Decree of Annihilation
Exile all artifacts, creatures, and lands from the battlefield, all cards from from all graveyards and all cards from all hands.
Cycling 5RR (5RR, Discard this card: Draw a card.)
When you cycle Decree of Annihilation, destroy all lands.
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Decree of Annihilation Discussion
1 day ago
- Leyline of the Void/Ground Seal
- Null Rod/Stony Silence
- Cursed Totem
- Tainted AEther
- Defense Grid
- or better yet Nether Void
- Spreading Plague instead of Lethal Vapors (a weak card imo, I ran it for a long time). There's also The Abyss.
- Be a real ass and run Living Plane with Elesh Norn, Grand Cenobite/Massacre Wurm.
- Cut Burning Earth, it's crap, use Ruination and change your land base into basics cause you're already running Back to Basics. Save a spot for Blinkmoth Well to tap your Winter Orb/Static Orb on the end step of the opponent before you so all your shit untaps.
- Mana Reflection and/or Mirari's Wake
- Chains of Mephistopheles and Necropotence to play around it.
- After you stall the game out, end it with Divine Intervention to make the entire game pointless. Vampire Hexmage or Hex Parasite would go well with that enchantment.
- Win the game with Decree of Annihilation + Barren Glory out of no where, this usually pisses everyone off. Especially if you could of done it 5 turns and 45 minutes ago.
I've got plenty more of ideas if ya want more, this kind of magic is my sort of thing :P Just don't forget to add draw into this deck. Phyrexian Arena, Rhystic Study and so on will keep you pissing people off with card advantage.
6 days ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
1 week ago
Needs a Natural Order, Worldly Tutor, Blasphemous Act, Sol Ring, Mana Vault, and possibly Lurking Predators. These should probably go in over other non-creatures (to keep the creature count as high as possible, and avoid Ruric's punishment). Also, Lightning Greaves over Swiftfoot Boots.
Another neat combo to fetch with Defense of the Heart and friends is Xenagos, God of Revels and Blightsteel Colossus (both of which could merit slots here on their own). Vorinclex, Voice of Hunger is the best thing to Natural Order for, as well.
Why all of the MLD? I'd cut Wildfire, Destructive Force, and Jokulhaups. While I'm not one of those people who always abhor MLD, it just doesn't seem to fit here, and you could use the slots better? The only one I'd probably keep is Decree of Annihilation, because you can cycle it will a strong board state to secure your victory.
I'm going to punctuate this for emphasis: You. Need. More. Card. Draw. Harmonize, Rishkar's Expertise, et cetera. Wheels don't count, because they are usually massive card disadvantage if you can't out-tempo your opponents with the new cards.
Overall, though, seems like a good deck! Hope this was helpful! :)
1 week ago
In my time playing magic this is the first time I've seen an aggro Jhoira deck. Needless to say, that is not the direction you want to be taking her. You should be suspending MLD (ex. Decree of Annihilation), followed by suspending big dudes, and finally start eliminating player while holding up counter magic (once you begin hitting your lands again). This is the tried and true Jhoira strategy. If you want you want your deck to work more consistently in league then I suggest you revise it in favor of the aforementioned. As a starting point I suggest you look here for ideas. This will show you the premier Jhoira competitive EDH list. Adjust it accordingly with your meta and budget in mind.
1 week ago
I don't mind a summon when it's from a respected and devoted player at all ;)
So a more aggresive approach:
- Regal Force : Do you really need this for this CMC in here?
- Shamanic Revelation : Not top par if you ask me
- Reforge the Soul : For miracle it's great. But for its normal cmc it's too costly.
- Decree of Annihilation : For it's cycling costs you do not 'cast' it. And when ruric is out, you can tiem this
- Arbor Elf : I would prefer more ramp
- Boreal Druid : likewise
These would be my first few ideas that spring to mind.
1 week ago
First set of changes since I've been throwing the deck at every possible type of opponent(s):
This change came about because Solemn has been very "meh" in this deck and I felt I needed the greaves way more.
This is more of a functional swap to add in a second pseudo-Devastation effect that is a bit easier to cast.
Finally got a mana drain. Felt no reason to keep arcane denial at that point. Still want to make room for Counterspell just need to find the next weak point.
Arcum was having fewer and fewer targets for his ability every game, and unless Breya comes out immediately after him, he tends to do nothing. Better suited for a more combo-oriented deck. Cut for a removal spell.
Whir became too difficult to cast when needed. The triple blue hurt more than I expected it to. Day's Undoing took it's place to test it out. Might just cut it later for Counterspell.
I loved Chief Engineer, but he's become much worse as the creature count has dropped. Thorn makes itself at home in the deck.
2 weeks ago
I half agree with zorsmobile, you should add those tutors to the deck, but not at the cost of removing Lili. It seems to me the deck needs more tutors, not less, as it looks pretty inconsistent what with the close to 0 search and no additional draw effects. That said, I agree with those above me who've told you to double down on similar effects as this too will make the deck more consistent.
That said, I've got a bunch of random thoughts for you. First and foremost, Mana Echoes is a one card combo with your general that generates infinite slivers and generic mana. Granted Torpor Orb shuts it down, but you could easily swap it for Echoes. If you're too attached to removing triggers, I'd try and add Hushwing Gryff. Granted, Humility shuts off Echoes too, but that's WAY too important to remove.
Speaking of, did you know man-land layers stack so they retain their power, toughness, and abilities? Seems like they'd help fix your mana AND be a good creature whenever you need one. It's also hilarious with Reverence and Powerstone Minefield. On a similar note, I'd favor things that make it impossible for people to attack you or pay to attack you, like Elephant Grass, Propaganda, Ghostly Prison, Collective Restraint, Norn's Annex, and Sphere of Safety, over fog effects like Spike Weaver as they're constant and not generated by a creature.
And for our next point of interest: land hate. I'd recommend.adding Devastation and Decree of Annihilation to wipe them and cards like Ankh of Mishra, Manabarbs, Citadel of Pain, and, if youre feeling especially sadistic, Storm Cauldron.
All in all, it looks like a fun deck and I hope these helped.
3 weeks ago
It is fun. At first I planned goin full mono Red with Ashling but that was very uninteractive. Then changed to Mogis, but he was drawing Hate like if we were playing archenemy. Keranos is perfect, letting me to remove essencial targets with 3 burn damage and get more draw when we get lands.
Its all about keeping your counters to defend your enchantments and big burns. Using enchantments to slow down creatures and make them not want to attack you. I love to play Keranos and casting Decree of Annihilation next turn and watch them slowly getting up while I burn and get more cards.
Atm worst matchups are big lifegain decks (thats why we have no life gain enchantments) and quick voltrons as we are not as good at removing powerfull ones (some nasty lands are on the way the way to me: Maze of Ith, Mystifying Maze and Ice Floe, also Tolaria West to fetch them). Sunken Hope is their nightmare but we dont always get it soon enought. Also actually added Fire Servant and Thassa so I wont get Hosed to Telemin Performance-like cards while keeping Feel-Like-Planeswalker theme.
When I get some more cash Ill get all those blue tutors to make it more reliable. Thanks for upvoting!