Day of Judgment

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
Zendikar (ZEN) Rare
Promo set for Gatherer (PSG) Rare
Promo Set (000) Rare

Combos Browse all

Day of Judgment

Sorcery

Destroy all creatures.

Price & Acquistion Set Price Alerts

M12

M11

ZEN

Ebay

Recent Decks

Load more

Day of Judgment Discussion

multimedia on Grand Arbiter

1 day ago

Hey, this looks good, 106 cards though. If you're playing this deck competitively I suggest decreasing the avg. CMC to 2.5 or lower. This will also help with the low amount of lands.

How has 32x total lands been playing? I see you're not playing any of Mana Vault, Mana Crypt, Mox Diamond, Chrome Mox, Azorius Signet? These rocks let you get away with playing a low amount of lands without them more land is needed, 36x lands to make up for this. If because of budget reasons then Azorius Signet, Thought Vessel and Fellwar Stone are fine two drop rocks to go along with Mind Stone, Talisman of Progress and Sol Ring. I suggest making two drop or less rocks the priority because Grand Arbiter is a four drop. Getting to consitently play him turn three with one of these rocks is good.

Cards to consider cutting to make 100 cards:

  • Curse of Exhaustion
  • Dovescape
  • Steal Enchantment
  • Swift Silence
  • Frozen AEther
  • Martyr's Bond

Show

Good luck with your deck.


NV_1980 on Kaalia of the Vast

3 days ago

Ow, and the stuff I would drop in favor of all the other stuff just mentioned: all your current enchantments, Cleansing Beam, Comet Storm, Congregate, Sulfurous Blast, Syphon Flesh and Syphon Mind.

An extra board-wipe or two, like Day of Judgment or Fumigate, could also prove useful.

MrSilk on Ultimate Orzhov Martyr Proc

5 days ago

magicthe

Thank you for the reply! Like I said, I'm completely up for any and all suggestions.

I think you might a problem with you decks focus. Are you attempting to gain life yourself, or hurting the opponent by giving them life?

So that's the thing with this deck. I can do either depending on which wincon is on the field. If I have a first hand draw that includes Tainted Remedy, I'm likely going to play Wall of Shards turn two, then Remedy (or bridge) turn 3 and then use my cards to "give life" to my opponent with Rest for the Weary, Heroes' Reunion or wall of shards.

If my draw includes my Chalice of Life and/or Sanguine Bond I'm going to try and boost my own health turn two with a Martyr of Sands (played turn one) and a Rest for the Weary/Heroes' Reunion turn 3 for a chalice flip on turn 4. If I have a tutor in hand or bridge, I'll always play bridge turn three and attempt to pad my health for the eventual Chalice. Tainted remedy should be extremely easy to find with this deck, so I'm expecting to turtle up and damage from behind my bridges no matter if I have Remedy, Bond or Chalice out. Now, I CAN remove my Bonds and go for an entirely Remedy/Chalice wincon or I can remove my Tainted Remedies and still tutor for a Bond/Chalice/Bridge wincon. Either way, currently both of them are supported with this deck, but I can easily specialize.

As for colors, I'm ONLY splashing green for Heroes' Reunion since it's the best cheap lifegain card I could find. I would like to stick to LOW mana (like 3 or less) black/white cards if I could.. I'd love to be able to remove the green just to make the manabase that much easier to manage.


So about your suggestions, I really like Congregate because it supports all three wincons this deck has, my ONLY issue with it is that it has 4 CMC and in a bridge deck, that's a bit too high since I want my hand size to be as minimal as possible. This card would likely be best if I dropped Sanguine Bond for the Congregates (probably a 3x) and went for a purely Tainted remedy/Chalice wincon. It'll also (like you said) reduce the amount of black int the deck and allow Martyr of Sands to shine.

Blessed Alliance is also a card that I looked at and I may give a shot in the future, simply because it's such a good toolbox.

Wrath of God, Day of Judgment and Fumigate are always cards that I will consider in white decks. I have a few Wrath of God cards sitting around.. I might toss a few in! The only issue I ave with them in this deck is wiping out my Wall of Shards and if I do get my bridge out with a near empty hand, I'm not worried about creatures anyways.. And if I do get a Congregate in play, I wouldn't want to have a Wrath of God type card sitting in my hand allowing bigger creatures to attack me.

Rhox Faithmender Is a very sexy card if I decide to go the Sanguine Bond route can use my lifegain as a wincon. The only issue with a Sanguine Bond wincon is that it slows the deck to a minimum of 7-8 turn win and has more expensive cards in hand, therefor hurting my Bridge defenses.

