Deconstruct

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Mirrodin (MRD) Common

Combos Browse all

Deconstruct

Sorcery

Destroy target artifact. Then add to your mana pool.

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Deconstruct Discussion

golgariizzet on Omnath, Locus of Mana

1 week ago

no Lightning Greaves or Swiftfoot Boots to protect your commander? Frontier Siege would be good since you would not lose your mana pool Patron of the Orochi, Carpet of Flowers, Loam Dryad, Citanul Hierophants, Cryptolith Rite, Deconstruct, Elemental Resonance. just some thoughts that could help. also as brutal as omnath is i feel elf tribal or elves and druids would make him even more brutal there are so many ways with them to put mana into your mana pull and fast because they are so cheap.

raefgall on Selvala's Chargers

2 weeks ago

Overall breakdown:

The first thing that stands out is that the ratios for this deck lean very heavily towards single use, non-repeatable effects. There should probably be a bit more land (I'd aim for at least 36 or so), and a few of the cheap fetch lands would go a long way. While you have some token generators, some additional creatures would probably help as well. Think of it this way: late in the game with no cards in hand, how big of an impact will the card have? If you can include a card with more than one use, the chances go up.

TL;DR I would cut some of the limited focus instants and sorceries for some additional land and some creatures/artifacts that still move towards your theme.

Some Suggestions on what to add:

Land: Bant Panorama, Krosan Verge, Naya Panorama, Evolving Wilds, Myriad Landscape, Terramorphic Expanse (6)

Creatures: Acidic Slime, Reclamation Sage, Karametra, God of Harvests, Dauntless Escort, Loxodon Hierarch (5)

Instant: Beast Within, Blunt the Assault, Selesnya Charm, Sylvan Reclamation (4)

Enchantment: Beastmaster Ascension, Song of the Dryads (2)

Artifact: Selesnya Signet, Selesnya Cluestone, Spear of Heliod (3)

My suggestions on what to remove:

Sorcery: Deconstruct, Dosan's Oldest Chant, Journey of Discovery, Overwhelm, Rampant Growth, Revive, Stomp and Howl (7)

Instant: Nourish, Predator's Strike, Restrain, Ruthless Instincts, Soothing Balm, Titanic Growth, Wax/Wane (7)

Land: 1 Forest, 1 Plains (2)

Enchantment: Arrest, Cho-Manno's Blessing, Street Savvy (2)

Creatures: Vine Trellis, Viridian Emissary (2)

studajew on Work in Progress

2 weeks ago

Deconstruct seems to be a little too nitch for me. I usually prefer cards like Beast Within or Krosan Grip, which you are running. Or you could cut a land, 40 is a bit high, especially for a duel colored deck that runs green. Lastly, why aren't you running Drownyard Temple? It can reoccur itself at instant speed.

Zendreon on Dramatic Scepter Juggling Birds

4 months ago

@Funkydiscordgod So just to get some things straight, I never knew any of the cards you mentioned existed so essentially all of this feedback sounds great!

To Arms! sounds like a great win card when a scepter is in hand. I really have no objections of it being white since its not like I use Dramatic Reversal any differently. Speaking of white cards, I came across Silence. It saves the effort of trying to counter or block everything but it's white. Not sure how I would use it.

Cathartic Adept is a great backup plan just like you said. I had the feeling some decks would have protection from burn super early but never found the time to research how to get around it. I must thank you for telling me about this card.

As for the situation with Pithing Needle, Deconstruct, the card you proposed to side board, is interesting since its free if 3 mana is open. However, Naturalize can additionally hit annoying enchantments, get imprinted if needed for some reason, and its easier to drop if my field is short on mana. Natural State is the same but its a 1 drop and only hits if they're 3 or lower. With these options, I'm not sure which one to choose. I am kind of leaning towards Natural State since its a small drop that can quickly take care of messy lock ups or combos I don't want on the field. Overall, I'm sure all three can be side boarded for every unique situation.

