Catastrophe

Catastrophe

Sorcery

Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.

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Trade

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Want (2) fitz66 , Aethos528

Printings View all

Set Rarity
Battle Royale Box Set (BRB) Rare
Urza's Saga (USG) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Catastrophe occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Catastrophe Discussion

Skillville on Solitaire

1 month ago

Burningdragon91 I used to run with Reconnaissance and Nahiri's Machinations but they were both dead cards. With 3 opponents, someone is ALWAYS open or has 1 creature to use any of the single target removal, OR first strike just overrules their blocker. Narset games don't last long. HOWEVER, if they "do," there are 2 creature board wipes to cast to remove what you need: Catastrophe , Cyclonic Rift (also single target), and Cataclysm .

Good question.

Tzefick on White's issues in Commander

1 month ago

enpc Fair enough, I'll get to your response in bits too. Sorry it's been so long underway but I've had my response written down on a different PC that I couldn't get access to for a while. I'm just going to post this initial section and keep adding to it going forward.


  • "But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it."

Not quite true. My argument is that relying too heavily on artifacts makes you very vulnerable to a removal type that is a lot more common than counter measures to alternative kinds of resource generation - like land ramp, blue's untaps and artifact manipulation, black's graveyard ress, alternative payments, and rituals, and red's artifact swap, rituals and other mana cheats . It's a lot easier to counter measure an artifact than many of the other types of mana accelerations in the game. And if your color can basically only achieve a very fundamental mechanic of the game like ramp and card draw through artifacts, it makes you more vulnerable than those that can achieve it in a different way.

I completely agree with you that removal is a fundamental part of an interactive game like MtG and is part of the fun and makes the game what it is. I don't advocate that removal/interaction should be worse or something like that. However I reckon when there's a disparity between how well removal interacts with artifacts versus other mana accelerators and that it hits certain colors more than others, then I see a possible issue that is worth looking into and possibly correct.


  • "In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many."

I mean outside of Avacyn, Angel of Hope and emblem elspeth , and the aforementioned Teferi's Protection (which is a pretty ludicrous spell in of itself), white cannot actually protect their own non-creature stuff that well. And their hexproof is mainly to protect the player themselves and not their board (there's odric off-keyword giver - I mean deathtouch, skulk, menace?) - which is kinda weird in my eyes as white is the color of community and going wide more than tall and have indestructible as a primary evergreen keyword.

Lands can be protected through Terra Eternal with the side effect that it helps your opponents too, or through Sacred Ground if your opponents try some land destruction.

So white doesn't actually have that good, flexible or effective means to protect their own non-creature stuff. White is even the color of indestructible as one of their primary evergreen keywords... and it's actually worse off when protecting non-creature permanents than a color like green .

So in your proposed scenario where white counters green's land ramp with MLD, green actually has a very good, cheap and flexible counter, that leaves white at a huge disadvantage. Although it is only one card, but then again, there are 3 major land destruction spells in white (that is legal in Commander) being Armageddon , Ravages of War (check that price tag, hello Portal), and Catastrophe ... and to an extend Fall of the Thran .

Lands have always been the exemption to many destruction effects and there have not been printed much in terms of land destruction in recent times (outside 1-for-1s Tectonic Edge that is meant for removing utility lands/power lands). So I'd like to challenge your claim that land destruction is what WotC wants to show is part of what white does. I cannot deny that WotC have made more stax-like cards for white in recent times, but I reckon that's because taxing and hindering is something WotC can more easily print for white as a color identity mechanic than land destruction, again because lands have a special status and don't perish as most other permanents in the game.


In relation to the mentioned cards that can help white to land ramp; true these exists and many utilize them in their decks if they don't have better options. I did not actually know of the Kor Cartographer , paralleling Wood Elves in a worse state, fitting of a color imitating another color's strength. I would just like to see more of these type of cards, and if WotC finds a way to make them less mana intensive (like the 6 needed for Burnished Hart - it's still a good card because it's 2 on the field, but it's good more due to lack of better) but requiring something else that white is good at, I think that would be a good compromise between allowing that power but not make it as flexible and strong as green's ramp. Simply requiring more mana to mana ramp, seems kinda unproductive as those colors wanting that imitating mana ramp is already light on mana production. Kinda feels like "Don't be poor, just be rich. It's easy making money when you're rich!".

And I'm afraid I'm being a bit repetitive, but stax effects in general, are something that negatively influences white's political standing and threat/annoyance assessment in Commander - so if white is doomed to be the "I hold the rest of you back"-kind of guy, to be somewhat "on par" with the rest, then white is always going to be a bad color for casual multiplayer formats, like Commander.


  • "So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall."

The limited data we have and many players' personal experience says that white is less likely to succeed in Commander than any other singular color. Do you think this is just pure fiction spun up by white-loving players? Or do you think there's some truth to it? Why would white players be more prone to bad deck building than players of any other color?

Jumping at bit in your post:

  • "Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it."

My anecdotal evidence is from 6 friends I play Commander with, where most agrees that white is the worst of the colors for Commander when considering mono-color (I'm uncertain of the opinion of 2 of them as they haven't said it outright). Other than that I know that the Youtube content creators "The Command Zone" has strong opinions on white lacking support in Commander, and as far as I've seen in the comment section of their video regarding color strength, within context of the Commander format, there's a lot of people who shares that viewpoint and a lot who don't. Of those that don't share the viewpoint, there's some who are very vocal and sadly also some who are frankly quite rude in their statements.


