Destroy target creature or planeswalker.
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Hero's Downfall Discussion
35 minutes ago
C.LewisMTG true that, I was thinking about adding Terminate yesterday, it is so good because despite of killing the opponents' creatures, it can also work to kill the Centaur tokens from Hunted Horror and also to kill opponents' creature brought by Boldwyr Heavyweights if there's a case I'm forced to play them without the Orb in play or if someone destroys the orb in response to my creatures...
Kolaghan's Command is also an excellent suggestion, I didn't even remember about this card since I didn't play KTK much, I'll definitely add this card to the list and remove both Dreadbore and Hero's Downfall since I can kill PWs with direct damage/attacks.
45 minutes ago
I don't see Darksteel Ingot being better than Commander's Sphere/Rakdos Cluestone. If you don't mind losing life, Havoc Festival might be worth running. I also suggest Dreadbore, Hero's Downfall, Ruinous Path, and Chaos Warp.
5 hours ago
I really like the list, and Torpor Orb is actually a good answer to the Eldrazi matchup. I don't think you need Dreadbore and Hero's Downfall in the 75. Could be better off using like one to two copies of Terminate, and about 3-4 Path to Exile. Also think Deflecting Palm is a bit weird here. I wouldn't say it's entirely not worth having, but some matches it's just not very good. Maybe 1-2 Kolaghan's Command could be in here? Duffzord
1 day ago
IF you are adding in some removal, in Modern a great alternative to doom blade is Hero's Downfall. Its_Johnny_Bravo is also right Heartless Summoning could wreck here. Dark Ritual or some other early game boosts would help as well. You could even throw in a Cunning Lethemancer instead of the Augur to hit everyone, and for relatively the same CMC.
1 day ago
Idk what kind of help you want but here are my suggestions:
LANDS: First off if youre making a modern deck, youre going to want fetch-lands. for this deck you should ideally run 4x Polluted Delta and probably a combination of Flooded Strand and Bloodstained Mire. or any fetches that have blue/black in them. You also Want your lands to enter untapped, Watery Grave is a definite 4 of for this deck. Also consider Man Lands, for UB that is Creeping Tar Pit. I would style the manabase like this:
WINCONS: Instead of Jace, Architect of Thought you could try Ashiok, Nightmare Weaver. Also with your creature base, you can up the count of Tasigur, the Golden Fang to 3 and cut down on Disciple of the Ring.
These are just some ideas for you
1 day ago
SUGGESTIONS WHILE PLAYTESTING
Cards to Four-of:
Cards to Consider:
Cards to Remove:
3 days ago
Hey friend, no problem. That's what I'm here for. I wouldn't say I'm personally a control player but if there's a good control deck, there's a good chance I'm the one playing it.
The general concept why I'm not a huge fan of AEtherling is that you'll have to cast him with at least one mana up to protect him. That's no earlier than Turn 7 which is crazy late. And then he still didn't attack. And then he still only is save from one removal spell. Since cards like Diabolic Edict exist, no creature card is actually ever 100% sure to survive without counter mana, but if you look at the following: Silumgar, the Drifting Death has hexproof and sweeps the opponents small creatures. Dragonlord Ojutai has hexproof until you decide it doesn't have anymore to and is a massive clock. Thundermaw Hellkite dashes in for massive damage really quickly or Sphinx of the Final Word just murders people because there's hardly any answer to it. AEtherling is fine, but not my favourite. If I need to put mana into it to make it evasive (in particular if it's coloured mana, which is a restriction in 3C deck) I'm not a fan. But I'm also a player who plays Pro Tour Qualifiers and Grand Prix-events, so my standards may be much too high for your level of competition.
Charmbreaker are reasonable. They have a level of randomity in them that I don't generally enjoy in a control deck but it seems fair enough. Again: No protection, no evasion, not your optimal finisher for control. In terms of finisher: What's a finisher? Control needs to close the game out once they're (far) ahead. That is done by creatures or planeswalkers that are either extremely quick or resilient or either at doing so. The resilience usually comes through either Indestrucible or Hexproof, the quickness comes in form of haste or flash (which is pseudo-haste). The target we have is that the finisher is either a) hard to block b) hard to remove or c) ends the game in quick fashion. If it's all , that finisher is optimal. Elspeth is a beautiful example of that. The is a) hard to remove. She starts at 4 loyalty and goes up to 5, which puts her out of the range of most burn spells. Other than burn spells, only spot removal for planeswalkers reliant kill her. She's hard to block as she throws out three tokens a turn and eventually makes them brutal and she's fairly quick at that, too. A finisher, as such, doesn't have to be anything in particular, neither a creature nor a planeswalker nor any particular colour. Here's some other examples for control finisher from days past:
- Geist of Saint Traft He's hexproof and brings a token that makes him a reasonable clock - 6 damage is nothing to joke about. The only downside he has is that he's blocked easily and dies against almost any other 2- or 3-drop.
