Doomfall

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Doomfall

Sorcery

Choose one -

  • Target opponent exiles a creature he or she controls.

  • Target opponent reveals his or her hand. You choose a nonland card from it. Exile that card. "This place has outlived its usefulness."

  • Nicol Bolas

9-lives on

3 years ago

Well, there's no point in talking about a deck I can't use. -_- I have wishclaw as my drawing engine so that I can draw whatever cards I need to while trying to use everything against any opponent that I have. Flying enchantments that have 'draw one card' are good against any deck, especially flyers, and if it doesn't work out, I drew one card. There are very few Eldrazi I would run as they are focused on huge mana cost cards, unless I can somehow use a ton of 1 mana cards and make them ramps with Cryptolith Rite as well as other ramps like Pillar of Origins and lands like Unclaimed Territory and Wastes.

And any examples of other toolbox decks would be nice. I looked for 'toolbox deck pioneer' on Youtube, and nothing comes up. I'm not sure if anyone has come up with an idea like this, probably due to it being somewhat impossible to play, especially meta-wise.

Looking at "Mardu Toolbox" (can't use the deck mechanic) I found great toolbox cards: - Doomfall - Bedevil

Looking at "Vannifar Toolbox" these cards seem great: - Archangel of Tithes - Aven Mindcensor - Knight of Autumn - Mirror Image - Thalia, Heretic Cathar - Tithe Taker - Charming Prince

Even if I have no synergy, if my drawing engine is working well, I won't have to focus my deck on a specific color or card combination or what-have-you for synergy. This Vannifar Deck did the same thing I'm doing, I think.

StopShot on Counteracting large hexproof creatures.

3 years ago

The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

loricatuslupus on Surveil Spybugs

4 years ago

Okaaay, now that I've had a chance to think about things and take a look around I've got some more thoughts. Somehow I managed to forget the new Ashiok, Ashiok, Nightmare Muse, who's a definite bae if you go in for that sort of thing. Thought Erasure is great disruption spell and four copies would really not be too many! Mission Briefing could be an interesting one-of that acts as another copy of whatever you need, and at the very worst would give you Surveil 2. Considering how deep you're going on said mechanic you might want a pair of Enhanced Surveillances - did serious work for me at the set pre-release and gets exponentially better if you jump on the Creeping Chill/Narcomoeba train! There's also good interaction with Syr Konrad, the Grim who will drain your opponent when you surveil your own creatures, make your opponent discard theirs and when you activate the second part of Enhanced Surveillance. Nightveil Predator is cool but mana intensive, so honestly I think you're better going one further in Doom Whisperer or Konrad. Connive / Concoct is a beefy surveil card but probably better for the sideboard along with the other two copies of Deadly Visit and Unexplained Disappearance (plus maybe Doomfall?). Almost at the end now, but I'd add Drowned Catacombs to strengthen the mana base and perhaps some of the Eldraine land cycle, and even a single Arguel's Blood Fast  Flip considering you've mentioned how low your life gets!

Cardshark0000 on Rakdos Discard Control (Pioneer)

4 years ago

Wow, I missed the fact that Murderous Rider also hits planeswalkers; that's more than enough to warrant testing it out. Thanks! I think Dreadbore definitely still has a place in the sideboard at the very least, given how well it plays with Chandra, Acolyte of Flame and Goblin Dark-Dwellers , but removal which can be recurred with Kolaghan's Command is never a bad thing.

As for Davriel, I've considered adding him, but I've found the targeted discard provided by Doomfall , Despise , Duress , and Lay Bare the Heart to be more useful than some extra damage throughout most of the game -- Particularly when it can be flashed back with Chandra. I'll still give him a shot though.

StopShot on Custom Keyword: Ignite

4 years ago

Ignite N is a keyword for instants & sorceries as well as activated & triggered abilities of permanents. "N" can be any number which will be specified on each card that has it such as, "Ignite 1," "Ignite 2," "Ignite 3," etc.

