Endbringer

Legality

Format Legality
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare
Promo Set (000) Rare

Combos Browse all

Endbringer

Creature — Eldrazi

Untap Endbringer during each other player's untap step.

: Endbringer deals 1 damage to target creature or player.

, : Target creature can't attack or block this turn.

, : Draw a card.

Price & Acquistion Set Price Alerts

OGW

Ebay

Recent Decks

Endbringer Discussion

Force_of_Willb on Enraged Dinosaurs

3 weeks ago

I like your idea of combining pingers with enrage, i think it could be improved with pingers that hit all creatures instead of one target like Fire Ants or Subterranean Spirit, Endbringer (if your mana can support it) could fit in that category too allowing you to enrage during each other players turn.

Other ways to get enrage triggers on opponents turn include activated abilities like: Pyrohemia and Harbinger of the Hunt (honorary dinosaur)

I would recommend replacing some of the pingers that only hit one target (without haste) Prodigal Pyromancer, Frostwielder, Dinosaur Stampede, lightning bolt and shock (one time effects)

kamelyan on Fumiko, mono red pillow fort

1 month ago

Sorry, but I honestly don't see the pillow-fortiness of this deck, with exception of the Crawlspace. Maybe a Disrupt Decorum or Grenzo, Havoc Raiser would be considered pillow-fort cards for red.

And without listing a bunch of walls (or creatures with Defender), you may want to consider Endbringer, Briber's Purse, or Edifice of Authority.

Frd123 on Phenax Symmetrical Mill

2 months ago

I would suggest some auto untapping creatures and effects, like Freed from the Real, Endbringer, Pemmin's Aura, and Soliton.

Snivy__ on Sideboard for 8-whack goblins

2 months ago

Ok so currently I am running

2x Dismember

1x Magus of the Moon (b/c I can't get Blood Moon at the time)

2x Dragon's Claw

4x Smash to Smithereens

1x Damping Sphere

1x Tormod's Crypt

1x Abrade

3x Forked Bolt

I played a tournament last Saturday, did bad the first round against RG Eldrazi (didn't see that one coming!) from one of my friends. Any suggestions to beat that?

He usually drops Reality Smashers, Thought-Knot Seers, and Endbringers against me by turn 3.

Quiet_Listener on

2 months ago

I hear you. However, this deck isn't meant to be competitive so much as it is made to be played in a low power kitchen table format. So, this deck is an attempt to keep tron underpowered while still being somewhat able to play around with a fun mechanic. Completely agree with your points though. I could throw almost any other high cost Eldrazi into this deck to make it better.

And don't knock Endbringer. With one on the board you can easily win in 20 turns without attacking. Way better than Storm Crow because sometimes my opponent has flying creatures and you can't attack around them. Obviously I would be playing Storm Crow as well, but it's hard to fix the mana consistently.

ToolmasterOfBrainerd on Abnormal Harmony

3 months ago

Why only 3x Delver of Secrets  Flip?

Lingering Souls and Spell Queller are a bit of a non-bo, as Lingering Souls is a sorcery and Spell Queller needs to be held up at all times, if possible. Given that, I don't think you should play both, especially when there are so many strong 3-drop options in Esper. Actually this is a common theme in this deck - you're playing midrange cards and tempo cards and because of that there will be clunky draws where your cards are just trying to do different things.

Inquisition of Kozilek and counterspells in the same deck is a very awkward dynamic. Legacy decks manage to do it, much to my amazement, but I've never seen it work in modern, aside from the 2-of Dispel I used to play just to answer problematic Path to Exiles. Discard spells are really bad topdecks, as well as they don't tempo. Discard spells you pay mana and you and your opponent each lose a card. Hence, discard spells are tempo-negative. With counterspells your opponent has put mana into the card you are countering, so they're tempo-neutral or tempo-positive. If you're ripping a Path to Exile out of their hand, then the discard spell is worth it despite the tempo loss. But I can also tell you that you will see hands in which you don't have the mana to cast Inquisition of Kozilek and hold up Spell Queller, and by the time you do have that mana their hand is empty and now you have a dead card in hand.

This isn't to say discard + counters can't work, but be honest with yourself in testing. Discard and counterspells are both card types that stand out when they work, but pay attention to when they don't work as well. I'd recommend try it out and see what happens.

For the cantrips, play 4 Thought Scour and 4 Serum Visions and then add however many Opts you can fit around the rest of the deck. When Opt came out I tried playing 4x in place of Serum Visions for awhile, and it felt amazing, but then I went back and realized how important the scry 2 is. The draw-go decks in the format are playing 4x Visions before any Opts, and they don't play Delver. Serum Visions sets up Delver to flip, which is too powerful to not have.

