|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Rare|
|Commander 2016 (C16)||Rare|
Combos Browse all
Destroy target artifact, target creature, target enchantment, and target land.
|Have (4)||metalmagic , Noobly , rockleemyhero , Pumpkinking913|
|Want (6)||Xydroth , Notato , Captain_Howel , Mortiferus_Rosa , VolcanicAshe ,|
2 days ago
Problem with Decimate is that you 4 targets, and if one of the targets gets removed / protected while it's on the chain it gets cancelled. Still I like it :D
3 days ago
The only I have is Sphinx's Revelation I think? And I was already thinking about taking it off. Decimate was in the deck, the problem is, once only one of the target disapear (bounce, sacrifice, whatever), the whole spell fizzle. Like 9 time of 10, the spell just don't resolve (In my playgroup tho). Assemble the Legion got out too, It's too slow imo. I'll check for the rest tho, thank you.
3 days ago
Drop all the card draw cards, commander is more than enough for all your card draw needs.
Assemble the Legion
Gruul: Decimate pretty much must have or any of the Domri planeswalkers
Selesnya: Aura Shards or Trostani Discordant or Sylvan Reclamation
Would also add Ash Barrens as its must have for 5 color decks
1 week ago
Fellin22: I could give advice, if you show me your decklist.
BelugaWhale217: How is Decimate hard to cast? You have 3 other players playing. I never didn't find anything to target. Also It's one of the two cards in Gruul colors. I will do some more playtesting, and evaluate it again after.
1 week ago
Honestly, Decimate because its kinda hard to cast
1 week ago
First off, we would recommend that you main-board the following cards from your maybe-board:
- Eternal Witness ; too good not to have in any deck featuring green because it has so many uses.
- Heroic Intervention ; because board-wipes are a pain when your strategy depends on winning through creature attacks.
- Full Moon's Rise ; for the same reason as we would include Heroic Intervention .
- Decimate ; because it's amazing value for its mana cost and should be a staple in any Gruul deck.
- Tempt with Discovery ; has the potential to give you a big mana advantage over other players.
Then there are some other cards we would include:
- Burgeoning / Exploration ; because playing more lands per turn, especially in the starting phases of a game, is often key to victory.
- Hull Breach ; because like Decimate , it's excellent value.
- Rythm of the Wild ; allows you to cast your werewolves with impunity and gives them bonuses to boot when you do.
We are not entirely sure what we recommend you should remove in order to make room for some of this. Ruric Thar and Mana Barbs come to mind as these seem to hurt you almost as much as your opposition. We're not sure about including Coat of Arms either, as many opponents will benefit from this card too.
Anyways, let us know what you think and good luck with your build. We think this is a promising start.
Mrs and Mr NV_1980
3 weeks ago
Ah right...I forgot to touch upon the items before...
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's no longer in the zone it was in when it was targeted is illegal. Other changes to the game state may cause a target to no longer be legal; for example, its characteristics may have changed or an effect may have changed the text of the spell. If the source of an ability has left the zone it was in, its last known information is used during this process. If all its targets, for every instance of the word "target," are now illegal, the spell or ability doesn't resolve. It's removed from the stack and, if it's a spell, put into its owner's graveyard. Otherwise, the spell or ability will resolve normally. Illegal targets, if any, won't be affected by parts of a resolving spell's effect for which they're illegal. Other parts of the effect for which those targets are not illegal may still affect them. If the spell or ability creates any continuous effects that affect game rules (see rule 613.10), those effects don't apply to illegal targets. If part of the effect requires information about an illegal target, it fails to determine any such information. Any part of the effect that requires that information won't happen.
So actually a Decimate that targeted four legal targets, but then a target became illegal (in stated case: the Commander's Sphere was sacrificed) would still resolve with illegal targets being unaffected.
Illusionist's Stratagem as you stated, would still resolve if only one of your creatures got removed due to not all of its targets being illegal.
tl:dr - If all of a spell or ability's targets are illegal, it will not resolve.
3 weeks ago
I was under the impression when I was first learning Magic that once a spell failed in having 100% of its targets as it tried to resolve, it would be countered by the game (back when being countered by the game was a thing). So a Decimate I cast that targeted four legal permanents including a Commander's Sphere would fizzle if the controller of the Commander Sphere sacrificed it in response.
I later came to understand that as long as a spell has at least one legitimate target, it will try to resolve to its fullest ability. So if you cast Illusionist's Stratagem targeting two of your creatures and one gets removed in response, you would still blink the remaining creature and draw a card.
Now, as I was typing out this next part, I realised I've been misreading Fblthp since his spoiler. For this next part of the question, just to help me understand the ruling, please pretend Fblthp's second ability triggers from being targeted by anything:
When I first saw the creatureless deck techs for Fblthp, the Lost that revolve around Proteus Staff , I thought somebody must have made an error because the staff's ability would fizzle when Fblthp gets shuffled away. But is it true that the Staff's ability will not only continue to resolve, but will also use the last known information of the creature to determine the missing permanent's controller when it was last on the battlefield?
Decimate occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%
RG (Gruul): 1.22%
BRG (Jund): 1.2%