Destructive Tampering

Destructive Tampering

Sorcery

Choose one —

  • Destroy target artifact.
  • Creatures without flying can't block this turn.
Browse Alters

Printings View all

Set Rarity
Core Set 2021 (M21) Common
Mystery Booster (MYS1) Common
Game Night 2019 (GN2) Common
Aether Revolt (AER) Common

Combos Browse all

Legality

Format Legality
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Modern Legal
Pauper EDH Legal
Pauper Legal
Standard Legal
Duel Commander Legal
Pioneer Legal
Leviathan Legal
Oathbreaker Legal
Historic Legal
Casual Legal
Vintage Legal
Canadian Highlander Legal
Arena Legal
Pre-release Legal
Commander / EDH Legal
Tiny Leaders Legal

Latest Decks as Commander

Destructive Tampering Discussion

Avlex on Pauper EDH Zada

3 months ago

Thanks for the input. I have actually tested the deck and found it to be oppressively fast and resilient in a very uncomfortable environment. Here are my thoughts on your suggestions:

I will check for a slot for Goblin Tinkerer. It has to stick around for a turn and in cases where I actually care about artifacts of my opponents, I usually require at least sorcery speed. If I don't need the removal, Goblin Replica is the bigger body. However, in the context of what this deck wants to do, the difference is negligable. The Replica actually opens me up to artifact removal, so exchanging it may just be worth a try. I am actually thinking about not playing either and slotting in Destructive Tampering, as I can recur it via Anarchist or Ghitu Chronicler and another option at getting evasion may actually be nice.

I'll also try Boiling Blood, since I managed not find any of my draw spells during the last game and only managed to kill a single opponent because of it. I previously decided against it because of the choice between forced attack or being restricted to play it on my second main phase. Usually, I want to draw into ramp and draw in my first main phase and then decide to go off or not, which in this deck requires an attack phase. Being committing before having the whole picture seems rather dangerous, but then... it's a gambly red deck anyways and I guess I'd rather have the draw spell.

I opted against Titan's Strength, as it will only fix one single draw in a limited (gambling) way, so the slot went to a large buff spell instead for consistency.

I also decided against Raid Bombardment, because I wasn't ever happy to draw it instead of a buff, draw or ramp. It always always seemed like win-more or not doing enough. Raid Bombardment essentially ends up being a +1/+0 buff for the big turn, because the deck rarely attacks before going off, if an opponent has any blockers and in Pauper EDH, they usually do.

Hissing Iguanar and Impact Tremors didn't make the cut, because they just don't do enough in the deck either. They rarely deal more than 5 to 10 damage each and any decent pump spell does more. Pinging your opponents also draws more attention to you, endangering your board state somewhat. I would rather have one more token generator, buff or draw spell in those cases. Also, before going off, enchantments open you up to another kind of removal and while going off, both usually end up being strictly worse up to being dead draws and. I may try Impact Tremors again at some point though, as it has the biggest potential.

Considering the creature count, I am actually playing around 40 creatures (only 2 less than your deck, before storm, doubling and recursion) in those 23 slots, but opted to prefer token generators like Hordeling Outburst instead of actual bodies (successfully, I might add). The reason being, that one card that creates 2-4 tokens will let me recover from a board wipe or focused fire way easier than having to draw and play one goblin a turn. At the same time, potential spot removal in my opponents hands is devalued. This helps me recover and race my opponents into another big turn more easily and heavily increases success rates. Many token generators are instant or sorcery and cards can also be retrieved from the graveyard, in case I need to, adding resilience and recursion. I do lose some nifty goblin abilities, but I found the compromise acceptable. It also opens me up to a bit more board wipes in Pauper EDH though, but since board-wipe pingers seem to not be very popular for their limited usability, I'm not too worried. Crypt Rats and Pestilence being the exceptions, but those rarely trigger for 1 and will usually wipe all goblins off the table anyways.

And lastly, the "Threaten" slots and lands (which kinda go together). The goal of this deck is to: "be quiet and build a board state of small, non-threatening guys that aren't worth the removal and then in one turn draw into ramp that will allow more draw and ramp, then buff the whole team and kill everyone at once (ideally) or just the biggest threat and set up the next big turn". I found, that 6-7 lands in play are quite enough to get the ball rolling as long as you can draw enough buffs and ramp. If anything, I'd actually rather play some artifact ramp to be honest, to accelerate the deck by a turn instead of putting in more lands. Up to now, the deck was consistent enough at 35 lands though.