You only have 4 creatures that can turn on Stubborn Denial. Not enough to justify it, in my opinion. Spell Snare is the best 1-mana counter.

There is definitely too much graveyard pressure at the moment. 4 delve creatures, plus 3 delve spells is way too many. You also have 7 counterspells that cost 2 mana. That's a lot.

Fatal Push is nice, but Path to Exile is the only thing I wish I had every time I sleeve up grixis. Tron and Eldrazitron have things like Wurmcoil Engine, Reality Smasher, Endbringer, and post-board Tron will have Thragtusk. Jund decks typically sideboard some grindy 5-drop, be it Hazoret the Fervent or Thundermaw Hellkite, or something similar. Ponza is a pile of nightmare cards that you can't deal with. Path still doesn't deal with Stormbreath Dragon, but if you expect games to turn 5 or later, then Path to Exile becomes amazing. Ramping them doesn't feel good, but unless you're really aggressive I don't think Fatal Push is enough.

Just my immediate thoughts. The deck looks like fun!

EDIT: Oh yeah, with 21 lands and in Esper, I think you can mainboard 2x Field of Ruin. It'll help the matchups with Tron lands and manlands.

Have you thought about a sideboard yet?

JoshFox on Gruul Eldrazi

3 months ago

For tonight I am trying -2 Dismember +2 Domri Rade and -1 Endbringer +1 Scavenging Ooze in the main; and -1 Scavenging Ooze +1 Anger of the Gods in the side.

SynergyBuild on Knights of Cydonia

3 months ago

I don't think you understand modern as a format, unless you can overwhelm Kiki-Jiki, Mirror Breaker and his infinite swarm, Path to Exile is useful, same goes for a Wurmcoil Engine and it's babies, or if you ever want to cast a spell chosen by a Meddling Mage.

Sure, this deck may be able to beat a 2/1, but if you want to stop Dark Confidant from overwhelming you with card advantage, pack yourself a couple Path to Exiles before you get beat.

Decks in the metagame that Path to Exile is useful against:

5 Color Humans (Meddling Mage, Dark Confidant, Mantis Rider)

R/B Hollowed One (Everything, they want it recurred, now it is in exile)

Jund (Dark Confidant, Tarmogoyf)

Mono-Green Tron (Ulamog, ceaseless hunger, World Breaker, Wurmcoil Engine)

U/R Gift's Storm (Baral, Chief of Compliance, Goblin Electromancer)

Affinity (Whatever creature they alpha strike with)

Burn (Eidolon of the Great Revel, Grim Lavamancer)

Grixis Death's Shadow (Death's Shadow, Gurmag Angler, Tasigur, the Golden Fang)

Eldrazi Tron (Matter Reshaper, Thought-Knot Seer, Reality Smasher, Endbringer, Wurmcoil Engine, Ulamog, the Ceaseless Hunger)

Bogles (Dryad Arbor, Kor Spiritdancer)

U/W Control (Wall of Omens)

Land Destruction G/R (Courser of Kruphix, Tireless Tracker, Pia and Kiran Nalaar, Inferno Titan)

Jeskai Control (Spell Queller, Pia and Kiran Nalaar)

Mardu Pyromancer (Young Pyromancer, Bedlam Reveler)

Scapeshift (Primeval Titan)

Ad Nauseam (Laboratory Maniac, they lose they next turn off of an Angel's Grace)

Counters Company (Devoted Druid, Vizier of Remedies, Kitchen Finks)

Grishoalbrand (Griselbrand, Borborygmos Enraged, Worldspine Wurm)

Amulet Combo (Azusa, Lost but Seeking, Courser of Kruphix, Primeval Titan)

Living End (Archfiend of Ifnir mostly, but any of their creatures should help slow down their explosion of creatures)

Infect (Self Explanatory, any of their creatures and they are doomed)

Ironworks Combo (Kill their Scrap Trawler, and they lose)

Welp, that about wraps up my reasons why path is so dang good, but I guess I'll share some more:

It isn't rare to have Path to Exile be named the best removal in modern, next to Lightning Bolt and Fatal Push as it's contenders, it exiles, unlike either, and is unrestricted removal, some decks splash white just to play it, and you don't play it when it is your only color it looks stupid to say "Oh, I'll trample over all of the creatures it could hit", when your creatures are smaller than many (even after buffs and accounting for double strike) and they wouldn't block the others.

Creatures aren't removal (until they are, like Nekrataal), and Path to Exile is, please don't think removal is only for blockers or attackers.

Load more