Destroy target nonblack creature. It can't be regenerated.
Printings View all
|Tempest Remastered (TPR)||Common|
|Duel Decks Anthology (DD3)||Common|
|Coldsnap Theme Deck (CTD)||Common|
|Duel Decks: Divine vs. Demonic (DDC)||Common|
|Masters Edition II (ME2)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Deckmasters: Garfield vs. Finkel (DKM)||Common|
|Seventh Edition (7ED)||Common|
|Ice Age (ICE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Dark Banishing Discussion
11 months ago
Timmy: Big, flashy spells. Huge boardstates. High CMC. Loves long games, loves interactions.
Johnny: Win or lose, the fun is in playing the game. If everyone is having fun, a Johnny is happy.
Spike: If you're not winning, you're losing.
Vorthos: Artwork and flavor over design. A deck that only wins 30% of the time but is 100% flavorful is the best way to play. Think "Chair Tribal", "Hat Tribal" and "Sexy Woman Tribal".
Mel: is better than . Sorcery spells are garbage. Creatures need ETB effects. There are only a few good Planeswalkers in the game.
Timmy (Myself) is a player who enjoys large plays, huge mana sinks, massive boardstates, fringe combos, odd synergy, tribal mechanics, etc. As I've stated time and time again, I absolutely LOVE making creature tokens. Cards like Sandwurm Convergence is like huge bang for your buck when you create endless Wurms for free after the initial investment. I also love Planeswalkers as it's effectively a free Sorcery each and every turn, and the better ones bring flexibility to the game. Yes, I do try to win. No, unlike a lot of Timmy players I do not get butthurt if I lose.
Johnny are players who don't really care if they win or lose. They just want to sit down, play some Magic with their friends, and have fun. If everyone is having a blast, they are happy. Johnny's win when others are having fun. These are the guys that will pitch in for pizza, offer to host at their place, give you tips and pointers on how to play, and generally are awesome people. I'm a Johnny on this site as I always try to offer and give advice, but nothing makes me quite as happy as a boardstate with 20+ creature tokens, 4x anthems, and some giant engine that nobody uses because it's garbage.
Spike players are those who want to win, they only want to win, they are there to win, and they use the best cards to win. They are the ones who research decks, keep on top of meta data, care about win:loss ratios, hone their sideboards, and (In my experience) cheat whenever possible. They are the first ones to call out a rules violation and bring the game to a halt when they see someone else do it, but are quiet as a mouse and refute it endlessly when they do it. These are the only players I get angry with, and I actively avoid them at all costs. ACCORDING TO MARK ROSEWATER, a "Spike" player was first noticed when he realized four of his friends played in this way, and three of them are female. Therefore, "Spike" is a gender-neutral name.
Vorthos is a player who puts flavor above mechanics. These are the ones who will buy a Ride Down over Ride Down for a Samurai tribal. These are the ones who will make a "Bearforce One" deck. These are the ones who will only use burn spells that actually contain FIRE on them and not ELECTRICITY. They can be a Timmy or a Johnny. You are typically not going to find a Spike player who is Vorthos, because you can't have the best cards if you nit-pick their artistic design. Vorthos comes from Mark's friend John who would play this way. Since Johnny was already a name, Mark went with John's D&D character's name - Vorthos; A 14th Level Elf.
Mel (Melvin, shortened to Mel to become gender-neutral) is a player who meticulously rips apart each and every aspect and design of a card to find the objectively best value for their money and deck. For example, to a Mel, a Lightning Bolt is strictly worse than a Path to Exile or a Fatal Push . Why? Because Path to Exile permanently removes the threat from the game and Fatal Push permanently kills the threat. Lightning Bolt may not actually be enough to deal lethal. A 4/4 creature is out of Lightning Bolt reach, but not out of Path to Exile 's reach. Yes, we may disagree because we recognise that burn is a legitimate strategy. Dealing 3 damage to a creature who sustained combat damage is completely viable. Dealing 3 damage to your opponent and swinging in with a now 2/2 Monastery Swiftspear for a total of 5 damage is insanely good on T2, or even T1 with Simian Spirit Guide . But a Mel is going to look at all aspects of a card, and a 1 CMC 100% removal is better than a 1 CMC "eh, it might be removal". Mels are strong Spike players, but they are also players who just want to maintain curve, stabilize their color requirements, and hone their deck. For example, Hero's Downfall is strictly better than Murder . But if you are in two or more colors, Dark Banishing is strictly better as the color cost is less strict. If you are up against black creatures, sideboard Hero's Downfall and never even consider Murder .
