Doomfall

Legality

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

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

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

Price & Acquistion Set Price Alerts

HOU

Ebay

Recent Decks

Doomfall Discussion

TheGamer on Grixis Aggro

2 weeks ago

Essence Scatter, Supreme Will, and Doomfall dont really fit the theme of the deck very well. You dont want to be leaving up mana for counterspells when you could be casting creatures and attacking your opponent. Besides that, I love what this list has going on. I'd suggest adding some number of Abrade or Lightning Strike in place of them.

multimedia on Vamps and Light

2 weeks ago

Hey, you're welcome. I like the changes.

My advice for the sideboard is plan it for control and midrange matchups and plan the main deck for aggro matchups. Aetherborn, Legion, Seeker, Feast with Destiny is how you beat aggro. Especially Legion/Destiny, the anthems because they help against Goblin Chainwhirler's ETB. I'll first give you a full broad sideboard to consider, then explain it.

This is a broad sideboard plan for overall Standard. It's not one that's specific, geared toward the exact meta you play in since I don't know that meta. If you need a more specific sideboard plan hopefully this broad plan can help you make one:

For control matchups there's Duress, Doomfall, Blood Fast and more Prophet. In control matchups worry less about anthems pumping your Vamps (don't have to worry about Chainwhirler) and don't worry about creature removal. Instead worry about preventing board wipes, having card advantage to match your control opponent and having discard to take your opponent's answers.

Four Duress because of Settle the Wreckage. This board wipe will wreck you if you don't have some answers for it. Thankfully, Settle can only be cast by your opponent after you attack meaning you can play Duress and take your opponent's Settle before you attack. If you can better prevent board wipes then you can get the city's blessing faster which makes Prophet amazing against control if left unanswered. Duress is not just for Settle it's also for Planeswalkers as they can be hard to beat especially Teferi. It's also a way to clear the way take your opponent's counterspell so you can resolve Blood Fast or Prophet.

Doomfall is additional discard that exiles. It can exile one of any nonland card in your opponent's hand, includes a creature such as a God. Very helpful to exile your control opponent's finisher. Another mode it has is you can choose instead to have your opponent exile a creature they control, good for lone finisher creatures like The Scarab God when your opponent taps out for the five drop God hoping to stop your attacking. Your white control opponent will sideboard in Lyra Dawnbringer if you can cast Doomfall before turn five then you can possibly exile her and if that fails then Doomfall gives you another mode to possibly exile her when she's on the battlefield.

Blood Fast is most likely your best sideboard card because of the life gaining theme of Vamps. Backed up with a lot of life gain can take over games. If left unanswered even without a life gain strategy it can take take over a game. It gives you a lot of card advantage for little mana investment. It's a two drop which is another reason to play it; it can most likely be played without being countered and if it is countered then you most likely have mana left over for the turn to play something else. Blood Fast and Prophet gives you four cards that if left unanswered their draw can take over a game.

Possible Control matchup sideboard plan:

    Into main deck
  • 4x Duress
  • 2x Doomfall
  • 2x Blood Fast
  • 1x Prophet

  • Out of main deck
  • 4x Destiny
  • 2x Seal
  • 2x Arrest
  • 1x Seeker


More Prophet, Procession, Blood Fast and Binding are for midrange matchups. Midrange matchups are the most likely matchups where a stalled board will happen and that's where Prophet and Procession shine because they get better, give you more advantage, the longer they're in play. Procession is additional exile removal for Gods and creatures. It can be repeatable exile of your opponent's creatures; exiling up to three creatures and then Tomb of the Dusk Rose becomes a bomb of card advantage with reanimation. Blood Fast is great to have in a stalled board situation because you're drawing more cards then your opponent thus you can find more answers to end the board stall. Prophet has flying which is nice when you're against black and green ground creatures.

2x Blood Fast, 2x Prophet and 2x Champion of Dusk and 1x Procession gives you a ton of card advantage against midrange. Binding is even more nonland permanent exile, it can shut down your opponent from playing another copy of a threat that's hard for you deal with such as Glorybringer, The Scarab God, Lyra Dawnbringer, even Chainwhirler, etc. Black and red can't destroy Binding to prevent this.

