Exile target black or red permanent.
Printings View all
|Modern Masters 2015 Edition (MM2)||Uncommon|
|2012 Core Set (M12)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|2010 Core Set (M10)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Celestial Purge Discussion
1 month ago
WotC finally printed a mono-black card that can unconditionally destroy enchantments, which I do not particularly like, since being unable to destroy enchantments was an intentional weakness for black, but I shall tolerate it, provided that it does not start a trend.
However, I feel that it would be much more appropriate for black to have a card that reads “destroy/exile target green or white permanent,” since white has Celestial Purge, which can exile permanents of white’s enemy colors, and black already has Deathmark, which can destroy creatures of black’s enemy colors.
What does everyone else say about this? Could black have an effect such as that?
9 months ago
Erst mal 3 relativ simple Vorschläge:
Rest in Piece muss ins SB.
Celestial Purge würde ich fürs Wishboard ein Mal spielen.
Monastery Mentor als SB Option gegen die Creature Decks ist vielleicht ganz gut hier.
Hier nochmal ein etwas ausgefallenerer Gedanke: Die Meta ist voll mit guten, blauen Permanents, besonders blaue Walker wie Teferi, Hero of Dominaria , Teferi, Time Raveler , Narset, Parter of Veils und dem unsäglichen Oko, Thief of Crowns , der neuerdings überall gespielt wird. Die wirst du mit deinem jetzigen Deck nicht wirklich los. Und Council's Judgment ist ein bisschen langsam. Wie wäre es also mit einem kleinen Rot Splash für Red Elemental Blast bzw. Pyroblast ? Als schöner Nebeneffekt tötet das auch Ice-Fang Coatl oder Delver of Secrets Flip usw.
1 year ago
Declaration in Stone is pretty decent, but it is also a Sorcery. I think people have a misconception that Instants are better strictly because they allow for more immediate response. While speed is an undeniable advantage, in a deck without ramp, making use of mana on opponent's turns can also be more efficient. For example, with an Instant in hand, you can use untapped mana to remove a threat on an opponent's turn, then untap those lands on your turn, whereas a with a Sorcery, you have to wait until your turn and then choose between casting a removal spell or a creature spell. And then there's range - not all removal spells are equally useful, and in my humble opinion, Generous Gift is pretty solid - not only is it an Instant, but it works on everything. Of course, it also comes at the top of realistic CMC, vs stuff like Fatal Push and Path to Exile that are much narrower, but also allow versatility in casting more spells. I usually run 1-2x of a couple different removal spells that overlap, but also give me range. The added upside to singleton removals is that spells like Surgical Extraction etc that consider additional copies in hand/deck/graveyard, etc fizzle. The downside is against spells like Duress that reveal your hand, as singletons will make it easier for opponents to count your cards (as is true with land art). That's not something I usually care about, but I understand why other people do. I usually prefer white removal to black, so I might run something like 1x Blessed Alliance (versatile and works against hexproof/indestructivble), 1x Generous Gift (works against everything at Instant-speed), 1x Declaration in Stone (very strong against tokens and it exiles), 1x Cast Down (value of speed and application). I don't think this approach is favored in competitive play. Indeed, part of the reason for it is budget-related. If I could afford 16 copies of Path to Exile, it would be in a lot of my decks. And certainly, some of the same logic is generally reserved for Sideboards, which I also use to pad out my top removal spells along with other utilities like Pithing Needle , Ratchet Bomb , Nevermore , Celestial Purge , etc.
