Dark Banishing

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dark Banishing

Instant

Destroy target nonblack creature. It can't be regenerated.

Epicurus on People's Thoughts on Mommy Norn?

1 year ago

Thank you, Made_Compleat.

For a lot of things, but amongst them, giving Archelos some love.

May I break this thread by ranting a little bit about Power Creep?

Headline: It Isn't a Bad Thing.

I've been playing since I was 13 years old, in 1994. You know what was the first thing that pissed me off about the game? When Dark Banishing was released in Ice Age, in 1995. You know why? Because, at that point, not a whole lot of shit had been printed that made any of my decks better.

And there was Dark Banishing. A shell of its predecessor, Terror. A card that basically did the exact same thing, but cost one more. Yeah, it killed artifact creatures, but what the hell good did that do anybody back then. And nothing else added to it that made it even close to as good. And, in my mind, I thought, "is anything ever going to make my decks better?" Or are they just going to keep making worse versions of existing cards?

I quit playing the game. Stopped buying packs. Kept my cards, because I never thought they'd be worth anything. Occasionally I would find someone who played, would bring out my old what then began to be called "Legacy" decks, and inevitably trounced them. And, do you know what made me want to start buying cards again? At some point, I started to lose games.

Ok, so I first started buying cards again for the Urza block, because of the fast green creatures with Echo, and because I thought Squirrels were cool. Then, I bought a lot of Mirrodin years later, because I liked both the Affinity mechanic and Equipment subtype therein. I was utterly disappointed with 5th Dawn, but there I was. And I bought a lot of Kamigawa block after that, solely for the flavor. But I quit again after that, because I still owned those decks from long before that were my best, and nothing had made them any better.

I stopped buying cards for many years after that, and then Lorwyn was released in 2007, and I started losing games. Power Creep had set in.

I honestly don't know what it was. Nobody I played with used planeswalkers, so their introduction couldn't have been it. Maybe I had just missed too much in all those years, and new archetypes had emerged. Whatever it was, suddenly my Legacy decks, that hadn't changed much in more than a decade, weren't competing. I had to start buying cards, lest my stance that "new cards will never compete with the old ones" was proven obsolete.

And the hits kept hitting, for years thereafter. I was elated. FINALLY! The cards that were being printed could create decks that could compete with decks that had existed more than a decade ago. And no, I'm not talking about Power 9 decks, but even they could be improved by newly printed cards! There was something better out there, possible and new, to give me a reason to want to continue playing the game!

And by "playing the game," I mean continuing to give my money to WotC. And/or my LGS, TCGplayer, or whomever (way back then, there was a website called Blacborder.com, where I bought all of my singles, but I don't think they exist anymore). Finally, WotC was printing cards that competed with existing cards! Finally, there was a reason to expand my collection! Finally, WotC wasn't just trying to push Standard format for the sake of getting new players to feel like they could keep up, and instead was making old players - like me - feel excited about buying packs again!

And then there was commander. Some of you might not know or remember, but EDH stands for "Elder Dragon Highlander." "Elder Dragon," because in the beginning your commander had to be one, and "Highlander" because that was already the existing name for singleton format ("There can be only one!"). True story: 100 card singleton format existed in 1996. It was called "Highlander" back then. There was no commander. There was no command zone. Just a 100 card singleton deck that forced you to use all those less powerful reprints like Dark Banishing, because the deck was 100 cards and you could only have one Terror. And sometimes, in my experience, your starting life total was still just 20. The wild fuckin west, brah.

And with Commander came a revitalization of a lot of previously overlooked cards. For instance, those 8 copies of Rhystic Study that I had pulled from packs many years prior were suddenly worth a shit. Hard to believe now, but they hadn't been before. Just bulk rares. So at that point, not only were there more and better cards being released frequently, but my old cards that even I had dismissed were becoming relevant. It was like Christmas times 1000!!

