Death Wind

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Common
Dragons of Tarkir (DTK) Uncommon
Avacyn Restored (AVR) Common

Combos Browse all

Death Wind

Instant

Target creature gets -X/-X until end of turn.

Death Wind Discussion

StupidDroid on Poison -1/-1 Counters

5 months ago

The official reminder text for Indestructible is "(Damage and effects that say 'destroy' don't destroy this)". Even though Erebos, God of the Dead has Indestructible, he will still die if his toughness is zero or less. This can be caused by your opponent's infect creatures, or effects like Death Wind that otherwise reduce his toughness.

DwaginFodder on The First Good $10 Commander Deck on Tapped Out

7 months ago

Upon going through this list, I immediately pulled up a list of Conspiracy 2 commons and uncommons and was not dissapointed. Try things like Death Wind for mana sinks and removal. Marchesa's Decree and Deadly Designs might be out of your price range, but they're both worth considering. The same is true for untap engines Onyx Talisman and Jandor's Saddlebags .

You might want to replace some of the direct damage and lifedrain.

Looks great, can't wait to play against it!

griffstick on

1 year ago

These are all token generators I found that don't need any assistance but there are other things to think about. That Cmdr says "whenever a creature with power 1 or less dies return it to play under YOUR control". So this is where you can get creative and simply make your opponents creatures power 1 or less and kill them to bring them back to play under YOUR control.

So right away the first thing I think of is how can we turn your Cmdr into a Grave Betrayal! So cool.

I'm sure this is plenty for now I hope this helps

Daedalus19876 on Chainer, The Re-animator

1 year ago

A few things :)

1) I'd very much run Hero's Downfall over Ruinous Path.

2) No Toxic Deluge?? It's (IMO) one of the strongest black cards ever printed.

3) I would suggest Rune-Scarred Demon over Diabolic Tutor. It can be reanimated repeatedly with Chainer.

4) Death Wind and Chill to the Bone seem like pretty weak removal here. Have you considered Malicious Affliction, or something of that ilk?

5) I'm not convinced you have enough draw effects. Have you considered Phyrexian Arena, Grim Haruspex, and Ancient Craving-esque effects?

6) Your curve is relatively high, and I'm not really a fan of Manalith and other 3-mana rocks. I'd focus more on cheaper rocks such as Mana Crypt and Mana Vault to accelerate Chainer, as well as Jet Medallion to make your spells cheaper.

7) Mono-black decks always love a copy of Contamination or Infernal Darkness if you feel like adding a cruel touch.

This is my mono-black deck, if you feel like taking a look for anything you might add that I've forgotten:


The Hungriest Aetherborn: Yahenni EDH

Commander / EDH Daedalus19876

SCORE: 151 | 164 COMMENTS | 18022 VIEWS | IN 59 FOLDERS


JuQ on Pillow Fight!

1 year ago

First thing, commander is a multiplayer game where every player has 40 life, that is a ton of damage to be done. You wont be able to succeed with just a bunch of fast creatures and burn spells to the head of your oponents, you have to be ready for a longer game with bigger creatures and spells than in the 20 life formats.

You need a game plan that synergize with your commander, If you just chose a commander for its colour identity you ahould think again what you wanna play and find a legend that supports that game plan or find a legend you like and build a game plan around it.

With Zurgo you can capitalize in his huge power (you can kill a player by deling him a total of 21 points of combat damage with your commander) and him being indestrutible during. Yo can stuff your deck with a lot of Wrath of God like spells to clear the way during your turn, you can give him some equipments that gives him trample like Loxodon Warhammer or fin some other way to overcome his lack evasion.

Zurgo is quite vulnerable when it's not your turn, some spells to protect him will be needed. Lightning Greaves and Swiftfoot Boots were really wise choices, but those are only two cards, I would include some reactions to save Zurgo (Apostle's Blessing, Otherworldly Journey) and some recursion to get him back from the graveyard, every time you cast him from the command zone his cost is increased by 2, so Zurgo's cost will go to 10 in no time.

