Kill Switch

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Kill Switch

Artifact

(2), Tap: Tap all other artifacts. They don't untap during their controllers' untap steps as long as Kill Switch remains tapped.

carpecanum on I wanna be a man, mancub

1 year ago

+1 for title. I always liked Gorilla Berserkers but if you aren't forcing blocks they are pretty meh.

Who is your commander? Jolene, the Plunder Queen? Hard to see whats going on without a commander listed.

Would Kill Switch be ok? You can turn it on or off at will.

Wave of Vitriol, Hull Breach

LordGoggles on Plagiarism: An Intellectual Theft

1 year ago

In such a control heavy deck, I would suggest the humble Kill Switch. Combos nicely with Unwinding Clock and Mycosynth Lattice to fully lock down your opponent's fields AND their will to live, while still giving you free reign. For bonus points, Shimmer Myr lets you play on their turns as well.

Poly_raptor on

1 year ago

Considering the fact you are already running Mycosynth lattice and unwinding clock, and salt is in the deck name. May I present to you Kill Switch

ClockworkSwordfish on Criminally Underplayed EDH Gems

2 years ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

CamraMaan on Does Kill Switch affect artifacts …

2 years ago

When I tap Kill Switch it will tap all other artifacts and keep them tapped until I untap it, but will it also affect other artifacts that were already tapped, and keep them tapped as well? I assume it's like trying to target and tap a tapped creature, where it's still a legal target, but nothing changes, which would make me think it will affect all artifacts regardless of whether they're tapped or not. But I can see it going either way, so I don't know. It changes how useful of a card it is, that's for sure. Thanks in advance! :)

Epicurus on Lands are for Goblins

3 years ago

Land destruction has been a pet theme of mine for nearly 30 years now, and I'm still not an expert at it. The key is to destroy early and destroy often, because otherwise you're stuck casting spells that do little to no good (Stone Rain when someone has 6 lands out helps you as little as Armageddon when opponents have a better board state than you). However, if have too much land destruction, then you get into the situation of "yeah, but how does it win?"

I think that you could fit at least 3 or 4 of the suggestions I gave pretty easily, mostly by eliminating high mana cost spells. You don't want to be stuck deciding between casting Armageddon or saving up resources to drop something big. And you also don't want to be afraid to Raze or something similar on the first or second turn. You're running a lot of mana rocks, and that's good. You'll need those. Land destruction is not a win fast sort of structure. More like win on turn 30 after losing every friend you have, then making them want to quit as soon as they see which deck you're playing.

Kill Switch is a bit risky, because if the game is going well, you'll need your own rocks to keep going. Smokestack might serve the same purpose better. Or other stax cards (see [LIST] EDH STAX Cards copy).

And finally, I wanted to let you know that your deck here inspired me to build another land destruction deck myself, so here's a link to that if you'd like to check it out: BLRM (Bureau of Land and Resource Management)

Sorry for the incredibly long response. I would also add that I myself have a lot of decks, and there are a good number of similar cards in a lot of them. What I like to do is proxy cards that I own, so that I don't have to have additional real copies of them, or have to move cards from one deck to another constantly (for instance, I own one of each True Dual, all of which are in a 5-color deck I play, so when I add them to other decks I proxy them).

baflew on Lands are for Goblins

3 years ago

Thanks Epicurus!

I'm fairly new to building land hate decks. The land destruction suggestions are very helpful.

I have a mono-white equipment deck that runs Sram, Senior Edificer, Danitha Capashen, Paragon, and Puresteel Paladin. Great cards, but I only have one copy of each for now. May work them in eventually. Trying to keep the decks from becoming too similar at the same time though.

I like the idea of running Howling Mine. I was considering putting in a Kill Switch to put a further damper on mana rocks. Those two would play nicely together.

Thanks again for taking the time to comment!

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