1 year ago
Stretch goals (budget breakers) Overwhelming Stampede - Skullclamp - Ashnod's Altar - Bow of Nylea - Obelisk of Urd - Door of Destinies - Cryptolith Rite - Beastmaster Ascension - Growing Rites of Itlimoc Flip-
2 years ago
About Black Removal:
The 2x Doom Blade has been downgraded into 2x Hand of Death. 2x Eviscerate has been added. In general, I'm slowing down the speed of black's removal to avoid feels-bad turns when Green attempts to resolve a fatty only to get blown out in tempo because black left open two mana. However, I added more removal overall because I gave green massive upgrades in both speed (It has dorks now! A lot of them in fact!) and to the power of its finishers. I'm carefully watching the balance for now and if necessary I will add the Doom Blades back as 2x Dark Banishing.
2 years ago
2 years ago
I am a big fan of NN Thomas' post MTG artwork, which includes both prints and resin figures. Interestingly, her style is drastically different for her own pieces than when she was working for Wizards. She still has some notable card art, including Drought, Underground River, and Aysen Crusader.
Anguished Unmaking has always been a favourite of mine. You can really tell how much pain Sorin is in as he destroys his creation.
I could do without the zombies in Endless Ranks of the Dead, but the stained glass window is gorgeous.
3 years ago
3 years ago
Hey there. Prepare for a wall of text, as I think you're on to something here but could benefit a lot from some additional information.
As I have been building and playing with a Demon deck for a few years now, and my group is transitioning from casual Legacy to Modern, I have a ton of suggestions, but I will try to keep them moderately priced, assuming you are operating on a budget.
The main reason that Demons aren't played by a wide array of people is that they cannot efficiently operate without mana acceleration. Your idea is to go the sacrificing route, but in its current form that is quite inconsistent, as there aren't many demons that you can push out quickly.
I see two main avenues you could go in order to push out Demons fairly quickly and with more consistency, and without having to play weak-ass creatures (That's not the point of a demon deck after all). Outside of Modern it would be considerably easier, but lets go the Modern route.
Route 1: Mana acceleration
The problem in modern is, that most mana acceleration engines are banned. Currently you don't have too many choices in this department and they rely on creature spells, which are prone to removal.
- Crypt Ghast Pretty good card, can let you push out any and all Demons in Turn 5, including Reiver Demon
- Nirkana Revenant 6 Mana is quite a lot, just to boost your actual mana-generation. Not recommended.
- Korlash, Heir to Blackblade Probably your best bet, as it can be incredibly powerful but likely not in your budget.
- Nykthos, Shrine to Nyx Again, probably not in your budget.
Route 2: Creature cost decrease
- Heartless Summoning Let this one sink in. It can be incredibly powerful and allow you to drop bombs as early as turn 5 and with consistency. If you rely solely on demons and other big stompers, the -1/-1 won't bother you in the slightest.
Specific card critique
- If you play Demons (which don't need any powerup) and plan to sacrifice your smaller creatures (they would die inevitably, the powerup would be wasted), there is no reason to play Unholy Strength.
- Tendrils of Corruption is probably better here than Consume Spirit
- It depends on the circumstance, but to keep you alive Tribute to Hunger can be better than Dark Banishing
- Larceny is just bad, unless multiples of your Imps survive until round 5, which is not a given.
- Oni Possession You might be trading three cards for one removal spell here. First, you sacrifice a creature, then you enchant your own. If the enemy casts a simple removal spell, you lost three cards, for +3/+3 and 3 mana.
Now, for the good part! More Demons, more powerful cards, a better mana curve and a stronger competitive focus!
- Desecration Demon Arguably the best Demon for a budget. He was even features in the duel deck, albeit a different one. And you really need more cards in the 4-mana Slot. With Heartless Summoning it can be played for 2, is a 5/5 flier and let's your opponents sacrifice creatures!
- Mutilate Boardsweeper, in case you end up being dominated before you can get out your fatties. As a bonus, if played early, your fatties will survive.
- Bloodgift Demon A 5-mana flying, demonized Phyrexian Arena. A total bomb.
- Read the Bones or Night's Whisper or Ambition's Cost Card Draw for a budget.
- Whip of Erebos Can be ridiculously overpowered in this deck.
- Lightning Greaves Haste and protection for 2 mana. Probably worth the investment, as it can be a powerhouse in most decks.