Possible Midrange matchup sideboard plan:

    Into main deck
  • 2x Blood Fast
  • 1x Prophet
  • 1x Binding
  • 1x Procession

  • Out of main deck
  • 4x Zealot
  • 1x Conquistador

My thoughts for midrange matchups is to go bigger with cards that can swing the matchup in your favor. Goblin Chainwhirler will still be a problem against a lot midrange decks therefore I've cut Zealot.


For aggro matchups you want more two drop removal that exiles. Seal is a good way to get annoying Scrapheap Scrounger off your back for two mana. Against aggro you want instant removal to answer Scrounger, Bomat Courier and top end Glorybringer, Gods. You want removal that can kill Chainwhirler, Gifted Aetherborn, but it doesn't have to be instant to kill these guys. The card in aggro matchups that will give you the most trouble is Heart of Kiran because Seal can't target it. Cast Out can, but it's really too slow. Thopter Arrest is for Heart and it can also exile Scrounger or a God. Thankfully, Heart is seeing a lot less play in Standard because of the huge presence of Abrade and Fatal Push. If you're facing a lot of Hearts in aggro matchups then you need to change your removal options against aggro. More Arrest instead of Seal or switch to Gideon's Reproach for the sideboard.

Possible Aggro matchup sideboard plan:

    Into main deck
  • 2x Seal

  • Out of main deck
  • 2x Champion

Only two cards, more exile removal from the sideboard because the main deck is already built to play against aggro. Champion is not good in aggro matchups, it's a five drop which is too high and doesn't gain you life, it makes you lose a lot of life which is consistently too risky. Other cards you could cut for aggro matchups are Prophet and Cast Out for low mana cost cards. Playing too many four drops can be a problem when against aggro. You want more early game plays to stay alive. Seeker and Feast are four drops that can potentially gain you life this makes them much more important than other four drops against aggro.


Forsake is in the sideboard for God-Pharaoh's Gift matchups. It's another instant exile answer to go along with Cast Outs. You want instant exile in Gift matchups because your opponent is going to get Gift into play during their turn, before combat of their turn. You want to be able to before your opponent goes to combat exile Gift. A lot sideboards rely on graveyard exile for Gift matchups and that's fine, but the main card you need to deal with is Gift because your opponent can still get it into play without their graveyard.

Forsake is also helpful in white matchups where you'll be against removal that's enchantments Seal and Cast Out. End of opponent's turn destroy one of these enchantments get your creature back and attack with it on your your turn. There's a lot of matchup situations where you want instant artifact/enchantment exile. One example is Mono blue artifacts it's a deck that's starting to get popular. Having a way to stop Aetherflux Reservoir at instant speed can prevent your opponent from killing you.

I just gave a pretty detailed broad sideboard with actual plans for three types of matchups (control, midrange and aggro), but honestly this is just the tip of the iceberg for sideboard theory. I hope this helps you. The sideboard is one of the most fun aspects of Magic; it's where real thinking needs to be done. For me the most satisfaction from wining a matchup comes from when I beat an opponent with sideboard tech. It's the best way to outwit your opponent and turn a matchup that's less favorable into a favorable one.


multimedia on Rakdos Control [M19]

2 weeks ago

Hey, I think Doomfall is one of the best black spells to use when you're wanting to tap out each turn. I would 4x Doomfall main deck it's good in all matchups because all decks even aggro decks are playing top end four and five drops especially the Gods.

Consider Arguel's Blood Fast  Flip? Blood Fast is one of the best black sideboard cards in Standard and it pairs well with Gifted Aetherborn. Currently the deck lacks card advantage other than Chandra, but if Chandra gets killed you can easily be out card advantaged. Torment of Hailfire is so lackluster with only 24 lands and no way to make a ton of mana such as with Cabal Stronghold.

You should consider cutting the main deck Hailfire, Sweltering Suns and Scrutiny replacing them with a midrange strategy of Aetherborn, Gonti, Glorybringer and Liliana DM. These cards paired with Chandra make a great midrange base supported by all the removal/discard. All these cards are already in the sideboard just move them main deck. All are more powerful and more beneficial than Hailfire.