Most of the removal you included underperforms in commander because creatures are bigger (or at least the ones you care about). To say some of them Death Wind, Gideon's Reproach, Lightning Bolt are not nearly as good in commander as they are in 20 life formats, the most popular removals are stuff like Swords to Plowshares, Path to Exile, Go for the Throat, Murder. But if you are going to use a lot of Wrath of God spells you should only use a few targeted removal spells that exile the creature, if something is surviving your board wipes it's because it is indestructible. If Swords to Plowshares and Path to Exile are out of your budget there are cheaper alternatives like Crib Swap or Silence the Believers.

You will want to draw a lot of cards to keep you game on. You are not on the best colours for card draw, but you still have many good options Phyrexian Arena, Underworld Connections, Painful Truths, Syphon Mind and many others (mostly in black).

Finally you need more lands. It depends on the costs and the amount of mana rocks in your deck but usually they run between 35-40. You also need more lands with many colors, it doesn't matter if they are not the top lands, just the common and uncommon that enter tapped are good, specially if your commander is slow like a CMC6, but don't get colour blocked. Command Tower, Nomad Outpost are no brainers.

Those are the basics, after that you will need to playtest and modify your deck to adapt to your meta.
Happy brewing.

JuQ on Revenge of the Dangernoodles

1 year ago

Hi. What's exactly your game plan for this deck other than being budget?
You have snakes because they are cool, ok. But there is only one thing in the deck that suport them (Seshiro), the deck doen't support the commander either nor the commander supoprts the deck.
Pharika needs creatures in your graveyard to turn them into snakes but your deck is low on creatures and you dont have any way to feed stuff to your graveyard.
There are also some choices that wouldn't work in commander because the creatures are often big and it is a multiplayer game:
Dead Weight will be insifficient most of the time, find something that actually kills the creature instead, you don't have enchantments synergy either.
Death Wind the same, you will have to spend a lot of mana to kill most of the creatures.
Duress this is a better card for 1v1. You know what happens when you cast this on a player? The other players will be quite happy because you are spending a card doing their a favor. Try have a more selfish mind, use cards that help only yourself or at least that help you more that others. Spend your resources removing things that are worse for you that for the others. A threat in the table is a problem for all the other players, if you kill it you will be helping all the other players, kill it only if its specially bad against you (maybe that player is attacking you all the time or the thing deals damage to everything each turn and it's killing all your snakes).

Personally I would use Hapatra as commander instead, you can keep Pharika in the other 99 cards. Pharika won't be relevant until mid or late game but Hapatra will help you develop your board since the early game.
Support hapatra with a bunch of artifacts or enchantments (Whispersilk Cloak, Key to the City) to make her unblockable and protect her, and then use other cards to grow all the snakes. It can be tribal based like Door of Destinies or Vanquisher's Banner or for all your creatures (Beastmaster Ascension, Thunderfoot Baloth) or a sorcery like Overwhelming Stampede or Overrun.

And always include a lot of card draw, if you run out of cards you will be easy prey for the table, you will be defenseless.

Good luck!

eyes2sky on Uncle Istvan | pEDH

1 year ago

Uncle AXstivan looks like fun! Never seen him before, first impression is he is a brick on the field that can take a beating. Voltron him? Maybe. Can he win games on his own? Maybe. I would use him as a stall/sometimes beater till your end game pieces are in place which at the moment looks like life-drain through some cruel control (like discard and hand hate like Distress for example. Death Watch might be a good fit also). I like the idea of a 'swamps' matter/devotion thing you have so far (Gary, Drain life, etc). I really like decks that are versatile and can change direction when needed. Your Uncle is still easily removed, so you might want some protection for him like Whispersilk Cloak for example(esp if you are going for an artifact synergy with Cranial Plating...also: Nim Shrieker and Hunger of the Nim if you go in that direction). But like Gattison mentions plenty of graveyard effects helps avoid comm-tax. And speaking of graveyards Nihil Spellbomb would fit here as well. As far as Swamps-matter I would consider cards like Death Wind, Howl from Beyond, Infernal Harvest and for ramp and artifact synergy: Armillary Sphere. Also for some added instant black-mana to feed those x-spells there is also Liturgy of Blood which feeds a dual purpose. I'll be sure to check back when you make updates. Happy PDHing!

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