To Ignite N you must exile N cards from your hand and/or nonland permanents you control facedown, then you draw a card for every two facedown cards you own in exile. Until the end of your next turn you may look at and play only one card exiled this way.

Ignite is intended to be another way for red to draw cards without breaking the color pie by merging concepts found in cards such as Light Up the Stage and Cathartic Reunion . Initially ignite starts out as a bad trade as you have to throw away 2 cards in order to draw 1 in return, but the more facedown cards you can accumulate in exile the more cards you'll be able to draw off of consecutive ignitions.

Ignite can be used outside of red too, for example in black there could be a three mana black sorcery that reads, "Target opponent Ignites 2." which would be comparable to cards such as Mind Rot and Doomfall . In this case the opponent would have to choose and exile 2 cards from their hand and/or nonland permanents they control facedown, however they would also cantrip afterwards and would be able to recast one of the two cards that was removed on their next turn.

Ignite can also be used as a drawback if a high ignite cost is added to a strong card like, "as an additional cost to cast this spell, Ignite 5." which would require that you have 5 resources to exile in order to cast the spell. Furthermore it can be used as a balanced effect as well that requires all players to ignite, such as an enchantment that reads; "At the beginning of your upkeep each player Ignites 2."

What are your thoughts? How sparingly or openly should an effect like this be used if implemented? Do you think this effect would work/fit better in another color? Should cards that feature Ignite be expensive or cheap to cast or should there be some other restriction to keep it from being too weak/over-powered?

geoffreyh2oman on Ashiok n Kaya Exilers

4 years ago

Been testing around with a few other options, at first I was trying to be more reactive and slow and play more instants, but now I'm looking at balancing a few more toolbox cards in like Doomfall , Thought Erasure , and Thoughtseize . I'm also thinking of picking up some Extirpate to bolster the targeted exiling, which will go well with Thought Erasure and Thoughtseize.

Additionally I'm trying to figure out a sideboard for this. Not sure yet how that'll go so any advice is helpful!

Chatora on Mono-Black Burn

5 years ago

Torgaar, Famine Incarnate doesn't have to target your opponent. You could potentially gain some life yourself. And it says "up to one target player", so you could choose to target no player. With all that said, I agree, it's not a perfect fit in this deck specifically. But I will give Dire Fleet Ravager and Never Happened a go. I do miss Doomfall a bit.

Elf0491 on

5 years ago

A few comments. First, what in the **** is your meta where this needs to be a thing? I'm just...kind blown away that you would need to be absolutely this fast. Anyway, card suggestions:

Easy includes off the top of my head are Doomfall, Plaguecrafter (strictly better than Fleshbag Marauder), Phyrexian Obliterator, maybe Crypt Ghast for more mana, Glaring Spotlight and Arcane Lighthouse (lay down the hate on hexproof), and Sudden Spoiling (can't be countered)! Also, you can't play Sparring Collar in mono black.

What I think would be good idea: these are cards I think are solid, but might not be fast enough for you. The Eldest Reborn, Abyssal Gatekeeper, Shriekmaw, Phyrexian Scriptures, and Dread.

I also think some better card draw would be useful, and Phyrexian Arena isn't that great if the games are going very short. Instead, consider instant effects like Ambition's Cost, Ancient Craving, Dark Prophecy, Night's Whisper, Read the Bones, or Midnight Reaper.

I know you want everything to be cheap, but I'd recommend at least a few spells that can serve as bombs if the game gets to later rounds. Maybe something like Exsanguinate, Killing Wave, or Torment of Hailfire.

If you're interested in the combo, go for Mikaeus + Walking Ballista. :)

I also thought of Leonin Bladetrap, though that card isn't great...

Finally, quick question. In the description you mention equipment that grants deathtouch, but I don't see any in the actual deck. Is that still something you wanted to do?

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