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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 |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Extinction Event
Sorcery
Choose odd or even. Exile each creature with converted mana cost of the chosen value. (Zero is even.)
Profet93 on Black Sheep of the Sawyer Clan [$30 Voltron]
1 month ago
Syphon Mind - Draw 3, each opponent discards 1
Burnished Hart - Ramp. Fuels defile, blackblade reforged, etc...
Solemn Simulacrum - Unsure of price, but potentially a consideration.
Bubbling Muck - Super ramp
Dark Ritual - Ramp
Deliver Unto Evil - Recursion, especially important for artifacts which are hard to recur
Extinction Event - Sometimes things need to be gone, forever
Feed the Swarm - Few ways to remove enchantments
Hero's Downfall/Murderous Rider - Walker removal
Mutilate - Gets around indestructible too
Oubliette - Commander hate
Nevinyrral's Disk - Artifact + Enchantment removal
Nordlys on 8-Rack
10 months ago
Hi there, I have some suggestions to consider, but overall looks pretty good.
Regarding your curve:
You're running Bontu's Last Reckoning instead of Languish or Extinction Event or Yahenni's Expertise which seems to indicate that you want to keep your max mana curve as low as three. But then you have Never / Return which needs 4 mana, Castle Locthwain which means 4 lands in total (including itself) and Hive of the Eye Tyrant which needs 4 extra lands to activate, meaning you would need 5 total lands (including itself) in order to use it.
So your curve is actually maxed at 5. I know your deck doesn't strictly need the 5 lands to work because most of it is topped at 3, but I'd use Mutavault instead of Hive (and add more Urborg, Tomb of Yawgmoth to mitigate the colorless mana) in order to drop down that curve a bit and make the most of your man-lands. I don't know about you, but my matches are tight and I often need my lands to transform and attack, so Mutavault performs way better than Hive in my case. Hive is graveyard hate -which is always a good thing- but you've already have 4 copies of Go Blank and 2 Never / Return which seems enough for a mainboard.
Another curve related matter is the fact that if you're running 4-land spells and lands, you could perfectly include some Liliana, Waker of the Dead here. Probably not the full set, but I find her much more useful than Davriel, Rogue Shadowmage
Anyways those are my thoughts. You should play your deck as you prefer because, asides from winning, your deck should feel pleasant to you and that's an important aspect of playing and enjoying the game. Hope it helps.
YamishiTheWickedOne on
11 months ago
Your sideboard also looks about halfway right, there are some things you don't need like Drana and Condemned. I personally would add at least one extra Go Blank. Extinction Event might be a good add, as well as Necromentia. More hearses and maybe drop Invoke Despair to 1, lose Citadel for space.
I hope this helps!
Crow_Umbra on Salty Commanders!
11 months ago
Hi grumbledore, I know you have plenty on your plate from things we've all been reporting to you, but I wanted to bring a few more things to your attention:
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Decks with Maybeboards that are from Archidekt seem to have the Maybeboard factored/calculated in as if they were a part of the 99 for that deck.
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Aggravated Assault was listed as a Ramp card, and not an Aggro card.
I know you made an update to categorize more cards a couple days ago, but in addition to other Uncategorized I previously mentioned, the following also lack categories:
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Baleful Strix - Draw, even if it is a Cantrip effect?
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No Mercy Could be Removal and/or Stax.
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Wall of Omens & Spirited Companion - Draw
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The Pathway lands - Barkchannel Pathway Flip, etc
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Extinction Event - Removal
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Thalia, Heretic Cathar - Stax
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Stonehorn Dignitary - Stax or counter, especially in the context of a Blink or reanimation deck, since it blanks a combat
droslag on Sultai Big Stuff
1 year ago
Yes I think Extinction Event is the strongest boardwipe in the format considering how well it does against mono green. Exiling is super relevant and if you can exile their stuff and preserve your stuff its a game winner. I bard it in verse gruul boats, mono green and rakdos midrange
droslag on Sultai Big Stuff
1 year ago
You're probably fine then, how do you usually do against aggro? I think you either main 4 thoughtseize or dont at all, but thats just me, like the 4th in the side seems like a waste. Extinction Event is very strong against mono green and really good vs rakdos. another good side card isUnlicensed Hearse , its good against greasefang and kroxa. you could probably safely swap your soul guide lantern and grafdiggers cage for 2 unlicenced hearse, its just the best grave hate card because it can also become a threat
mx439 on Triple Threat Control
2 years ago
Update 2/24/22:
In:
Duneblast, Cruel Entertainment, Emergency Powers, Bring to Light, Sen Triplets, Narset Transcendent, Curse of the Cabal, Abzan Charm, Jund Charm, Jeskai Ascendancy, Malevolent Hermit Flip, Atarka's Command, Magma Opus, and Gilded Goose.
Out:
Dark Ritual, Quandrix Apprentice, Chromatic Lantern, Sakura-Tribe Elder, Rod of Absorption, Binding the Old Gods, Vandalblast, Merciless Eviction, Extinction Event, Creative Technique, Gitaxian Probe, Bonfire of the Damned, Commander's Sphere, and Harmonic Prodigy.
Sorin_Markov_1947 on Feather - Righteous Strike
2 years ago
With Feather, you need to lean one way or the other, pump or burn. Cards like Firebrand Archer won't do much of anything in a deck that wins by Commander damage, whereas the pump is best replaced in a burn deck. This deck leans more toward pump, so I'll suggest cards for that.
Ajani's Presence is strictly better than some of the protection spells in here. Inquisitor's Flail is a repeatable way to double Feather's damage, it also stacks with both double strike and Unleash Fury. Kediss, Emberclaw Familiar turns a one=person kill into a full win. Blacksmith's Skill is just about the best protection spell you could ever want. Sejiri Shelter Flip is a relevant MDFC. Intimidation Bolt can save you games. Impact Resonance can help you deal with problems too, and speaking of removal, you need some boardwipes. Austere Command is a very flexible sweeper, Blasphemous Act is a quality cheap one that you can frequently protect your own stuff from, and Slaughter the Strong is also cheap and mostly doesn't affect you. If you're running Sunforger, you really need to run Magnetic Theft to fetch on the first activation. It's a very effective combo. And then Storm-Kiln Artist is just a must in every Feather deck. It turns your engine from good to game-ending in seconds. Show of Confidence is also a game-ender, pairs very well with the storm aspect of the deck and the counters are permanent and it's hard to counter.
Generally higher-quality spells to have that are in my deck include Infuriate, Light of Hope, Stave Off, and Rile (it may be a sorcery, but trample is very relevant).
If you find your stuff is getting countered, or you need to use spells but Feather can't stay out, recursion like Dreadhorde Arcanist, Mavinda, Students' Advocate, and Past in Flames might be worth looking into.
In general, remove two-cost spells if possible, remove burn, and think about what color your mana production is. In my experience, most of the spells you want to cast multiple times are white, so red-mana production is less valuable. And Remote Farm will backfire very quickly without a way to increase its counters or blink it. There are a few other cards in here that just aren't quite good enough if you need advice on more things to take out.
If your playgroup starts to adapt, like mine did, and runs cards that don't care about your protection like Sakashima's Will, Out of Time, Extinction Event, etc., think about Eerie Interlude. It's three mana and one-time protection, but it can get you out of a rough spot that no other card can.
Dual-lands are very important in my experience. Consider Alpine Meadow, Command Tower (a must in every EDH deck), Stone Quarry, Thriving Heath, Thriving Bluff, and Wind-Scarred Crag.
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