- Frost Titan Is a massive threat, keeps the opponents creatures or lands locked down and his ability makes cards like Mana Leak even better.
- Ugin, the Spirit Dragon He's massive and sweeps the board, if you can tick him up he ultimates extremely quickly and just ends the game on the spot.
Finisher per se just translates to "The card that's supposed to win you the game". Control generally has three cards: Cards that stop the opponent from winning the game (Removal, Sweeper, Counter), cards that keep your hand filled (draw) and cards that eventually win you the game, the finishers.
I've seen that you voted up one of my decks on my page. That's a classical example of Blue-White Control. It actually doesn't have a main board win condition. It just Draws cards and shuffles the used cards back into the deck until its opponents concede. That deck might just as well have played black and red but it didn't need to.
Now, for black. Black has a good set of removal spells that you can utilise. First and foremost, black has access to Hero's Downfall and (In a way), Dreadbore. These remove planeswalkers which is a rare trait. Black also has access to one of the best abilities for control: Hand disruption. Spells like Duress, Despise, Thoughtseize and Inquisition of Kozilek attack the opponents hand which is massive because it answers the thread in their hand before it actually becomes one. It, as such, destroys indestructible creatures and counters spells can't be countered. That's huge. If you weren't playing stuff like path to exile and such, black also has access to Dismember, Doom Blade, Murderous Cut and similar spells which are largely considered to be the best removal spells right after Path and Swords. Black, in an Esper shell, also adds absurd cards like Esper Charm and Sphinx of the Steel Wind and the other Esper Sphinxes Enigma Sphinx, Magister Sphinx and Sphinx Sovereign. If you were to drop White from the Equation for Red, you'd go into a colour combination known as Grixis, which gives you access to another set of spells. Among those are Nicol Bolas, Planeswalker, Blood Tyrant (Juicy for multiplayer games), Cruel Ultimatum and Grixis Charm. There's a lot of ways control can be built, and from Straight Creatureless UW to straight UB, to Jeskai, Esper, Grixis and even Bant (Which is UWG) anything is possible. It depends on your play style.
Regarding annyoing: If your really want everyone to hate you, play so called Stax Control. The deck aims to destroy and lockdown resources, making attacking impossible and just make everyone freak out. Classic cards that are used for this are: Ghostly Prison, Propaganda, Winter Orb, Static Orb, Meekstone, Blind Obedience, Frozen AEther and Stasis, Smokestack and tanglewire, sometimes even cards like Ravages of War and Armageddon. The deck eventually wins with vigilance creatures like Sun Titan and Elesh Norn, Grand Cenobite. People will legitly want to cry. Another unusual version of control is the so-called 8-rack deck, which uses cards like Thoughtseize, Inquisition of Kozilek, Raven's Crime and Liliana of the Veil to empty the opponents hands quickly, Ensnaring Bridge to stop any attacks and then wins with a combination of up to 8 copies of either Shrieking Affliction or The Rack. it's a brutally strong deck but absurdly annoying to play against. Ask yourself if this really is what you want to play and why you started to play magic in the first place.
3 days ago
The reason why
I bowed out of standard when they got rid of drop mana dorks. I don't even play except rarely. It's just when I do decide to play G I want those dorks!
|Commander / EDH||Legal|
Printings View all
- Academy Rector + Hero's Downfall + Test of Endurance
- Banishing Light + Hero's Downfall + Murderous Cut
- Abzan Charm + Hero's Downfall
- Dreadbore + Hero's Downfall
- Abrupt Decay + Dreadbore + Hero's Downfall
- Hero's Downfall + Utter End
- Agent of the Fates + Hero's Downfall
- Dissolve + Hero's Downfall
- Abzan Charm + Dromoka's Command + Hero's Downfall
- Hero's Downfall + Ink-Eyes, Servant of Oni