So please, don't complain about new cards being too powerful. You don't have any idea what it was like when all that bullshit was being printed in the late 90's. Be grateful that WotC keeps you on your toes. It's a lot more of a beneficial strategy to us players than the creation of the Standard format, where they basically said "we're not ever going to improve on existing cards, so you aren't allowed to use them anymore. Here's a load of less powerful garbage. Please keep buying cards." It keeps us interested in what's being released. It keeps us from taking years-long hiatuses, like I did many times in the past. It keeps new releases relevant, for more than just flavor or shiny new mechanics.

Now we have to grow our collections in order to compete. We have to buy those new cards to keep up. We can't just keep playing that graveyard deck that we built in 1994 and expect to win against these kids that just started playing. We have to adapt, and that keeps the game interesting. Even if it's only changing a card or two in the deck every year. And yeah, if a card comes along every now and then like Elesh Norn, Mother of Machines, that completely wrecks all of the decks that you spent so much time and money building, so be it! That just means that the game is improving, diversifying. It means that there's an avenue for what you already own to get better.

It is a good thing. Get over it.

Balaam__ on Rats!

1 year ago

Regeneration isn’t too common anymore, I’d probably run Doom Blade instead of Dark Banishing as it’s cheaper to cast.

Gory.Flory on The Queen Of Politics

2 years ago

Online class is in session, which just means I've got an excuse to post my suggestions now. My suggestions for lands are a doctrine I'm going to press on you; the following suggestions are just ideas that you can decline based on your taste. Overall, your list epitomizes the Commander format to me.

  1. LANDS MAN LANDS! You could have the best cards in every format and never play them when you need them because you're topdecking the wrong basics at the wrong time. There's budget options, not every mana base needs to be fetches and shocks. Prioritize your lands over cards that are powerful but not essential to your strategy. There are some specific lands that would be interesting in here too. I recommend prioritizing buying one or all of these cycles before buying stuff like Urborg, Tomb of Yawgmoth if you don't already have one. The basic land ratio can then be more specific once your lands are fixed, but that can be the last step of your construction.

Your Mardu and Commander staples: Command Tower , Savai Triome , Nomad Outpost , Exotic Orchard , Terramorphic Expanse , Evolving Wilds . I have a Forbidden Orchard that would be cool in this deck but would need to be part of a good deal (I'm strict about lands).

Your bicolored lands:

a. Pain lands: Caves of Koilos and Battlefield Forge are cheap as hell. Sulfurous Springs is the most expensive of these three but if you can get your cycle of lands for less than $15, it's still really good.

b. Filter lands: Graven Cairns , Rugged Prairie , Fetid Heath . You can get all three of these for $16 so it doesn't pass our test... but I have a Cairns for trade, bringing you to $12.50. These are good because you have some cards essential to your strategy that have double-colored-mana costs and others with multicolored costs. These are a great budget cycle, especially for your colors.

c. Temples are super cheap now: Temple of Malice , Temple of Silence , Temple of Triumph .

Less good bicolored lands that are require deckbuilding technique:

c. Check lands: these are fantastic if you have a good basic land ratio (why it would be important not to run both the thriving lands and the pathways at the same time as these)- Dragonskull Summit , Clifftop Retreat , Isolated Chapel

d. Pathway lands: Needleverge Pathway  Flip, Brightclimb Pathway  Flip, Blightstep Pathway  Flip. You saw the foil full art Blightstep Pathway that was in my knight deck, you asked about the price when you said it was cool. I wouldn't necessarily go out of your way to buy these, but definitely seek them out in binders. If you're not running cards like Cultivate where you want to have some ratio of basic lands, these are strictly better than basic lands and could replace your Thriving Lands (which are a decent start; I have the nonred ones available).

e. These lands: Foreboding Ruins , Shineshadow Snarl , Furycalm Snarl

  1. Curses, Vows, Impetuses: these could be cool, especially with the Sigarda's Aid you already own. Having these in your hand (and even better, a sigarda's aid in play) means when you say "if you attack this person instead of me, I'll reward you with ____" and bluff, or if someone attacks you you could flash in a Vow of Duty . I have most of these in the cube (as well as marchesa and the jankier cards in your deck), so you can try these out and see if you like them.

