyard to really boost its power and toughness.

One thing I'll mention is that, with the exception of cards that are already present in the deck, I don't want to spend more then $3-5 on a single card. So keeping all of this in mind, any suggestions?

Commander: - Abomination of Llanowar

Planeswalkers: - Freyalise, Llanowar's Fury - Tyvar Kell

Creatures: - Elvish Eulogist - Elvish Archdruid - Imperious Perfect - Lys Alana Huntmaster - Immaculate Magistrate - Marwyn, the Nurturer - Elvish Visionary - Shaman of the Pack - Lathril, Blade of the Elves - Dwynen, Gilt-Leaf Daen - Beast Whisperer - Timberwatch Elf - Elvish Mystic - Canopy Tactician - Poison-Tip Archer - Skemfar Avenger - Skemfar Shadowsage - Wolverine Riders - Ruthless Winnower - Wellwisher - Golgari Findbroker - Jarad, Golgari Lich Lord - Rhys the Exiled - Nightshade Harvester - Gilt-Leaf Winnower - Elvish Doomsayer - Storrev, Devkarin Lich - Nadier's Nightblade - Fyndhorn Elves - Llanowar Elves

Instants: - Putrefy - Golgari Charm - Murder - Village Rites - Grisly Salvage - Wrap in Vigor - Cast Down - Malakir Rebirth  Flip - Ghastly Demise - Infuse with Vitality

Sorcery: - Cultivate - Rampant Growth - Eyeblight Massacre - Shamanic Revelation - Casualties of War - Dig Up - Victimize - Sign in Blood - Spark Harvest - Diabolic Tutor - Deadly Brew - Bone Shards - Elvish Promenade

Artifacts: - Sol Ring - Arcane Signet - Commander's Sphere

Enchantments: - Elderfang Venom - Moldervine Reclamation - Prowess of the Fair

Lands: - Evolving Wilds - Command Tower - Path of Ancestry - Llanowar Wastes - Jungle Hollow - Skemfar Elderhall - Golgari Guildgate - Tainted Wood - Necroblossom Snarl - Myriad Landscape - Foul Orchard - Darkmoss Bridge - Forest x13 - Swamp x13

Guerric on Help Building my First Competitive …

2 years ago

Hi ionlyplayelves!

I can definitely see removing Casualties of War. It is devastating in the right context, but it does cost six mana, and while you'll have much more than most, it sometimes better just to play more mana efficient single-target removal spells like Beast Within, Go for the Throat, Hero's Downfall, etc.

I actually like Gnarlroot Trapper because it's another dork. I think if you build this right you'll have a lot of lifegain and the one won't bother you too much, and of course the deathtouch is a nice bonus.

I think Pact of the Serpent is a great card. You could potentially draw a crazy amount of cards with it, but for three mana it will be great even if you get only three to five.

I hear the argument on Twinblade Assassins. Five mana is a lot for something that will only draw you one extra card on each of your turns, provided that something dies. This is on top of the fact that creatures are the easiest permanent type to kill. Phyrexian Arena would give you the card automatically. Dark Prophecy would give you one any time one of your creatures dies. Grim Haruspex will give you one any time a non-token creature dies. Beast Whisperer gives you one whenever an elf ETBs. These are all very good rates, unlike Assassin. You need to have 10-12 pieces of card draw in the deck, but this is a suboptimal one. I also think if you get this going right you'll have a lot of things dying, and Miara, Thorn of the Glade will be a powerhouse. Moldervine Reclamation is similar. Last week my friend who play's Lathril had something like twenty-five elves on the battlefield (which is easy to do when you play Lathril right!) I had to board wipe him to keep us alive, but he drew a quarter of his deck and gained 25 life. Needless to say, it was a temporary reprieve at best! It's a good card.

You definitely want Farhaven Elf, Springbloom Druid, and Wood Elves in any elf deck in commander- they are the best there is. Fetching your lands and ramping them onto the battlefield while leaving a body behind that can attack and block and be anthemed by your lords is really great.

Binding the Old Gods is kind of meh. I think your instinct is correct there! It costs 4 mana and is slow and grindy for what it does. Sure, we need to kill stuff and ramp lands, but when we kill stuff we'd rather just use Doom Blade for 2cmc.

Cultivator of Blades isn't essential, but it's very easy to underrate. At minimum it gives all of your elves +3/+3 when you attack till end of turn. If Elvish Archdruid is out its +4/+4. If you tap Timberwatch Elf to dump ten counters on it and then immediately attack, your opponents are going to die that turn. The best part is that they'll never see it coming the first time you do it!

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