Despark

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Uncommon

Combos Browse all

Despark

Instant

Exile target permanent with converted mana cost 4 or greater.

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Despark Discussion

Azeworai on Big Jodah (need help-read description)

3 weeks ago

Alright. As to what I would cut:

Utter End : It's a bit too little mana to be cheated out, yet too costly to be worth it.

Villainous Wealth : 'X' costs can't be abused with Jodah, so I'd remove it.

Genesis Wave : Same deal.

Enlightened Tutor : There are no artifacts outside of a couple of gearhulks and Magister Sphinx , and the only enchantments that seem worth finding are Rhystic Study and Omniscience . It doesn't seem too potent in here.

Casualties of War : I think In Garruk's Wake is just better. So much mana when you could just cast a huge threat.

Enter the Infinite : You can't actually win immediately when this resolves (unless I'm missing something). When this is the case, it's not quite worth it.

Nissa's Revelation : Given how many ways this deck can refill its hand, consider that this doesn't add to the board state, reveals a card in your hand, and is a turn off of doing something else.

Terastodon : I've never really liked this card. Just personal preference. It's a vanilla 9/9 that doesn't do much outside of removal.

Gamble : Not sure why this is here. With Demonic Tutor , Vampiric Tutor , Mystical Tutor , and other superior options, this seems lacking.

AEtherspouts : With Cyclonic Rift , Merciless Eviction , In Garruk's Wake , Plague Wind , and Flood of Tears , this wrath seems excessive.

Vindicate : I prefer Beast Within or Swords to Plowshares when given the option. You have Anguished Unmaking , Cruel Ultimatum , Despark , Assassin's Trophy , and tutors to find them, sorcery speed is without use. More interaction in a deck like this seems as if it's a juxtaposition to the gameplan.

That's all I have for what may be banished, however, I have one recommendation:

Treachery seems as if it would be awesome in here. Steal a creature then cast something huge. A lot of value here.

Azeworai on Karador, ghosty boy

3 weeks ago

For the sake of formatting, I'm just going to make lists for what I would cut and add respectively, but it's really personal preference.

What I would consider banishing:

Tainted Wood - The deck doesn't have a lot of swamps.

One Plains - There doesn't seem to be too much white, so just cantrips or Cultivate for fixing is probably better.

Memorial to Unity - It enters tapped and only produces one colour, so there are other things your deck could do instead.

Viridian Zealot - a bit costly for what it does.

Vampire Hexmage - You don't seem to really abuse it, so it can be lacking.

Tribute to the Wild - It's kind of restrictive and doesn't always get rid of something relevant.

Merciless Eviction - Your deck doesn't really want to exile its own stuff, so other wraths that destroy instead are preferable.

Spore Frog and Kami of False Hope don't stack very well, so I'd remove one of them.

Vraska, Relic Seeker - This seems costly for what she does, but she has her moments.

Evolutionary Leap - It can be powerful, but all of your creatures seem huge and worth keeping around. It's best to run this with more fodder in the deck.

Tormod's Crypt - Depending on your meta, this can be quite potent, but I find that drawing a card with Nihil Spellbomb or recurring Remorseful Cleric can be better.

Whip of Erebos - This is up in the air. I don't enjoy the exile clause of this card, but it's instant-speed and efficient, whilst offering life-gain. Your choice.

Acidic Slime - It's an expensive effect, but a powerful one at that. You already have other five-drops in Sidisi, Undead Vizier and Thalia's Lancers so perhaps it's worth exclusion. Declaration in Stone - It's a bit restrictive for its cost and a sorcery, so I don't think it merits a deck slot.

What I would consider adding:

Grisly Salvage - Essentially takes a land slot with other worth in the later turns, stocking the graveyard.

Satyr Wayfinder - Can be fodder for your sacrifice shenanigans and a land for the early turns (hopefully).

Ransack the Lab - Fills the yard and draws a card. That rhymes, so it's fantastic. However, it only goes three cards deep, so it may be unreliable at finding a land. I'm yet to miss, but it's possible.

Altar of Dementia - This is just a ridiculous card that gives you options for the graveyard later and scales with your large creatures. Great defense, too, and a massive threat.

Lord of Extinction - It's big and mean, black and green. Some things are far too gigantic to ignore. In addition, with Altar of Dementia it can mill someone out.

Perpetual Timepiece - This is great for decks that are all-in on the graveyard plan, so maybe not. It doesn't draw cards, but it grants other routes.

Unburial Rites - If you mill it over, it's still castable. Even if, it gets two things back.

Dread Return - Efficient reanimation and the same from the graveyard.

Buried Ruin - Recursion in the land-base is always lovely.

Austere Command - I believe this to be better than Merciless Eviction in your deck due to destroying as opposed to exile.

