Destroy target artifact or enchantment.
|Have (2)||gildan_bladeborn , TheAnnihilator|
|Want (4)||deathwish481 , Aethos528 , Raumance , yourfavoritenoob|
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|Commander / EDH||Legal|
Disenchant occurrence in decks from the last year
All decks: 0.0%
All decks: 0.03%
Commander / EDH:
All decks: 0.03%
5 days ago
Magic is a game with elements outside your control. Your deck is bigger than your starting hand size. This randomness helps balance skill between deck building as well as piloting, and has been noted in a few places. Simply put, even a deck that is only winning 25% of games against a 75% winrate deck still is getting wins when the great deck gets bad hands, or bad draws, and the weaker deck can have their own great starting hands or lucky top decks.
Tutors are seen as one of the ways to reduce variance, and increase skill. If I have 1 card that says "I win when I cast this" and I have 1 Vampiric Tutor, my deck now has 2 cards that lead to winning. If I add Demonic Tutor to the mix, now I have 3 cards that are leading to winning.
Drawing extra cards has a similar effect, but that effect is much more pronounced in a 60 card format with 4x of any specific card. By running cards like Brainstorm or Ponder you gain access to more cards, and get to make meaningful choices about the cards available to you. To put it another way, you're reducing variance in available resources from your total possible resources. Tutors do the same thing. Tutors reduce variance in the game overall, by dramatically increasing the card quality of available cards for a small premium on whichever card you wish to play. A Llanowar Elves that was fetched by a Demonic Tutor cost you to cast, and there were two different points in getting the Elf from the library onto the battlefield where a player could have interacted with you. Big shout out to TypicalTimmy for also understanding this and putting it in a concise way. All tutors do is improve your card quality or give you access to cards. The thing you should be looking at are the combos themselves, and culling the ones that are too hard or too cumbersome to interact with.
Tutors also give information to opponents, especially in EDH where information can be used by more opponents than a 1 on 1 game. Consider the following: Outside of Vampiric Tutor Imperial Seal Demonic Tutor Grim Tutor and Diabolic Intent (and a handful of others), all the other tutors are conditional. Being conditional, the opponents have to know you satisfied the condition for searching. What do these have on common? The word reveal. If someone uses a Worldly Tutor to fetch Protean Hulk, all of their opponents have just received very important information about the options available to the pilot. Any player worth their salt will use this information to hold up counterspells or prioritize playing pieces that shut off Hulk combos, like Cursed Totem
Tutors serve as the missing piece. Sometimes it can be correct to tutor up your combo as fast as you possibly can and cast it. Other times, I expend tutors on finding more mana (I literally used Imperial Seal to find Command Tower three hours ago at my LGS). Sometimes I'll use that tutor to get Dark Confidant early, to help me control other players and stay ahead in cards. Other times I search up protection like Pact of Negation. As it turns out, double tutoring is a BIG TELL for opponents, and anyone who has played this game for a couple years is going to make the intentional choice to hold up mana to stop you. Simply jamming and racing doesn't work in every game, or every deck, even decks designed to do exactly that.
Tutors cost the same mana as Counterspell and all the other 0 or 1 or 2 mana variants that counter spells. You're getting more points during the process of the combo to use that counterspell. Many combos can be stopped by easy includes like Tormod's Crypt or Disenchant or whatever. Many players choose not to slot cards that interact with other players, and this is why tutors are seen to be a problem. If you basically let players Goldfish for 5 turns in a row, they can assemble a win. I don't think players really understand how meaningless inflicting damage to players is when you have to do 120 to win. That is 6x what you do in every other format, and cards are balanced around 20 life, not 120. When you get 30 damage to them by turn 5, they've drawn and tutored cards willy nilly without you busting them apart by killing their creatures, or removing enchantments/artifacts, or forcing them to discard cards or turning off their combos. They can just, combo off.
I firmly believe that tutors are very healthy for the format. If I know my opponent is capable of assembling and executing a combo, it forces me to consider how I'm going to react or respond to them. Opponents who tutor cards are broadcasting their ability to win, and this causes interesting dynamics around the table about expending or saving mana. It causes more dynamic interaction besides simply attacking and blocking. I don't know about you, but games of Magic are more fun when players interact with each other and threaten to win and stop other players from winning.