Proclamation of Rebirth - I MAY purchase this and put it on the sideboard. Right now the only thing I could return is my Martyr of Sands which could help me produce a self lifegain wincon. I'll keep this one in mind.


Thank you so much for the writeup and suggestions! I might actually change up the deck just a bit. Your input was much needed. Thanks again!

magicthe on Ultimate Orzhov Martyr Proc

5 days ago

Hi mrsilk

I really like your deck idea. The synergy with Wall of Shards and Tainted Remedy is fun. You were asking for suggestion on a bunch of differen subjects, first I will you my considerations regarding the colors of the decks, and then I have a bunch of cards choices you might consider.

I think you might a problem with you decks focus. Are you attempting to gain life yourself, or hurting the opponent by giving them life? You need to figure this out. Is your decks most important card either Tainted Remedy or Sanguine Bond/Chalice of Life. I do understand why you're playing both, as the other can be a backup. 1 of the other is still something I would run, but not more.Because you're running Martyr of Sands, you'll also need more white cards in your deck, than black. This is why most of my card choices are white.

Consider these cards to replace Ruinion:Blessed Alliance - A great removal, that currently seed play in modern.Congregate - Great against Token decks.Lone Missionary - Great blocker and also have synergy with some of the cards below.

Replacements for Aciennt Stirrings:Wall of Omens - Also a wall, and delays the game further while providing you with cards.Thraben Inspector - Same a Wall of omens, expect it requires an additional payment to draw the card.Survival Cache - Gains a small amount of life, but will only draw you cards if you have the most life. It can draw your two cards.

If you're deciding to playing green, even though you might be moving away from the color, consider running Kavu Predator. You might also consider being mainly white, with just a splash of black, green or blue. (For Trophy Mage)

This is some other cards, you might consider in your deck:A Wrath effect - Wrath of God/Day of Judgment/FumigateSun Titan - Recursion for all your creatures, as well as Chalice, Bridge and Tainted Remedy.Emeria, The Sky Ruin - Also recurs creatures, but only in the late game.Rhox Faithmender - Doubles your own life gain effects.Blind Obedience, instead of Authority of the Consuls. It allows you to drain life just from casting spells.Proclamation of Rebirth - Excellent in recurring Martyr of Sands.

Regardsmagicthe

DragoLion on Shadowborn Storm

1 week ago

I like this build it's cool. I do have some small food for thought changes like instead of Falkenrath Noble; Zulaport Cutthroat and even on a budget there are better sweepers like Day of Judgment, Killing Wave and Mutilate. Great deck tho.

Gypsyhatten on alesha testtest

1 week ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

multimedia on gate watch assemble! {work in progress}

1 week ago

Hey, looks good for a first deck.

If you want a less powerful, but still good and most importantly budget Doubling Season effect consider Oath of Gideon.

Tamiyo, Field Researcher and Vraska the Unseen are great budget (less than $6) Walkers for a Superfriends strategy. Tamiyo's ultimate is amazing with other Planeswalkers casting them for free from your hand and Vraska's -3 is great unconditional removal.

Board wipes are very good with a Planeswalker strategy. Day of Judgment is budget consider including it. Other than Sylvan Caryatid I don't think you need other creatures.

For the manabase I suggest going with green and white as the two dominate colors with green as the most dominate. Green because of Oath of Nissa and Caryatid and white because of Deploy the Gatewatch. You can then splash blue and black. I don't think you need to worry about red because the only red Walkers who matter are Bolas and each has a high mana casting cost. Relying on Oath of Nissa and Deploy for Bolas is fine. Play a single source of red in the manabase just in case.

Good luck with your deck.


multimedia on Sram Commander, mono white, Enchantments

2 weeks ago

Hey, consider cutting lands? You don't need 45x lands that's overkill, 36-38x Plains is enough. You could cut the lands for more cheap mana cost equipment, all are budget:

These are all 0 mana cost artifacts, great with Sram and Puresteel Paladin as draw.

Here's more suggestions:

Armory and Pilgrim are great budget tutors. Warhammer and Mask is nice budget equipment. Armor and Mantle are powerful low mana cost auras. Conviction is good because you can bounce it back to your hand and play it again to draw again. Steelshaper and Shikari are good support creatures.

Some white budget Commander staples to consider adding are:

Good luck with your deck.


Load more