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For each creature, its controller sacrifices it unless he or she pays X life.
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Killing Wave Discussion
1 day ago
3 days ago
I like this build it's cool. I do have some small food for thought changes like instead of Falkenrath Noble; Zulaport Cutthroat and even on a budget there are better sweepers like Day of Judgment, Killing Wave and Mutilate. Great deck tho.
2 weeks ago
I'm actually thinking of replacing Haunted Cloak, but the Haste / Trample are generally very useful. I might replace it with Trailblazer's Boots to add to my Prowler's Helm, which works amazing because literally nobody plays walls (with the exception of that blasted Mutavault). Whispersilk Cloak is very nice but I don't like the Shroud on it which blocks my Chandra's Ignition, Arcbond, or Shelter for example.
Rhox Faithmender is difficult. On the one hand he looks great because double life yay! The thing is, I really don't need more Life. I could use it more often maybe, but double the life only makes me more of a target. Alhammarret's Archive does the same, but I can easily get ~100+ Life without it. I will see how things go with Ad Nauseam in play, perhaps adding Rhox will be more practical then.
Don't underestimate Killing Wave haha! I usually cast it for 10+ and it works really well, if they do pay the life to keep a creature you can just swing with Licia (which we can keep because Life doesn't matter as I tend to keep between 50-100 Life and Licia gets it back for me anyway). So far, it's done everything I wanted it to do.
2 weeks ago
Not a fan of Haunted Cloak, it's somewhat narrow but might like to see a card like Rhox Faithmender in here (by itself reduces Licia cost by a minimum of two, potentiall getting her down to WBR easily) I feel similarly about Prowler's Helm, although its effect might be more easily replaced with the more standard Whispersilk Cloak.
If you've found Killing Wave to be great, awesome, but in my head in the commander format I'm just not sure I can wrap around it, it wipes out token swarms but doesn't take out critical creatures that need to be removed unless you're somehow representing lethal with it ?
Cards in general that might be good: Blood Tribute, Grasp of Fate, Recumbent Bliss (pacifism and gain one life every turn seems nice), Death Grasp is expensive but I personally like it as targeted removal and also lifegain synergy. Lategame could even become player removal if you've lowered life totals enough.
2 weeks ago
2 weeks ago
What are some of your favorite cards to abuse?
I've recently fallen in love with Killing Wave in my suicide decks. When you have out guys like Zulaport Cutthroat and throw down a Killing Wave, you get to laugh like a madman and my friends hate me for it lol.
2 weeks ago
I started Magic during Origins 2015. Now, to be fair I had ACTUALLY started playing in mid-2005 when I was introduced in Driver's Ed in high school. I played some in college, but I didn't actually buy decks or build any until just recently. It was mostly just whatever my friends brought with them when we hung out.
My very first deck was constructed out of several fatpacks, some boosters, and a few intro decks. It was (Ironically) 86 cards... and five colors
I was absolutely in love with it. It had everything. All the cool cards and mechanics. I had two Gods, several super powerful creatures, win-cons... and I had 23 lands. Mostly basic ones, at that.
Annnd... it never won a single game. Why? It was too slow. I'd often discard more than I could play. I didn't start building 60-card decks for quite some time because I just assumed "I'll ramp into my cards." and I packed my Gruul deck with ramps and big creatures and tons of lands.
It worked well, but it failed against anything that wasn't "under powered". Again, there was a lack of consistency.
Eventually I honed into 60-card decks, wanting a playset of each card hoping to pull off some amazing synergy. The fault there? Well, synergy is good but if your entire deck hinges on but a single idea, literally one card will end your entire game.
Now I do strictly 60-card decks (Though I do have a 65 Jund Dragons deck that works well. The +5 are all Planeswalkers and I can pop them in or out seemlessly. They're just there for the annoyance factor) and base the number of copies of each card off of the card's CMC. I'm not going to put 4 of a 7-drop in a deck unless that is ABSOLUTELY required (In which most cases, it is not).
The point I am getting to is that 60 cards with multiple low CMC and few high CMC make the deck work consistently.
Now onto constructive criticism. I see you have a lot of kill-spells and a lot of damage-prevention spells. This tells me you struggle to play creatures, and fall back on removal / prevention as a means to "survive" until you bring out your big guys. These cards are great, but only really buy you a turn or two at the most.
I see you have draw spells. So the logic is "I'll just draw into whatever I need." which works great for blue-white decks, but in green-white-black decks you should really focus more on getting several creatures really big and threatening, than protecting them at all costs. Drawing can help, but so can more efficient means.
Your creatures are sort of all over the place too. I'm not really sure what you're attempting to accomplish here.
In my opinion, it looks almost like you're attempting to build a slower tank deck. Sort of a huge threatening deck that takes some time to get going.
I'd suggest trimming the fat. Cut out the Planeswalkers, your artifacts, enchantments, and some lands. That'd be 20 cards (Assuming 4 lands) which puts you at 66.
From there, it looks like you really want kill spells and damage prevention. Look for creatures who can do these for you. For example, Gatekeeper of Malakir is great because he cost is low and destroys a creature if you use his Kicker cost.
Let your creatures carry your deck. They're essentially like extra Sorcerys, in that regard.
The format I build with (typically) is 24 lands, 36 spells and of those 36 I do around 24 creatures and 12 other spells. The creatures carry the deck so the stronger my creature base becomes, the stronger my board-state in general is. My other spells supplement what the creatures are attempting to do.
For example, I have a black-white Ally tribal deck that focuses on gaining and reducing life, and I supplement this with spells like Harsh Sustenance, Allied Reinforcements, and Killing Wave. My Allies abilities kick in and carry me into my finishers.
A deck should have at least one way to win, but no more than two. Once you get into three ways to win, you sort of end up watering down the potential of the over-all deck. Sure, you could do combat damage, Vraska the Unseen, and maybe a single Rise of the Second Sun, but don't go crazy doing four of each either.
Hope I helped.
TLDR - trim the fat, hone a concept, copies of cards that build synergy.
1 month ago
Although Grixis isn't the greatest color for ramp, using a few rocks with Thraximundar in a control deck can be pretty cool... Throw in a few cards like Killing Wave , Archfiend of Depravity , Torment of Hailfire or whatever and have fun...