a. The other vows are Vow of Lightning , Vow of Torment , and Vow of Malice (quick trivia- there's two black vows because R&D has tried to ween off of intimidate and other mechanics like protection from [color] and likely didn't want to include it in Commander Legends).

b. More aggressive and prone to cause kamikaze-style attacks, the Impetuses are similar to the vows but definitely play very differently. Martial Impetus , Shiny Impetus , and Parasitic Impetus could even be considered removal for multiple creatures in combat if you flash them out with Sigarda's Aid.

c. Curses: Marchesa was the most popular commander for curses until Ghen, Arcanum Weaver was released. Curse of Chaos encourages the player with a shitty hand to swing in a bit. Curse of Bloodletting punishes the opponent who is too far ahead. Curse of Shallow Graves is cool at a table with Gedan's Varina, Lich Queen deck. The curses from Commander 2017- Curse of Opulence and Curse of Disturbance are the best in your deck as they also give you something when your opponent attacks them too. These are really the only curses that fit the theme and psychology of your deck by not making you a target IMO, but .

  1. Removal: You have some "soft" enchantment synergy going on, so you might as well make it more broad. You're in the late game, you've got all your powerhouse enchantments in order and extra mana... why not cast Idyllic Tutor for whatever removal would smooth out your schemes? Darksteel Mutation shuts down commanders. Seal of Cleansing can be recurred with Hall of Heliod's Generosity . Dark Banishing is honestly a better run for your cash over Bedevil ... you're supposed to be able to convince those opponents to remove the black creature ;)

  2. Individual cards: Gedan has a Rite of the Raging Storm you could get. Wishclaw Talisman is more on theme than Diabolic Tutor or cheaper than Infernal Tutor . This is the only deck I wanna see those and Grim Tutor in since I know what you tutor for will actually be interesting and not a combo piece. Sphere of Safety would be impenetrable and bait removal if you have the mana for it. I have a foil Keeper of the Accord somewhere but I don't know where it is. Commander's Sphere as a budget option for Chromatic Lantern , and if you build a solid budget land base the draw effect would be better (adding but lantern but not replacing would be good eventually)

  3. Some cards I'd remove or wanted to comment on, but understand maybe stylistic or preferred: Sunforger can be a cool aikido spell tutor at instant speed. However, looking at your white instants, you have to spend 3 and then RW to save yourself with Angel's Grace . That could be a cool maneuver. I was also going to suggest dropping Akroma's Will until I saw Sunforger... that's fucking cool too, especially game changing after blockers are declared. Otherwise you're Mortify ing a creature, having your opponent talk to the Deflecting Palm , or Tear ing an enchantment in half. Batwing Brume wouldn't do anything with Sunforger. Therefore Sunforger basically has two game-changing effects and three utility effects, but I'd suggest keeping an eye on Sunforger to see how often the 3RW cost is available and worth it. The fewer cards you're dependent on, the more decentralized your strategy is, making it way harder to compete against (I'm saying this both critically and in favor of Sunforger- just keep it in mind). Torment of Hailfire wins you the game, but isn't gonna be less than $15 in the next couple years. You might not need it. Revival / Revenge can make you one of six creatures or one of three opponents an enemy- it seems like there are better cards you could play. Revel in Riches makes you a threat that your opponents need to race against, and I (genuinely) don't know if that's a position you want or if you want to maintain your monarch status. Try to think of when you want to win with this deck- by beating down your opponents individually, by beating them all at once, by spontaneously winning, or by drawing the game out for as long as possible and having the best resources throughout the game.

I haven't been able to analyze most of my own decks this intensively in a while, your design is competitive while still unique and interesting. Knowing your play style and how well it fits to this too also helps me suggest cards- it's the difference between auto-generating a deck from EDHRec and building a deck. I haven't been super inspired in the decks I've been building for myself, but this one of yours has me just as interested in the game as you now.

hnki on Upgraded Obby (Duel Deck)

5 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.

Caerwyn on Favorite Artwork?

6 years ago

I second Rebecca Guay. Dark Banishing, Auramancer, Dark Ritual, and Channel are all well done.

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.

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