Now, if I can actually manage to go off as described, my guys usually already have haste via one of the other spells or I have ramped into enough Mana to cast any of the "Threaten" effects on Zada to get there. They aren't that expencive. On the other hand, taking over another creature for its abilities for a turn or to just not have to deal with it in combat on a big turn has shown to be very effective. Additionally, occasionally killing someone with their own commander is hilarious as hell. And finally, 3 of the 5 "Threaten" cards do actually buff your team aside from haste, when cast on Zada, Traitorous Instinct with Menace evasion and Mark of Mutiny actually putting a +1/+1 counter on the whole team, which can also be very useful when you want to cast stuff like Zap on your guys, when you need to save your team or when you need to set up another turn. Both effects you can't get efficiently any other way in red. For this utility, I found paying the premium to be an acceptable compromise.

I'd love to discuss it further. These were my design considerations, any thoughts, found any BS? Let me know!

Spell_Slam on Pauper EDH Zada

3 months ago

Great start! Have you tried the deck out yet? I think you will find that you do not have enough creatures in the deck. You need to have a critical number of creatures out in order to really take advantage of the synergy with Zada and the mana ramp as well. You are running too many pump spells, in my opinion. With a large board, you only need 1-2 pump spells to win.

Enchantments like Impact Tremors and Raid Bombardment can deal a significant amount of damage over the course of a game that bring the opponent closer to being finished off. Tremors in particular hits all opponents simultaneously, which adds up to a lot of damage. Hissing Iguanar is also a great way to deal tons of damage in a game of Commander.

I'm a big fan of Destructive Tampering as artifact removal, since it also doubles up as a way to force through a finishing blow.

Goblin Tinkerer seems way better than Goblin Replica. You have to wait a turn to use it, but it is overall much cheaper to use and can potentially survive to destroy more artifacts if you focus on smaller ones first.

Having a critical amount of mana is super important in this deck. I never cast Zada unless I think I can either protect her or win the same turn I cast her. I would recommend going up to 37 lands to get to the land drops. It is unfortunate that they do become bad draws with the card draw engine. I had some bad running in the past, but it's made the deck much more consistent overall.

I don't fully understand the Threaten theme here. I get that it will remove blockers and add to your attackers, but it seems really expensive to cast on the turn you want to win and could be better used as more of your own creatures.

Titan's Strength is an excellent pump spell just for the free Scry. 3 power for 1 mana is also a great deal.

You are missing Boiling Blood in your card draw section.

Take a look at my own version of the deck. There are a lot of creatures there that could give you some ideas: Zada, Card Advantage Grinder

Spell_Slam on PDH(BRG) - The Master of Slaughter

1 year ago

This was my first ever PDH build. I built it with 21 commander damage in mind, which isn't actually that hard to obtain on turn 3. I'm considering picking it up again.

You could use some more value lands, I think. Khalni Garden is a good way to get a body in play for edict cover. The same could be said for Dwarven Mine , but it might not be easy to get to three mountains.

I found I didn't like the regenerating protection spells that much, because it removed the Slaughtermaster from combat. I would like to see something like Rush of Vitality over Boon of Erebos any day, for example.

Tainted Strike is the perfect card in your deck. You could probably also use Phyresis . It loses the surprise factor, but it works a lot better than many of your pump spells.

Wicked Reward could be good, depending on your board. Wielding the Green Dragon (if you can find a copy) could also be just another Titanic Growth effect. Wild Might is excellent in the early game, but loses value quickly. Phytoburst is better than Larger than Life. How about Screaming Fury ?

I always suggest this card in red decks: Destructive Tampering is an overpriced Shatter or Falter, but being able to do both makes this card super versatile in a game of PDH.

Spell_Slam on PDH - Zada Hedron Grinder

1 year ago

Looks like a great start!

You're missing a few of the card-draw cards that really make this deck competitive. I'd recommend you add Renegade Tactics and Panic are the main ones you're missing, and the deck can't get enough of them. I even considered running Rile , but it's a bit risky.

I just wanted to make sure you knew that copied spells off of Zada won't trigger Prowess and other "Cast" triggers. They're still fine cards, but maybe not as effective as you maybe thought.

When playing Red PDH, I don't leave home without Destructive Tampering . That card is so good as an overcosted Shatter or Falter effect.

I see you're also playing Goblin Freerunner . Since Zada doubles up as an ally, I take advantage of that by also playing Akoum Flameseeker and Ondu Champion for some recurring fixing and trample-giving. They are pretty reliable with Zada.

It's not necessarily synergistic with Zada, but Rites of Initiation is an awesome finisher with all the card draw we do.

