|Commander / EDH||Legal|
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|Explorers of Ixalan (EO2)||None|
|Iconic Masters (IMA)||Uncommon|
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|2012 Core Set (M12)||Common|
|MTG: Commander (CMD)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Promo Set (000)||Uncommon|
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Destroy target nonblack creature.
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Doom Blade Discussion
13 hours ago
I completely overlooked spot removal and yes I would personally up the number of spot removal I'd play. Here's a short list of spot removal I'd consider for kresh:
Doom Blade, Go for the Throat, Ultimate Price, Innocent Blood, Vendetta, Slaughter Pact, Chaos Warp, Dismember, Ashes to Ashes, Snuff Out, Terminate, Putrefy, Devour Flesh, Diabolic Edict, and Oblivion Strike ( I suggest this only if your avacyn player plays Iona, Shield of Emeria.). Hopefully some of these will prove to be helpful
2 days ago
1x Hover Barrier - Not a huge fan of defenders in decks as they usually stall out the game rather than add value.
1x Dreadwaters - not the most milling. if you had a higher land curve id say its fine.
1x Fog Bank - same as Hover Barrier
1x Returned Centaur - Not too useful as a creature, essentially paying 4 mana to mill four cards which you can get better value for.
1x Sidisi's Faithful - your deck isnt revolved around sacrificing and I dont think you have enough cards that you'd be okay with sacrificing for this to be viable.
1x Sigiled Starfish - Scrying is cool and useful, but once again more value can be added to this deck.
1x Wall of Frost - same as Hover Barrier
1x Wight of Precinct Six - Better options.
1x Mind Sculpt - In edh a one-use 7 mill card isn't worth. Every card should add good value.
1x Paranoid Delusions - If this deck revolved around unblockable attacking this would be good, but since it doesn't it's just a 3 mill card.
1x Reave Soul - This could also stay in, but most threats in edh are generally above three and this being a sorcery hurts its value.
1x Tormented Thoughts - Again, you don't have creatures to sacrifice, so I wouldn't use sacrificing as a function in this deck.
1x Chronic Flooding - This can be a good card if someone is mana starved, but more often than not it's gonna just make that one land go unused.
1x Macabre Waltz - Not the strongest way to get back creatures, getting them onto the battlefield is a more efficient use of your mana.
1x Duskmantle Guildmage - can generate mill when you need and can combo with the first effect to do a LOT of damage.
1x Jace's Archivist - Drawing aspect, gets cards in graveyard, can give you a new hand. Great card.
1x Notion Thief - I'm almost mad I'm including this but this is busted. unfortunately, it'll probably get killed all the time.
1x Psychic Spiral - A lot of Mill potential.
1x Talent of the Telepath - seven mill and you get to steal one or two spells.
1x Diabolic Tutor - can never have enough tutors.
1x Mindcrank - This can honestly win the game.
1x Life's Finale - Board wipes are always nice.
1x Stolen Identity - Copying shit is nice, but the cipher is what makes this so good.
1x Manic Scribe - Not the strongest but can be nice. assuming its later in the game, four card types should be in the graveyard so thats 3 mill every upkeep.
1x Traumatize - Fuck this card.
1x Soul Manipulation - counter that also mills.
1x Body Double - could probably get a better card to replace this. but late game when graveyards are fat this can come in handy.
1x Dimir Doppelganger - since you'll play other people who use graveyards, you can exile creatures from graveyards to make them unusable, while still getting your use.
Cards you can keep but I personally dont like in the deck:
Omniscience - omniscience is op and I get why you'd want it but your mana curve is pretty low and it costs so much that I doubt youd get it out and make use of it.
Altar of the Brood - I dont know how this plays in games, but you're not getting out a lot of permanents so i dont see how this works too well.
Gravepurge - this lets you get back any creature into your hand, which is good, but you could just get a card that puts it back onto the battlefield.
Thoughtscour - this is realistically just a draw card.
Ashiok, Nightmare Weaver - I dont know how to feel about this, the exile feature kinda messes with your use from the graveyard style but you can use the second effect to get some of the creatures. It puts all of those exiled cards into a world only he can interact with which makes him good and useful, but limits your decks synergy.
Animate Dead - theres a lot of revive from graveyard cards in this deck is all im gonna say. maybe too many.
Curse of the Bloody Tome - this is helpful and makes sure someones getting milled which is good, but two an upkeep isnt very strong.
Sands of Delirium - not bad and gives you ability to mill every turn, but this is only usable when you can't do anything since you need to have disposable mana.
Cards that should be abused more:
Sphinx's Tutelage - if you make your deck able to draw more this card can be ridiculously op.
Broken Cards you can add (may be Expensive):
Lich Lord of Unx and Undead Alchemist - are both great but you'd have to turn your deck into a zombie deck and it would make you rely less on other graveyards. I dont think relying on other graveyards is good. this could also add a sacrifice element and you could use cards like Altar of Dementia. - overhauling to a zombie deck would be expensive but i think it'd be really effective.
Tunnel Vision - this could be dumb busted, i saw a combo of if you have a card that lets you put on the bottom of someones library then use this you immediately mill them out. That's gay tho dont do that.
Trepanation Blade - this is some nice mill and adds damage and attack to a possibility of your deck.
Extractor Demon - you'd need to run zombies.
Dralnu, Lich Lord - i hate to say it but zombies is looking like the way to go. get more effectiveness out of your spells.
Phenax, God of Deception - if you want your deck to be less based around mill and more just blue black interactions this dude's good. can make a defender deck worthwhile. probably the best consistent mill card I've seen.
Havengul Lich - cast creatures from ALL graveyards. shit i might buy this guy.