Jarad's Orders - This can find utility creatures such as Anafenza, the Foremost or Spore Frog for when you really need them. It also works with the same toolbox shell as Birthing Pod .

Dragonlord Dromoka - It's a muscular Grand Abolisher . Not much more.

Ghostly Prison - With high-cost creatures, this can aid in surviving the early game.

Anguished Unmaking - This card almost always relevant, cheap, and instant-speed. It's a safe option that hits everything.

Necrotic Sliver - It is recurrable universal removal, so it could be rather effective.

Swords to Plowshares - One mana and an instant, it's far too potent. I'd add this.

Despark - This can be efficient, but restrictive. I've found success with it, but it comes down to preference.

Assassin's Trophy - If it's within budget, this is as good as it gets.

Vindicate - Hits it all and does it all.

Kodama's Reach - Another Cultivate . It's always fine.

Rampant Growth - Ramp and more ramp.

Wood Elves - Fodder and ramp.

Explosive Vegetation - Lots of ramp.

Paradise Druid - Fodder and ramp.

Lots of fodder, lots of ramp.

You can really customize your own removal, but you already have many ways to deal with creatures, so removal for other permanents is ideal.

That's what I have for you. Now wreck them all.

Azeworai on Karador, ghosty boy

3 weeks ago

Ah, yes. Graveyard strategies always have an enthralling nature to them. Excellent choice in commander, as well.

I do have some recommendations for the deck.

One deck-building scheme I adhere to is fewer lands in place of cantrips. For your deck, you could cut some of the land base for Satyr Wayfinder and Grisly Salvage . They possess more value later in the game whilst filling up your yard for Karador. Ransack the Lab fulfills the same role. Taping the mana base towards early game cantrips also makes it more consistent to conduct your early game.

Altar of Dementia can earn you value even if a creature would die, permitting more options later.

You speak of win conditions in your description, thus I note Mortal Combat . That's a tricky build-around, so good luck there. Mindslicer is in my discard deck and often locks down the match, though people may not enjoy that.

As for removal, Anguished Unmaking , Despark , and Vindicate are universal and efficient, and Swords to Plowshares is quite possibly the best kill spell in the format. Ghastly Demise is also fun. If you wish to sacrifice creatures for gain, Angelic Purge is of use and Necrotic Sliver may be brought back later. Leonin Relic-Warder and Ravenous Chupacabra serve a similar purpose.

For further reanimation, Phyrexian Reclamation , Unburial Rites , and Dread Return are all quite potent at retrieving things later.

With such a high mana curve, more acceleration in ramp could be of aid. Outside of Temple of the False God and Phyrexian Altar which need some set-up before they do anything, there are only seven cards for ramp. I would add Birds of Paradise or Paradise Druid , some mana dork in that essence; Kodama's Reach , Rampant Growth , or Explosive Vegetation ; and perhaps Songs of the Damned as a one-shot influx of resource.

As defense, Nihil Spellbomb or Remorseful Cleric could negate opposing graveyard decks, Ghostly Prison may dissuade attacks, and Jarad's Orders can be substantial utility.

That is all from me, my apparitional liege. Fare thee well, and rejoice in haunting.

Osbert on Queen Marchesa's Chessboard

3 weeks ago

You have TONS of creature removal but I only count 3 spells that can remove artifacts or enchantments. I suggest adding a card like Return to Dust or Crush Contraband as the best instant speed options with 2 for 1 capability. Aura of Silence is agreat tax effect that pulls double duty as removal as well.

Ad Naseum seems like a really risky card in here since you have quite a few higher CmC cards. It usually is better in a deck where the average CmC is ~2 so the life loss is mitigated and you are more likely to get a full grip from the spell. I know with Angel's Grace you can draw your deck but you don't have any ways to secure your infinite Dualcaster Mages from finishing the job. Maybe include a card like Silence or Grand Abolisher to make sure your combo goes off without a hitch.

With a decent instant package maybe you should consider Isochron Scepter . Stick a Swords to Plowshares or Silence or Despark under there and have repeatable interaction. Silence is exceptionally nasty.

If you're on the hunt for even more creature repellant I suggest Lightmine Field . It really only backfires when an opponent swings while they have an Iroas, God of Victory or Vigor out.

fireteam on 4c control

3 weeks ago

Today I got a few more wildcards, so we got

Additionally, I changed out the Despark for a Time Wipe (currently a Ritual of Soot )

fireteam on 4c control

1 month ago

Not super happy with the 1 Despark left (down from 3 originally) but still debating what to put there. As of writing still down:

Also I know the land base is by far not optimal (really need to take advantage of all the scry lands) but I don't have the rare wildcards to do so.

shadowiness on Orzo

1 month ago

bersagliamo piu cose

ArchonBlue on Esper Exile Control

1 month ago

Despark is a sideboard only card.

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