Here's an example:

    4x Aetherborn
  • 2x Gonti
  • 2x Glorybringer

  • 2x Chandra
  • 1x Liliana DM

  • 4x Abrade
  • 3x Spray
  • 3x Push
  • 4x Contempt
  • 4x Doomfall
  • 3x Duress
  • 2x Banefire
  • 1x Blood Fast with more in sideboard

  • 25-26 lands

Not many changes in this example I've cut Strike for Aetherborn, cut Hailfire, Scrutiny, Suns for cards that have more impact: Glorybringer, Gonti, Liliana, Blood Fast and more Doomfall.


multimedia on Jund Dargons

2 weeks ago

Hey, looks good. If you're thinking of splashing another color then splash blue for Nicol Bolas, the Ravager  Flip as he's one of the best Dragons in Standard.

Consider Gift of Paradise? Until rotation I think Paradise is better main deck three drop ramp than Hoard. Post rotation hopefully Hoard will be good and can take Paradise's place because Abrade will be gone, but currently in Standard red dominates and any red deck is playing 4x Abrade. It's much more difficult for red to destroy Paradise and it gains you 3 life which is very relevant. Consider 4x Paradise cutting 4x Hoard? Hoard can be a fine sideboard card for more ramp/draw for nonred matchups especially against control, but I wouldn't main deck it.

Speaking of Abrade consider 4 of a two drop instant removal spell main deck? Consistently you want to draw a two drop removal spell in current Standard. Harnessed or Abrade are fine options, but I would pick one use it as 4 of main deck and play the other as less or cut it. Abrade is nice main deck so you don't auto lose game one to God-Pharaoh's Gift decks and Heart of Kiran while also providing 3 damage removal for Chainwhirler or other aggro. Consider 4x Abrade? If you're playing black Disintegration is a better Harnessed, don't really need both.

Duress and Doomfall are some of your best sideboard cards because they help to clear the way to resolve a Dragon in control matchups. Consider 4x Duress and 2x Doomfall? More Duress is also helpful not get wrecked by Settle.

Consider 1x Arguel's Blood Fast  Flip for the sideboard, it's great against control and midrange. Consider 1x Liliana, Death's Majesty and 1x Vivien Reid for the sideboard? If Dragons get countered in control matchups Liliana gives you a repeatable way to reanimate them. Liliana is also an amazing card for midrange matchups, reanimation in midrange matchups is very helpful. Vivien can be selection to find a Dragon as well as repeatable artifact/enchantment/flier removal. Vivien seems good for any Dragon mirror match.

Good luck with your deck.


multimedia on M19 B/U Zombie Win Deck

3 weeks ago

Hey, you might want to update the deck description? Liliana's Contract and Demons are not in the deck list. Good idea cutting that strategy out as it's not needed with Zombies. I see 4x Contempt main deck very nice, but another 4x Contempt in the sideboard which can't happen :) Same with Cast Down, remove the two from the sideboard?

I like the idea of Scarab with Zombies, but don't sacrifice the great core that Zombies can have to play other blue cards. Diregraf and Wanderer, the one drops should be 4 ofs because you want to consistently be able to have one or more of them in your opening hand so you can play one turn one. Consider cutting Wits for 1x more Diregraf and 1x more Wanderer?

Josu is more of a sideboard card for white control matchups where Settle the Wreckage can get you lots of lands you can use to cast Josu with kicker. In control matchups however you also want 4x Duress for the sideboard for the very reason that it can take Settle from your opponent's hand before he/she can cast it. This is better than not having a way to take Settle and having your Zombie army exiled for lands to use to play a kicked Josu. Consider cutting 2x Josu for 1x more Accursed and 1x more Marshal? 1x Josu can go in the sideboard as a back-up plan against Settle. A well timed, before you attack, play of Duress can win you many games in control matchups.

Liliana's Mastery is great card for Zombies. You've added Scarab who is another five drop which conflicts with five drop Mastery, but I think this is fine. Consider 4x Mastery and 2x Scarab? Consider cutting 1x Cast Down and 1x Liliana, Untouched By Death for 2x more Mastery?

Combining all my suggestions consider this creature base:

  • 4x Diregraf
  • 4x Wanderer
  • 4x Marshal
  • 4x Baron
  • 4x Accursed
  • 2x Scarab

Other spells base:

  • 3x Push
  • 2x Cast Down
  • 4x Contempt

  • 4x Mastery

  • 1x Liliana, Death's Majesty
  • 1x Liliana, Untouched By Death


For the sideboard you want a nice plan for control matchups because without one lots of removal and board wipes will wreck you.