About Spell Pierce over Mana Leak, I think it falls under preference just like Deconstruct and Naturalize. Spell Pierce is bad to imprint since it only costs 1 and imprinted spells cost 2 no matter what. But exiling via Kaho is pretty decent and with no scepter in hand, it's more likely to save me than Mana Leak. But if you take into account how many birds and elves are in this deck, how much more is 1 mana for a better effect? I'll probably run it since I seem to be hiding behind Isochron Scepter too much.

Funkydiscogod on Dramatic Scepter Juggling Birds

4 months ago

What's your opinion on To Arms!? You just imprint it on a scepter, cast it with your dorks, and keep casting it until you find the combo pieces you need. If you do, could Cathartic Adept be a backup plan?

Your deck doesn't seem have any good way to deal with the Pithing Needles your opponents will inevitably sideboard in against you. Would Deconstruct make a good sideboard card to counter their sideboard?

Since you have Fog Bank, I'd vote for Spell Pierce over Mana Leak, since you're probably more scared of noncreature spells than creatures.

Oblivion3418 on Xenagod alcoholic party animal

4 months ago

Man oh man, where do I start. This limp dick of a deck is too busy destroying your opponents' mana rocks to actually play a creature before you realize "hey, maybe I should stop being such a retard and try to win the game". But by that time you're getting slammed in the face with, I don't know, an army of angels or something. Try removing a few dedicated artifact/enchant removal spells like Deconstruct, which as a card in this deck is similar to the unemployed in our economy.

You know, I thought that choosing good ramp spells in a green deck was a brain-dead activity, but somehow you managed to fuck that up too. I'd like to think that Harvester Druid is some kind of inside joke that I'm not aware of, but that hope was quickly dismissed when I remember who built this deck. You might have been able to notice that Explosive Vegetation is an almost strictly worse version of Skyshroud Claim if you could've read the card and used a little brain power. I don't know what Elvish Mystic is going to try to accomplish before the first board wipe, but I can guess that it'll be about as much lazav in literally any game.

Lastly, it looks like you're running a few cards that should've been aborted in Wizards RND before they made it to any packs, let alone any kind of actual game. Bow of Nylea is like a swiss army knife that only has attachments that include a flat spoon, a solar-powered flashlight, and a cardboard knife. Xenagos, the Reveler is a good card in any dedicated token deck. It provides mana, makes tokens, and has a decent ultimate if it gets there. Sadly, unless I'm having as much of an aneurysm as you did when you chose this card, this isn't a token deck. In fact, Hanweir Battlements belongs in this deck as much as lazav belongs in the command zone. I would tell you to swap out these cards as soon as possible, but that just might make the deck mediocre, and we can't have that now can we.

Well I think that's a decent start to eating this deck alive, if you have any other questions feel free to shove them up your ass.

dreamistt on

1 year ago

I'd remove:

- Acidic Slime - > Reclamation Sage (unless you want to specifically destroy lands)
- Elvish Aberration (late game ramp is better done with things such as Boundless Realms)
- Giant Adephage sucks if you are not in a aggro deck.
- Kazuul, Tyrant of the Cliffs is not all that useful in most cases, specially since the tokens do not flip
- Hua Tuo, Honored Physician meh. (Outclassed by ETB Eternal Witness or Skullwinder)
- Magmatic Force (not only expensive $-wise, but has a very high CMC)
- Deconstruct (even though getting some mana back seems great, restricted removal is bad removal)
- Detonate (same thing, even worse that you have to pay the mana cost of the artifact)
- Lava Axe (same thing, even more restricted)
- Monstrous Growth (???)
- Searing Flesh (this card is so terrible... go to my "other cards" section and pick something else)
- Stream of Life (pure lifegain only delays the inevitable)
- Carbonize (meh. Same thing that I said about Searing Flesh)
- Comet Storm (use Rolling Thunder instead)
- Evolution Charm (it's simply bad in your deck)
- Fog (you would be better off with Druid's Deliverance if you go with some of my suggestions)
- Heat Ray (ugh, fireball limited to just ONE creature? Really?)
- Lava Burst (ugh, fireball limited to just ONE creature? Really?)
- Turn to Dust (repeat after me: "Specific removal is bad removal")
- Cast Through Time (cost intensive, low rewards)
- Mirror Sheen (only copies instant/sorceries targetting you)
- Volition Reins (does not make any sense in here, plus high mana cost)