Here's a link to my list. I went with a more Goblin Tribal theme that has been shredding through opponents so far. I'd like to see what you think! Zada, Card Advantage Grinder

Gidgetimer on Does Masterful Replication affect only …

1 year ago

Please link all cards in your question using double brackets.

Masterful Replication

Myr Turbine

It only affects artifacts on the battlefield as it resolves. The easy way to tell if permanents that enter the battlefield later in the turn will be affected is to think about if the properties of a group of permanents were affected or if the rules of the game were. Masterful Replication changes the properties of permanents, so it only affects permanents that already exist. Destructive Tampering 's second mode changes the rules of the game for a turn. So even creatures without flying that enter the battlefield later that turn can't block.

Spell_Slam on Champion Voltron

1 year ago

Shenanigans would be better than Shatter. My favourite Artifact destruction spell in PDH is Destructive Tampering , though. It would fit your deck pretty well.

I would play a few ways to protect your Commander from removal. Goblin Chirurgeon and Herbal Poultice on top of The Brute that you have are all decent ways in Red to go shields up with your voltron plan. It's worth it.

Instead of some of your burn spells I would play some Double-Strike spells. With only 1-2 enchantments or equipment, you could easily take out a player in one hit. Assault Strobe and Uncaged Fury would work very well alongside Temur Battle Rage that you already have. It seems like these would be better than some like Gut Shot or Searing Spear. It could also make something like Immolating Souleater a good backup win condition if your Commander gets too expensive.

Cathartic Reunion is probably worth it for you to cycle through your deck a bit more in the late game.

Spell_Slam on Howlpack alpha brawl

1 year ago

Cool deck! I think a lot of your burn is sub-par, however.

Staggershock is a great way to get an easy 2-for-1 in Red. I think it would be an improvement over something like Burn the Impure in most cases. I also would not leave home without Rolling Thunder . This card can turn the game around in the late game.

I have really like this card in my own red decks, and I see you also like these effects. I'd suggest Destructive Tampering instead of Ruthless Invasion . Tampering is just more versatile.

You don't seem to have much artifact/enchantment hate in your deck. Hull Breach does both for a competitive price.

It's hard enough competing with the card advantage that Blue and Black generate. I would move Entourage of Trest and maybe even Crown-Hunter Hireling .

Speaking of card advantage, Lead the Stampede is a good way to refill your hand on creatures.

I found in my games that Lightning Bolt and its ilk aren't really worth running in a multiplayer setting of PDH. They're just not cost-effective. You want to make sure that your burn can at least give you an advantage. I would prefer Firebolt over Searing Spear any day, for example.

HalbrechtHalbrecht on No Blocks

1 year ago

I like decks like this that have themes! I remember trying to make a "steal all your stuff" deck — that was fun. XD


Seismic Stomp alternatives

I have no idea what your meta is like, but a possible card in place of Seismic Stomp would be Destructive Tampering . It's 1 CMC more, but if artifacts become a problem for you, the added flexibility might be worth it. Possible sideboard card?

If you're in a flyer-heavy meta (in which case Stomp isn't very good), some alternatives for Stomp, all at 3 CMC, are: Goblin War Cry (and the creature they choose you can easily deal with), Incite Hysteria if you tend to face more one- to two-color decks, and Ruthless Invasion in an artifact-light meta.

If you want to stick with Seismic Stomp , then consider Falter instead. Same CMC and effect, but it's strictly better as an instant.


Tail Slash alternatives

Fall of the Hammer is 1 CMC less than Tail Slash and Soul's Fire can hit ANY target for the same CMC.

A possible win-con with Zada out would be Chandra's Ignition . You'll kill all your own creatures, too, so it's effectively a boardwipe (though with Otherworldly Outburst it's a one-sided wipe), but who cares when you're Fling ing multiple creatures with power 3 and 4 at your opponents' faces!! Good in multiplayer, if that's your jam. I'd only put in 1-2, since it has 5 CMC.


Other cards for Zada

Rile is amazing for drawing cards! Sure, it'll kill some of your smaller dudes, and the trample doesn't really matter to you. But it basically reads "{R} -- Draw cards equal to the number of creatures you control." For red, that's a good thing, especially to re-fuel in the late game. Maybe 1-2.

Dynacharge and Weapon Surge are easy to Overload if Zada isn't out, but with her out they cost less mana, which can matter quite often. First Strike is less of a big deal if no one can block, so Dynacharge's +2 is better, BUT Surge's overload is cheaper. Possible replacements for Otherworldly Outburst if you find the Overload useful.

Also, imagine casting either of those on the same turn as cards like Fall of the Hammer and Soul's Fire !

Load more