I'll end my post here and get back to you when I have more time.

enpc on White's issues in Commander

2 months ago

Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.

On artifact removal

There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.

As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.

In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.

Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.

Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.

In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".

Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.

On Graveyard Recursion

This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.

Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?

So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .

Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.

As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.

Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.

On Other Colours

I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.

Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.

On Budget

While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.

The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.

But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.

On Other Players

Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.

And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.

So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.

TypicalTimmy on Oathbreakers for the missing shards ...

7 months ago

Boudica, Legions of War

Legendary Planeswalker - Boudica

+2 Until end of turn, whenever a non-token creature you control attacks you create a 2/1 black Warrior creature token tapped and attacking.

-X Destroy X target lands you control. Target opponent sacrifices X lands they control.

-11 Destroy all creatures you don't control, then exile all graveyards. Each opponent loses life equal to the number of cards exiled from their graveyard in this way.

6


Card Theory:

  • +2 rather than +1 to keep on par with similarly costed Lord Windgrace . Token creation is seen in all three Mardu colors, but requiring to attack is a distinctly red color. Pays homage to, of all colors, Mardu Strike Leader . Felt a 2/1 token was better than a 1/1 with Vigilance as this forces your opponent into a much harder situation with regards to resolving blockers and combat damage. The idea is to keep pressure on your opponent. If you swing with 5 non-token creatures, you are creating an additional 10 points of damage with 5x 2/1s. That's a very hard thing to reconcile. However this also means you must open yourself up by attacking with everyone. And so, like with real war, it becomes a balance of decisions; How do you best utilize the information you have available for the greatest impact possible?

  • -X: Admittedly this is dangerously broken. However, all three colors show us prime examples of completely destroying lands in full. Just as a small list, there are: Armageddon , Catastrophe , Ravages of War , Obliterate , Ruination (Which lets be honest, that'll be most lands in many formats), Decree of Annihilation , Desolation Angel , Ajani Vengeant and many others such as Worldslayer and Gideon, Champion of Justice . There's also the horrendous combo in black of Urborg, Tomb of Yawgmoth + Kormus Bell + Curse of Death's Hold . So yes, while blowing up potentially 6 lands your opponent controls for may seem absolutely broken, keep in mind the game has TONS of cards that do even worse things, and you are losing the same amount of lands as well - which in Mardu is one of your biggest vices in the first place.

EDIT: In order to smooth out the sheer impact of this ability, I increased her casting cost up by +. Now it takes six lands to cast her and will blow up all six lands you have if you decide to crack her off at full potential and kill her - Thus resetting the game mid-stride.

jordybear2002 on Need help improving Avacyn, Angel ...

8 months ago

So I need some help with my Avacyn, Angel of Hope deck! I am running board destruction and NOT land destruction! Catastrophe is in there just because it wipes out creatures. I need help with any better ramp ideas or better ways to win but the destruction seems pretty solid. One additional goal is to get more card draw.


Avacyn's Self Destruct Plan

Commander / EDH* jordybear2002

SCORE: 1 | 2 COMMENTS | 28 VIEWS


eliakimras on Gishath the Bold

10 months ago

Gishath, Sun's Avatar requires kind of an aggro strategy. You'll almost never win by casting dino after dino and swinging. Your goal has to be cast him as soon as possible then swing for cheat dinos into play. Extra combat steps really help with that. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // These are some ways you can get to 8 mana: Nature's Lore / Farseek / Rampant Growth / Sakura-Tribe Elder + Explosive Vegetation / Circuitous Route / Skyshroud Claim + Temple of the False God (or just wait a turn). Cultivate / Kodama's Reach + Hour of Promise (grabbing Temple of the False God and Boros Garrison ) will also do the trick. // You can take off some cards that don't synergize with the deck: Rootborn Defenses , Unbreakable Formation , Eerie Interlude ( Boros Charm and Heroic Intervention are enough protection), Onward (they can see it coming), Reinforcements (this is only useful when Gishath connects, otherwise is a dead card). // Gishath, Sun's Avatar requires kind of an aggro strategy. Your goal is to cast him as soon as possible. So you should be looking for each ramp card that can get you to 8 mana. Going over 10 ramp cards is almost a must, given the mana cost of this commander. Cultivate , Kodama's Reach , Explosive Vegetation , Circuitous Route , Skyshroud Claim and Hour of Promise should do the trick. // Eladamri's Call is better than Congregation at Dawn (if you have 11+ mana to cast both Gishath and Congregation, you should already be winning the game). But I don't think you should bother with tutors, since this is not a combo deck. You should focus on connecting with Gishath, and keeping your board state for the next swing. // Harmonize is never a bad card in decks without blue or black. You might need some cards when you don't have a creature. // Austere Command , Cleansing Nova , Blasphemous Act ( Akroma's Memorial protects your creatures from B. Act), Harsh Mercy , Mass Calcify , Solar Tide and Rout are better boardwipes than Wrath of God in this deck, since mana is never a problem for Gishath. Catastrophe , Armageddon and Decree of Annihilation if you feel like swinging without oposition.

acedentprone on The Jig is Up - Lavinia, Azorius Renegade [Primer]

10 months ago

I wouldn't run it personally since I'm not on the land denial game plan. Also, in my experience, I tend to have a larger number of lands. That is a completely fair game plan for Lavinia. Land Equilibrium , Stasis , Mana Breach , Back to Basics , and over Overburden are all good options with Rising Waters as an mediocre backup.

If you want the real mean version you also run Ravages of War , Catastrophe , Armageddon , Sunder , and/or Cataclysm .

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