Sewer Nemesis - good
Decree of Pain - boardwipes are op
2 days ago
DankStompy The argument for Path to Exile here is anything but silly as the deck we are evaluating runs both we are not comparing them here but rather evaluating a decklist with access to Path to Exile and what that means for the deck, and my list is not of cards that Push can hit, the list is of the most played creatures in the modern format based off of metashare, the list is entirely relevant seeing how your argument boils down to "push can't hit some stuff" and yes push can't hit some things, but when evaluating the modern meta 47 of the top 50 most played creatures are hit by push. I'm not saying Cast Down cannot hit these cards but rather it is the strictly worse option as the two cost versus the one cost, there is a reason things like Doom Blade are not played (and before you say it yes the restriction on this card is far worse than Cast Down however it is a solid example of black removal). There is also a reason that Fatal Push is the 8th most played card in modern with a 13.74% dominance, it is just the most efficient piece of black removal in a format that emphasizes being mana efficient. This in no way means that Cast Down is unplayable but if deciding between running one of either Push or Cast Down the decision should always be push bar a meta that is entirely focused on big mana strategies or Madcap Experiment type decks as you mention earlier. It could potentially be a viable option in a role similar to Terminate in other decks as hard removal seeing how this list cannot play Terminate, but only in that capacity.
I also feel you are not giving burn the respect it deserves, Goblin Guide sure has the downside, but it can get out of hand quick, I'm glad to hear you have never struggled against it but that doesn't mean that it isn't a threat, imagine the line of this deck when they turn one guide, you push in response to the trigger if you like and buy yourself some damage on turn one and can immediately play Search for Azcanta turn two without having to hold up Cast Down.
I'm curious how much control you play? The fetchland argument is one of the reasons that Fatal Push is so good in modern, it's very easy to trigger revolt with them, sure this doesn't predicate a revolt trigger every turn but modern is not a format where everything is over 2 mana anyway, again this is an efficient format with many low cost creatures, enough fetchlands allows for smart play with push, they are an incredibly good way to trigger revolt, an easy way to trigger revolt and that has been a known fact since push took modern by storm.
And speaking of storm, as the player behind this deck has indicated Storm is a deck that is a part of their meta and with that in mind Cast Down already is worse as it cannot hit Baral, Chief of Compliance, push allows a one mana option to beat Baral which can be relied on even on the draw whereas even in a hypothetical where Cast Down could hit Baral you would need to take your turn two off to remove him mainphase or risk just losing on the spot. Additionally Cast Down cannot hit Thalia, Guardian of Thraben seen in the humans decks this author has again indicated they face, a deck like humans can easily win turn 4 so having Cryptic Command readily available is a big deal, and having access to removal is even bigger, on that turn 4 with Cast Down you would only be able to remove one creature, with Fatal Push as many as three in a perfect scenario, though assuming thalia stays then at the very least potentially two, removing Thalia, and unlocking additional pushes or paths. Cast Down limits your options against modern's best deck in this scenario, a deck that one will actually face on a regular basis on the competitive scene. Honestly, your entire argument is a bit ludicrous as to why the less efficient removal spell is better, Cast Down is great in standard but its too slow for modern as primary removal and outclassed by Fatal Push except in very niche situations where, if you find yourself facing down a Platinum Emperion something has already gone wrong for you to allow that to happen as the control player.
I know its impossible for me to get through to you however please be open to argument as I will be with yours, Push has established itself as the premier piece of removal in the modern format and that wont change because of a less efficient card from a new set, in a format like modern 1-mana is always better than 2 when it comes to removal. The only truly threatening card that push can't hit that is commonly played (a high metashare) is Hollow One, which needs to be prepared for, but given the explosiveness of that deck is better dealt with by sweepers.
1 week ago
I have a mono-black infect deck that has competed with an eldrazi deck. Control the Contagion uses some zombie tribal effects to pump creatures. May I suggest more control effects. I don't have any great ideas for your deck, but if a game is going longer than anticipated, the best way for me to get it back under control is removal. I personally use Doom Blade and Never//Return.
1 week ago
Hope is to block attacking creatures with a Pride Sovereign or any cat with Alpha Status until you can get one of the combos set off. Crypt Rats can kill most of your opponents creatures if you can get enough or with deathtouch from Ogre Slumlord, but the deck is certainly not invincible!
I considered adding something like Cartouche of Strength or just a good old Doom Blade for spot removal, but I have trouble deciding what to let go of. I'm sure as I get some real play with this deck, It'll eventually evolve into something more well rounded :)
2 weeks ago
Changes I would suggest:
Things to consider for replacing Walk the Plank: + Feast of Blood + Urge to Feed + Ultimate Price + Cast Down + Doom Blade + Fatal Push + Go for the Throat + Orzhov Charm + Smother + Terror + maybe others
Btw in case you wanted to know about non-blue counter spells lol -> Mana Tithe Would not recommend this but just wanted to show you.
2 weeks ago
Looking to make my super-budget red/black aggro a lot better now that I have some cash to invest in it. Where should i start?
Thanks for any/all suggestions!
3 weeks ago
Illusionist's Bracers would greatly help out your commander's ability. Also, consider Training Grounds. You could also seriously use a Sol Ring and probably a Thran Dynamo to help accelerate your ability to use Oona. You also might want to consider Notorious Throng and Stinkdrinker Bandit to take advantage of the fact that you are creating a bunch of flying faerie rogues which are presumably attacking, especially the latter.
I'm not sure whether Wydwen, the Biting Gale is quite worth it in your deck, unless I'm missing something, so I'd consider dropping it.