6 days ago
Sorin's Thirst I would pull and add Despark as it's the same CMC but has a lot more flexibility and it will let you hit the real artifact threats if needed (to cover that basis lost from losing Disenchant).
As said above upgrade your lands.
1 week ago
Now that Nature's Chant has rendered both Naturalize and Disenchant obsolete, I feel that it may start a trend, so I have been looking for other cards that have colorshifted versions, to make hybrid cards that render them obsolete, as well, and here is another idea that I have had.
Harmless Donation Show
Target opponent gains control of target permanent that you control.
I made this card able to target only opponents so that a player could not permanently gain control of a permanent that they had temporarily stolen from another player.
What does everyone else say about this card? How good is it?
I am attempting to create a black/white hybrid card that renders both Zombify and Resurrection obsolete, but I cannot conceive of an interesting name for such a card, so does anyone have any suggestions for such a card?
Here is another such card:
Hellfire Demon Show
Creature - demon
: hellfire demon deals 1 damage to each creature and each player.
This card references Pestilence Demon (which itself is a creature version of Pestilence) and also Pyrohemia, a colorshifted version of Pestilence. Direct damage has moved primarily from red to black, hence to red in this creature’s cost, but black can still have it, on occasion, as well, which is why this creature is mutlicolored. I reduced both the casting cost and power of the creature, because I believe that 8 mana is simply too much for such an effect, in my mind.
What does everyone else think of this card? Do you like it?
As I conceive of further cards on this subject, I shall post them, here.
1 week ago
Ah, what is there to dislike about life gain? The deck looks sweet, however, I do have some suggestions.
Whilst Exstort is a lovely mechanic, I feel as if many of these creatures are lacking. Basilica Guards, Kingpin's Pet, Knight of Obligation, Thrull Parasite, and Syndicate Enforcer all just have egregious stats. Similarly, Resplendent Mentor is a five Mana 2/2 that doesn't do something immediately unless you have a board state.
Armillary Sphere doesn't do much. You probably prefer to cast your commander than paying four and finding two basics.
That's all from me. Good luck!
1 week ago
A couple things:
1) minus 30 points for having monocolor cards in your deck. (joking, of course)
2) are you sure about all of your rocks costing 3 mana? You should definitely be running Sol Ring and should probably be running the signets (Boros Signet, Selesnya Signet, and Gruul Signet) and the talismans (Talisman of Unity, Talisman of Conviction, and Talisman of Impulse).
4) while you have plentiful board wipes, some removal for noncreature permanents may not go amiss. Good ol' Naturalize, Disenchant, Nature's Chant, Return to Nature, Hull Breach, Artifact Mutation, Aura Mutation, are all pretty solid selections, but you should def look into multicolor creatures that can do the same thing.
5) some sac outlets would be awesome for this deck!!
2 weeks ago
Thanks for the comment and suggestions Meeknomore! When I did WAR's pre-release I loved the flexibility Proliferate offered and wanted to see how I could utilize it in EDH.
Inexorable Tide is a great suggestion and was on my radar during gold-fishing but I cut it because my meta runs quite a bit of Disenchant effects and it is technically a "do-nothing" spell. I need to tweak the deck a bit so I will re-consider adding it because in a worse case scenario it could bait removal so other pieces like Simic Ascendancy / Sword of Truth and Justice might survive.
Progenitor Mimic somehow flew completely under my radar! I will have to see if I can trade for one.
4 weeks ago
4 weeks ago
Okay, now the Mana Geode makes sense. I'd simply do an even mix of half Plains & half Islands because more color is better and it might worry your opponent that you might be running some sort of W/U control deck.
Artifacts are NOT really my thing, I've had a few all Artifact decks. But my suggestions would be simply what I know works.
Make it 4x Steel Overseer s If using Plains I'd have 4x Disenchant s, especially if they have anyway of taking your creatures i.e Agent of Treachery even worse if they are also using Portal of Sanctuary with it.
Stonecoil Serpent especially for mid game.
Maybe one or two Dance of the Manse .