This is a standard sideboard plan for black for control matchups. Duress is your best card because it can take one of removal, board wipe, counterspell, draw spell or Planewalker, all the cards that control has. Doomfall is additional discard, but instead of discard it's exile and it can take and exile any one nonland card from your opponent's hand this includes a creature. Doomfall has another mode which makes it versatile; instead of looking at your opponent's hand and exiling something you can choose to have your opponent exile a creature he/she controls. This mode can be helpful to exile a lone finisher creature who control may have.

Blood Fast is a draw engine which control has a hard time dealing with enchantments. If unanswered Blood Fast can can take over a game for you with card advantage. You have to worry much less about life in control matchups which makes Blood Fast very good.

Good luck with your deck.


multimedia on UBR Control

3 weeks ago

Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?

22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager  Flip. Consider Aether Hub?


I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.

More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager  Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.


Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.

I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.


For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast  Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.

Good luck with your deck.


multimedia on Mono Black Zombies

4 weeks ago

Hey, big reason to play Zombies in Standard is the up to 12x lords you can play: Death Baron, Lord of the Accursed and Liliana's Mastery. I see both Accursed and Mastery in the sideboard consider them main deck especially Mastery it gives you a lot of Zombie goodness for five mana. Graveyard Marshal is the another reason to play Zombies his ability is really good at being resilient and keeping a battlefield of Zombies. A 3 power two drop Zombie is nice with all the lords.

You don't need 12x ways to get back creatures from your graveyard, this is overkill. Liliana and Marshal are the only cards you need for this effect. Both can do something else as well as do their effect more than once. Gravedigger is a fantastic limit card for M19 draft, but being four mana is not worth it in Standard especially since Liliana is also four mana and a much better card.

If you truly want to be competitive for a tournament then you want Fatal Push and Vraska's Contempt as both are the best removal black can offer. Substituting Cast Down and Never is a big downgrade.

Consider this list:

  • 4x Diregraf
  • 4x Dread Wanderer
  • 4x Marshal
  • 4x Baron
  • 4x Accursed
  • 1x Belcher
  • 1x Josu

  • 3x Liliana

  • 4x Mastery
  • 4x Push or Down
  • 3x Contempt or Never

  • 20 Swamp
  • 4x Ifnir Deadlands

This example list looks completely different than your current deck because it's using a different strategy. With Zombies you want to be aggressive because this plays very well with all the three drop lords. The strategy is to swarm with Zombies and drop a lord. Take advantage of 8x 2 power one drop Zombies with the lords.

Mastery is a good curve topper for Zombies because it's an anthem that pumps Zombies the turn it's played. This is good if you already have an established battlefield of Zombies as a way to go over the top with your army. Mastery is also a good follow up five drop play after a board wipe. It lets you rebuild your Zombie army giving you two new 3/3 Zombies right away.

In the example I've cut back on both Belcher and Josu. These cards are fine, but don't stack up to the other three and four drops options. Belcher is just not as good as any of the three drop Zombie lords. Josu at four mana conflicts with both Liliana and Contempt which are both much better than it.


Three very good sideboard cards for black are Duress, Arguel's Blood Fast  Flip and Doomfall. They're all excellent in control matchups which are the matchups you should plan the sideboard for. The example main deck is good vs both aggro and midrange, but weak to control. Other strong sideboard cards for Zombies are The Eldest Reborn, Ruin Raider, Demon of Catastrophes and Reckoning.

Consider this sideboard:

  • 4x Duress
  • 2x Blood Fast
  • 2x Raider
  • 2x Doomfall
  • 1x Reborn
  • 2x Demon
  • 2x Reckoning

This sideboard example is planned for control matchups with Duress and Doomfall to take board wipes or Planeswalkers, Blood Fast and Raider can be draw engines and Reborn can be Planeswalker removal as well as give you some advantage. Demon and Reckoning is for aggro and midrange matchups. Aggro as well as midrange can have a hard time stopping a 6/6 flier four drop. You can have a lot of fodder for Demon especially Wanderer which makes it a good option with Zombies.

Good luck at Standard Showcase :)


Load more