Yes, I think you should still try to lower the CMC. In a fast format like Modern, 5 mana on T5 isn't a lot! That's a total possible casting power of 15 over the course of your target game, and that's assuming you play a land each turn. (That also means you'll only be looking at a maximum pool of 12 cards, and 5 of those must be lands! So what 7 spells can you cast for 15 mana? That's only 2.14 mana on average!) If you consider the likely possibility that at least 2 of that 15 must be spent in preventing an opponent from winning, that leaves a maximum of 13 mana to cast other spells. If at least 1 of those other spells is going to be a wincon that costs 4 or more, that leaves 9. This is why spells like Sorin, Vengeful Bloodlord are so difficult to use. If you cast him, you're left with only 5 mana total over the course of 5 turns to cast other creatures and spells. That's only 2x 2CMC creatures. Having 20x 2cmc creatures guarantees you'll get a couple, but it doesn't offset the price of trying to play bigger spells. If Sorin gets removed, or hit via evasion, trample, etc, you can lose a lot of limited resources, and because of spells like Generous Gift and Beast Within , opponents can remove any big threat for less than you can cast them. This can easily slippery slope into getting a combo and protecting it at all costs, which I think, while sometimes fun, is also not as good as a deck without a central/obvious threat. I'm big on value and synergy. Like, I think 30x Champion of the Parish and 10x Brave the Elements would beat just about anything. This all applies to your report on trouble with heavy counterspell/removal. Without a lot of disruption, you've got to be able to play creatures for less than opponents spend to remove them. That usually means no more than 4 spells at 3CMC and only 1-2 at 4+CMC. It also usually means at least 6 1CMC spells. Of course, you're constrained by the theme of the deck, which is all about life-drain, and I think you're way out in front of foolhardy decks trying to play Exquisite Blood+Sanguine Bond among a smattering of other 3CMC+ spells. That said, you still want to make your deck as competitive as possible within your budget, so anywhere you can make the deck faster, more efficient, and more consistent, you want to trade power all the way down to the minimum. Most games, you only need to get opponents from 20 life to 0.
To address Tron, I think it's worth going back to removal options briefly to point out that Generous Gift works on lands, which can be used to shut down Tron decks or at least slow them down. The great thing about GG is that it works on other stuff, too, making it considerably better than something like Rain of Tears , which is so specific and narrow, it's hard to justify even in a sideboard. Other stuff that's great against Tron: Ghost Quarter and less budget friendly, Field of Ruin . Damping Sphere is solid, too, and will favor your heavy-ish use of limited mana, as it's very possible you'll only have enough to cast 1 spell on many turns. To some degree, all this also depends a bit on what sort of threats the Tron decks you're facing are putting down, as it's a pretty broad archetype. Sometimes more removal or board wipes can be useful, but given the mana Tron produces, it's usually difficult to keep up with it once it's assembled. Oh. I got really carried away. Sorry about that. I hope some of this is useful.
1 year ago
My first modern deck how Humanity works. by using raging aggro by putting stuff like Thraben Inspector , Boros Elite and buff them with stuff like Coat of Arms or Honor of the Pure could be good late-game buffs.
Removals- In this case, there will be no stuff like Path to Exile because it's kinda budget so I've have decided to put stuff like Fiend Hunter , Banisher Priest or fast spell-like Celestial Purge , Seal Away , Sunlance etc.
Mana ramp- Since this an aggro deck so it should include too much mana ramp for the help, But this case for sparing I've have decided to include Talisman of Hierarchy , Pillar of Origins for an emergency.
1 year ago
There's not really much in the way of mana ramp for white outside Tron lands or Mox stuff, so I do suggest running a full set of Ballyrush Banneret . Typically, as tempting as 4+ CMC mono-white spells are, they're pretty much unplayable in Modern. Try to get your AVG CMC to 2 or less and only include maybe 4 spells at 4-5CMC, and those should preferably be creatures so you can take advantage of Ballyrush.
Great all-around mono-white spells: Brave the Elements , Path to Exile , Return to the Ranks / Immortal Servitude , Oblivion Ring / Journey to Nowhere , Oppressive Rays , Honor of the Pure , Thraben Inspector , Knight of the White Orchid .
I'm not seeing any reason to run Snow-Covered Plains. On Thin Ice would take advantage of them.
1 year ago
I think you are a bit heavy on the enchantments and stuff. Many soul sisters decks I have seen have four copies of Spectral Procession as the only noncreature spells. Since you have a lot of lifegain, you usually don’t need as many defensive enchantments like Pacifism . If you want a super solid base I would recommend finishing out full play sets of Martyr of Sands and Soul Warden , maybe even throwing in some Soul's Attendant s. As for sideboard, Teyo is a really good choice. Celestial Purge and Celestial Flare are good removal cards into decks like jund that will beat you on the board. Burrenton Forge-Tender and Auriok Champion are good into burn and other such decks. If you happen to hit another soul sisters deck, Suture Priest might be good, but that’s not super likely.
1 year ago
1 year ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .