Day of Judgment

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2012 Core Set Rare
2011 Core Set Rare
Zendikar Rare
Promo set for Gatherer Rare
Promo Set Rare

Combos Browse all

Day of Judgment

Sorcery

Destroy all creatures.

Price & Acquistion Set Price Alerts

M12

M11

ZEN

Ebay

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Day of Judgment Discussion

NV_1980 on Super Friends Commander/EDH

4 hours ago

I like this super-friends deck; though I think it requires stuff that'll increase your speed a bit. Your average CMC is a bit high, so some ramp will do wonders. Either artifact mana rocks or some green sorceries to that end will do the trick. I'd replace one of the expensive CMC wipes you have with Day of Judgment. Also, I'd find a way to add Black Sun's Zenith, which will allow you to kill indestructible stuff with -1/-1 counters (repeatedly, if you're lucky). Last but not least, I'd add some graveyard-hate like Bojuka Bog, Rest in Peace or Leyline of the Void, to keep your opponents' creatures from coming back.

Happy gaming!

usaDiabetic on Hannah?

1 week ago

Why not Wrath of God over Day of Judgment?...the no regeneration will come up more than you think.

willspower3 on Spiritual Penance

1 week ago

Looks like a great ultra budget modern deck! Condemn works fine but can backfire against really big creatures like Tarmogoyf, Death's Shadow, and Reality Smasher and creatures that use activated abilities instead of combat like Eldrazi Displacer, Grim Lavamancer, and Eidolon of the Great Revel. Having so many counterspells actually makes Oust a great budget removal spell for you as you will know what the opponent is drawing.

Cast Out is also good since it can cycle for a new card if you don't need it and hits any non land permanent. Consider you deck as having space for 14 non-creature spells. You can mix and match as you see fit.

One thing to consider is your sideboard. You get 15 cards to swap out after your 1st game of the match. People have a lot of opinions about sideboards, but I like to have 3 cards to hate graveyards, 3 for artifact hate, 3 board wipes, 2 life gain, and 2 enchantment hate, and 2 flex slots. For you, 3 Tormod's Crypt, 2 Kataki, War's Wage and 2 Fragmentize for artifact hate, 2 Collective Effort, 3 Day of Judgment, 2 Blessed Alliance, and 1 Ceremonious Rejection would be a good place to start. Rest in Peace and Stony Silence are good upgrades over Tormod's Crypt and Kataki, War's Wage later on.

DespairFaction on I am Lord Schramm, Father of Giants, Son of Angels

1 week ago

Hey I am a long time Aurelia player. I have a deck that functions similarly to yours, you can check it out for some ideas here http://tappedout.net/mtg-decks/aurelia-angel-tribal-1/.

First off you need a lot more lands. I would run 39-40 for a deck like this. You never want to miss a land drop.

Anyways here are my recommendations to add:Furnace of Rath, Dictate of the Twin Gods Manabarbs, True Conviction, Aurelia, the Warleader.

For mana production and ramp: Thran Dynamo Gilded Lotus Quicksilver Amulet Belbe's Portal Hedron Archive Gift of Estates Land Tax Tithe Burnished HartFor Removal: Day of Judgment Blasphemous Act, Fault Line Earthquake Return to Dust Comeuppance.

Creatures: I like the idea of sticking to one tribe, I recommend working your way in that direction even if it takes a while to achieve. The suggestions above will work for any type of big creatures, angels, giants, dragons, eldrazi etc. High impact angels Reya Dawnbringer Emeria Shepherd Sunblast Angel Angel of the Dire Hour. Some high impact giants Hammerfist Giant Inferno Titan.

Card draw: Wheel of fortune is great but expensive so Runehorn Hellkite, and Reforge the Soul and Dragon Mage are budget options. Planar Bridge is great in a high mana deck, you can tutor for the permanent you want most. Otherwise group hug cards are also reasonable Temple Bell, Howling Mine Font of Mythos Horn of Greed.

Things I would cut:Both Archetypes - they get lost easily to board wipes. Fall of the hammer, suppression bonds, solemnity, fall of the hammer, blazing volley, disaster radius, breath of darigaaz, dawnglare invoker, bloodshot Cyclops, anya, prism ring, and saving grace. All of these cards can be replaced with better more impactful cards listed above.

I would also cut Blade of Selves and Conjurer's Closet since they are not well supported in this deck. You really want to be using a lot of enter the battlefield creatures, so this doesn't seem like the right home for those cards.

Anyways, let me know what you think.

X1BOB on Ploofer McGee

1 week ago

dzapf2008, I generally retrieve a titan (preferably Emrakul, the Aeons Torn unless I have Day of Judgment in hand in which case I pick Ulamog, the Infinite Gyre and wrath the board) or the good ol Quicksilver Amulet because I will generally start with one or the other in my starting hand (heavily mulligan into one). This is an outdated deck list to the one I currently have, I've upped the amount of titans in the deck so that I don't have to mulligan as heavily which was one of the most difficult and frustrating things this deck would do. Appreciate the feedback. Let me know if you have any other questions.

srolo on Oloro

1 week ago

Take these over the guildgates

Drowned Catacomb
Glacial Fortress
Isolated Chapel

And you need these

Watery Grave

Hallowed Fountain

These are good too. You want as few come into play tapped lands as possible, but the scry lands are always good.

Sunken Ruins

Fetid Heath

Mystic Gate

Temple of Deceit

Temple of Enlightenment

Spell Pierce is weak in this format with things like Sol Ring

Dissipate is a direct improvement over Cancel
Absorb is a card and so is Countersquall

Sensei's Divining Top to go with your Counterbalance though I don't know how well counterbalance will work in EDH

Solemn Simulacrum

Serra Ascendant

Azorius Signet and Dimir Signet

Venser's Journal is a tossup if you want it or not

Supreme Verdict

Terminus

Damnation

Cyclonic Rift

Merciless Eviction

Wrath of God is a straight improvement over Day of Judgment

Vindicate

Hero's Downfall is a straight upgrade over Murder

Path to Exile

Swords to Plowshares

Sorin, Grim Nemesis

Wasteland

Strip Mine

TheDuggernaught on White/blue life gain deck

1 week ago

Chalice of Life  Flip is a pretty meh card. If you want to gain 1 life per turn, there are far more efficient ways of doing so (Soul Warden and the like), and if you want to do damage by gaining life, there are more efficient ways of doing so (Ajani's Pridemate, Archangel of Thune and Serra Ascendant). I have used chalice once in a turbo fog deck... but that is a completely different deck.

But based on your description, some sort of control list might be what you are looking for. W/U Control is a pretty good deck. Most lists utilize a fair number of cards that gain life (Blessed Alliance, Sphinx's Revelation), although life gain is not a primary focus for the deck. Most W/U Control decks also use Celestial Colonnade as the primary win condition... and those are not cheap. Colonnades are good though as they are only creatures when you want them to be creatures -- which means you can play board wipes such as Day of Judgment and not lose your "creatures". I feel like this sort of style fits you needs best, so this leaves us with a few options.

  1. Planeswalkers. Some planeswalkers are kind of pricey... others are not so bad. But planeswalkers synergize very well with board wipes as they are not creatures and it gives them "free turns" to tick up to their big abilities which can often, more or less, win the game by themselves. Some examples of good planeswalkers for this sort of deck are Gideon, Champion of Justice, Dovin Baan, Gideon Jura, Sorin, Grim Nemesis, and maybe Nissa Revane.Other ones are that are more expensive might be Ajani Vengeant, Koth of the Hammer, Mike expressed that he has had no urge to self-harm as of late. and Nahiri, the Harbinger.

  2. Myth Realized. Is similar to a manland in that it is only a creature when you want it to be a creature, and can get scary big.

Alternately, if you are still keen on the idea of winning with Felidar Sovereign, there are a couple ways to help make sure you win. You could splash black and use Doomed Necromancer's ability to return your Felidar Sovereign back to play at the end of your opponent's turn once you are at 30+ life. This gives your opponent less time to be able to do something about the Felidar Sovereign as they have to be able to kill it with an instant -- or else you just win. Another option is to take a page out of the Emeria decks and run Emeria, The Sky Ruin. Play all the boardwipes, and do not care because once you hit 7 plains, all your creatures will start to come back.

Let me know what you think and I can start helping you carve out a deck list. Ultimately, you cant go terribly wrong with either of the establish archetypes, but brewing is not a bad thing either! As far as dealing with aggro decks, how fast are these decks winning? A normal aggro deck in modern will normally win turn 3 or 4. Although if you are playing against other budget decks, you likely have more time.

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