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Gratuitous Violence Discussion
3 hours ago
I should try to run less rocks take out all the diamonds. With my Mana base Gratuitous Violence has never been hard to cast (with the triple red).
Nephalia Academy was in the deck because of my meta but I've recently replaced it IRL but not here. Even though Open the Armory is in the deck I rarely cast it. I probably should run more equipment because they are good late game.
My deck mostly focuses on early game wins. I try to get Zurgo Helmsmasher out turn 3-4 and killing an opponent before turn 5-6.
4 hours ago
I'm not an expert on mana base construction, but isn't 32 lands and 15 mana rocks an extreme ratio? I know the general rule is "2 rocks = 1 land" so your total is still 39.5 "lands", but still, 47 cardslots are dedicated to mana production, meaning you will draw less gas. I think so many rocks also forces you to resort to some that are worse than simply lands. Having a rock instead of a land only ramps you if you are already hitting all your land drops, and 32 lands probably won't do that for very long. Once you empty your hand of land, drawing a rock actually slows down your mana compared to a land, and rocks are easier to destroy; Cyclonic Rift and Vandalblast hitting 1/3 of your mana sources really hurts, for example. The trio of diamond rocks are most cuttable; Coldsteel Heart is better. Gratuitous Violence and Phage the Untouchable are hardest to cast, so if your mana isn't consistent enough I think they must be the first suspects.
There are 13 board wipes, is it possible for that number to go down? I notice there are very few sources of direct card draw, so maybe the least good wipes can make room for that. Outpost Siege should always be on Khans, so Phyrexian Arena would serve better.
Open the Armory is a voltron staple, but this list has only 7 targets for it. Battle Mastery is a good one, and Loxodon Warhammer can replicate the function of Homicidal Seclusion. Tenza, Godo's Maul is super efficient. You can also add a negative aura so Open the Armory can function as removal. Replacing Banishing Light with Arrest for instance.
How has Lapse of Certainty been? Holding up 3 mana for a worse Cancel seems unexciting even if you are exploiting your opponents' color pie expectations, though I do like Not of This World and Rebuff the Wicked since it's much easier to hold up 0/1 mana, and Not of This World even counters abilities!
Nephalia Academy is a curious choice to me, I suppose discard is common in your meta?
1 day ago
As an expert on this type of deck I would suggest adding Warfire Javelineer, Bloodrage Brawler, Ahn-Crop Crasher, Emberhorn Minotaur, Minotaur Sureshot, Cursed Minotaur, Pitiless Vizier, and Merciless Javelineer. I would also take out the filler like Coat of Arms, Door of Destinies, Anthem of Rakdos, Gratuitous Violence, Necropotence, No Mercy, Phyrexian Arena, and Rain of Gore
3 days ago
I built this deck to be super janky with the ability to maybe pull off a win. Lately its been a serious force. Couple weeks ago I played out a few rocks, slapped down Hero's Blade, followed up with Aurelia for the win. Took out the table. Last FNM i pulled it out and with a LITTLE help (Playing secret partners) my secret partner stopped my "Enemy' from putting me down to 5 life by playing Reality Shift on their commander who had Sword of War and Peace, after making me draw a ton of cards. Next guy in turn order did nothing, followed by the dude that saved me, then my turn. I untapped and did 28 commander damage to my target.
So how it happened... turn 2 Boros Charm. Turn 3 Sunforger. Turn 4 Gilded Lotus then Darksteel Ingot. Turn 5 I opted to play out Gratuitous Violence and Palace Siege, instead of Iona, Shield of Emeria. This was a risky decision because it could have stalled up the game, then again it did paint a giant target on my head. Well, that was when my opponent played out his best attempt to kill me. Played an extra turn card to do it, too. Luckily for me, my secret partner saved my ass with that Reality Shift. On my turn 6 Aurelia was a 7/4, dealing 14 damage each combat. It was great.
3 days ago
I agree with a lot with what you've said but disagree with about half. The first thing I'll address is Emrakul. She tends to be a game ender in my meta. Granted not all the time, but most of the time. In either case Gratuitous Violence seems like an interesting card to run. I may even try to work Wound Reflection in as well, just for the laughs.
I'm not too keen on Tormod's Crypt or Nihil Spellbomb. They're great cards but can be a dead draw when recursion isn't too involved in the game or graveyards have already been exiled. Though the card draw of the spellbomb is sweet. Jund Charm on the other hand is a good call, I think. It resolves the issue I just gave. Worst case scenario is that I pump up Kresh or someone else and that's never a bad thing.
So far I've felt I've run plenty of removal. Putrefy was actually originally ran but just due to the amount of removal I already have it was the first to go. And I was not going to run Reclamation Sage but I thought about it for a while because I considered Birthing Pod for a long time. It's a card that I get suggested a lot in person so I think it's about time it works its way into the deck. And with that Sage can be another sac outlet to get me some handy four drops.
Thanks for the suggestions! They're appreciated.
3 days ago
You need to take the images linked and make them a little smaller if you can; it makes reading an absolute chore because you're forcing the reader to scroll a lot in order to read what you've typed in between images.
That said, I'll list my suggestions:
Birthing Pod is first off. You want to sacrifice and gain benefits? This is your card. You can sac off a Marauder, Executioner, or Eternal Witness to grab Disciple if you need to draw, Jarad if you need to kill, and Oracle if you need to ramp- and the benefits only grow the higher up your curve you go. I strongly recommend it as it is a repeatable sacrifice outlet and a way to gain more consistency out of your deck.
Burn Away is terrible and you should run either good removal or good graveyard exile, not some hamfisted combination of both that does neither well. If you want graveyard removal, Tormod's Crypt or Nihil Spellbomb are great, one because it's 0 cost, the other because it draws a card and exiles too. I, personally, think you should be using Reclamation Sage in this deck and it's a shame you don't have it, though you've got Bane/Grip/Slime, so that'd be up to you. If you need more removal, there's always Malicious Affliction or Putrefy which are instant speed and can off a creature no matter its size (lol trying to kill a Ghave, Guru of Spores with Burn Away would be like trying to stop a brushfire by pouring gasoline on it, and doubling up with a 5 mana spell is rough). There's also Jund Charm, which does instant-speed graveyard exile and can function as a Pyroclasm to eliminate mana dorks and tokens, so that's an option too.
Not running Hatred seems like a bad call. Being able to just one-shot somebody by paying 18 life and 5 mana is pretty huge.
Gratuitous Violence is a second Xenagos, God of Revels that works for multiple creatures at once. That might be worth looking into over Emrakul, the Promised End (it's not a bad creature, I just find it mediocre in multiplayer Commander).
5 days ago
2 weeks ago
Seems like a fun deck. Here are a few suggestions:
Hellkite Tyrant is a blowout against an artifact heavy deck, and can act as an alternate wincon. Even on its own, it's not bad to steal opponent's artifact ramp, etc.
Warstorm Surge can act as removal or burn every time you play a creature.
Chaos Warp is usually good removal.
Insurrection wins games, simple as that.