I'd add:

RAMP/REDUCING COSTS

+ Mizzix of the Izmagnus
+ Galvanoth
+ Jace's Sanctum (plus scry)
+ Everflowing Chalice (gets you 0.5 of your mana investment back, meaning you can go from 6 mana to 9 mana the following turn, 10 if you get your land drop)
+ Izzet Signet / Simic Signet / Gruul Signet (color fixing and ramp)
+ Sol Ring or Worn Powerstone (budget friendly)
+ Curious Homunculus  Flip (if you copy him with Riku, the copy won't be able to flip, but it's still useful)

TUTORING

+ Dizzy Spell (just for the TRANSMUTE. You can fetch Lava Spike with it)
+ Muddle the Mixture (again, TRANSMUTE it into Desperate Ritual... or simply use it as a counter if you need to)
+ Vedalken AEthermage (just for the WIZARDCYCLING. Gets you any wizard you might want)
+ Eerie Procession is a must if you want to pull of your splice into arcane combo.
+ Bring to Light allows you to cast something from the deck for free, which could be interesting as well. (gets you anything from an Izzet Guildmage to a Mizzix of the Izmagnus or a Mnemonic Wall)
+ Signal the Clans (may seem inefficient, but if you copy it with Riku, basically translates into "Pick 4 creature cards and put 2 of them at random in your hand", which is not bad)

UTILITY

+ Mindclaw Shaman
+ Mulldrifter (cast it for the EVOKE cost and copy it with Riku to draw 4 cards for 2U(+ GU) and get a 2/2 flyer)
+ AEthersnipe (again, EVOKE it. With Riku it becomes 1UU(+ GU) for a 4/4 and 2 bounces)
+ Avatar of Fury (easy to cast, copy- able 6/6 creature)
+ Inferno Titan (lightning bolt on a stick)
+ Conjurer's Closet (essential when dealing with lots of ETB creatures)
+ Rude Awakening with Riku allows you to get some extra fuel for your next spell and might even become a win- con if you manage to attack someone with the lands.
+ Talrand, Sky Summoner gives you some creatures for each instant/sorcery casted
+ Docent of Perfection  Flip is almost the same thing, with the added bonus of buffing your wizards on the flip side.
+ Young Pyromancer is a Chandra fanboy... just like you :P
+ Lunar Mystic might be worth considering since it allows you to fill back your hand
+ Trail of Evidence nets you some clues for emergencies
+ Dynavolt Tower is Kaladesh's way of saying "every 2.5 instant/sorceries you should be allowed to cast a lightning bolt"
+ Sphinx-Bone Wand finishes games (ask Cian about it)
+ Honden of Seeing Winds increases your draw.

REMOVAL

+ Pongify and/or Rapid Hybridization and Reality Shift (instead of having to spend X to kill a creature, simply destroy it or exile it)
+ Curse of the Swine (again, removal is of utmost necessity in EDH)
+ Unsummon or Vapor Snag also help with targeted removal
+ Cyclonic Rift can be a little expensive ($- wise), but it's a staple for a reason
+ Vandalblast (overload is OP)
+ Ixidron gets rid of enemy creatures with ease, as they won't be able to be turned back face up.

OTHER CARDS

+ Rise from the Tides might give you a bunch of creatures if used at the right time.
+ Talrand's Invocation gives you 2 2/2 flyers for 4 mana. Yeah, they are vanilla creatures, but sometimes that's all you need.
+ Past in Flames allows you to cast things from the graveyard
+ Burn from Within (you can cast it with X=0 to stop someone's sacrifice-combo or even use it to get rid of some pesky indestructible creature)
+ Ground Assault and Gruul Charm are cheap and useful damage dealers
+ Impact Resonance allows you to get a ride on someone else's damage and redirect some damage.
+ Price of Progress might be interesting. I'd say it should be an easy way to deal 6~10 damage.
+ Chandra's Ignition is also very strong, specially if you manage to double cast it on Riku himself or by casting it on Ixidron after it had just ETB.

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