|Commander / EDH||Legal|
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|Time Spiral (TSP)||Rare|
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Living End is black.
Each player removes all creature cards in his or her graveyard from the game, then sacrifices all creatures he or she controls, then puts into play all cards he or she removed this way.
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Living End Discussion
2 weeks ago
Searing Blade of Gal'Rok
Legendary Artifact - Equipment
Equipped creature has:
- : Equipped creature gets +1/-1 until end of turn.
- : Equipped creature gets +0/+1 until end of turn and you lose 1 life.
So the idea is it turns your life force into raw power.
Make the legendary Demon Gal'Rok, except you can only cast him by paying life. Don't use Phyrexian Mana. Set it up where he technically has zero mana cost because you pay in blood to bring him out. Kind of like Living End.
Probably should have Protection from Black because Fatal Push exists :/
1 month ago
How about going Izzet with the typical fetch + shock + fast land package? The main reason would be Faithless Looting, which is basically one mana draw two without a downside and comes with recursion. It could replace either Opt or Thought Scour. It always digs 2 deep versus 1 or 2 for Opt with the added benefit of filling your graveyard. The downside is not being able to cast it on your opponent's turn with As Foretold. The benefit over Thought Scour is avoiding accidentally milling your combo pieces because you get to choose the cards going to the graveyard.
Another possible benefit from the second color is more sideboard options, which is also one of the benefits of As Foretold over cascade tactics - sideboard cards don't immediately fizzle your combo. Access to Lightning Bolt, Magma Spray and Anger of the Gods can help in breaking symmetry in more awkward Living End scenarios.
1 month ago
Vampire_Lord Against Living End and Hollow One it shuts down cycling. It also is good against decks like grishoalbrand, krark clan ironworks, elves, vizier combo, decks with Spellskite and Ratchet Bomb, and a bunch of other decks that have activated ability combos.
1 month ago
it does hit your own Bloodbraid Elf on the cascade trigger, which is a problem. But personally I like how many different archetypes it hits. That cascade tax also hits Living End and Restore Balance, for example. Even messes with the Greater Gargadon a little there with Balance. The tax obviously stops Storm, but it also hoses eggs, equipment combo, and any other random deck that "goes off". The tax is a pretty big hit to Ad Nauseam, they have to pay an extra for the Angel's Grace and then 2 extra for the Lightning Storm. That's an entire extra Lotus Bloom. The land neutering is obviously for Tron and Primetime, but even there it could have some additionally play against, say a Nykthos, Shrine to Nyx deck.
tl:dr I think a lot of people are evaluating this card wrong, it's not a silver bullet that's going to instantly kill Tron and Storm but it's a solid sideboard multi-tool that can come in against a ton of different decks. That's what I like about it.
2 months ago
Modern Thursday 12/4/18:2-2: Testing Ensnaring Bridge and Nihil Spellbomb. They were both epic game changers!
2-1 GW Hatebears: Not the usual Hatebears build the plan for this deck was to play manadorks, then cast Lingering Souls and activate Gavony Township over and over. Game 1 The Rack was faster than them. Game 2, multiple Voice of Resurgence hit me for lethal the turn before I could stabilise. Game 3 was epic. Swamp into Rack, Swamp into Wrench Mind, Swamp into Bridge, Swamp into Soul's Betrayal killing 5 creatures, Swamp into Lily and Smallpox. It was just bad luck that they never saw a Loxodon Smiter or Qasali Pridemage.
2-1 Living End: Opponent saw 4 copies of Ancestral Recall in every game, yep they cast 12 copies...Game 1 their hand was ripped apart for an easy win. Game 2 the recalls found Living End while also always keeping up counter magic. Game 3 was a stalemate, Delirium Skeins turned off their recalls. Cryptic Command wasnt kept up for bridge and was wasted countering The Rack et, al. I sat behind two bridges and two Nihil Spellbombs for an easy win, cracked Spellbomb in response to Living End. They decked themselves. The best game of magic Ive had in a long time.
0-2 Infect: super fast infect deck. Geths Verdict is too slow. They played only the one creature game 1, I didnt see a kill spell, my discard turned on Become Immense, if I had been able to kill he creature or play a bridge it would have been different. Game 2 went similar to game 1, I saw a few smallpox and Geths but they always had an extra creature. Jace flipping was disastrous....
1-2 WUB Control: Game 1 was an easy win, which was bad as I didnt see much of his deck. I only saw Elspeth, Sun's Champion as a win con. Game two I side in needle and name Elspeth... They top deck and play Gideon Jura, and steal the game. Game 3 I dont see and needle or a bridge or a geths, and Jura steals it again (unfortunately I could only find and afford 2/4). I see this game as my mistakes losing he game not anything else.
Placed 7th out of 16.
2 months ago
Because you see it wrong. I don't want to be rude but the reason is outlined by many people, not just the Professor. If you think about it in terms of probability you are just as likely to mill bad cards that make them have more good cards in their deck as vice versa. Next, we have the graveyard issue. If we look at the top modern metagame, you see decks that use their graveyard very actively and would benefit massively from a mill player. Decks like this include Hollow One, Dredge, Living End, Goryo's Vengeance, Lantern Control, Mardu Pyromancer, and Death's Shadow, and to a lesser extent BGx decks and Snapcaster Mage decks like UWx control. Most modern decks use their graveyard to their benefit, with many decks actively milling themselves to gain an advantage. Milling them, until it kills them, is effectively just drawing cards. There is no deck that actively benefits from having an empty graveyard. Contrary to this, almost every deck has a form of self-inflicted damage. Examples of this include fetchlands, shocklands, Dark Confidant, Dismember, Street Wraith, painlands, Eidolon of the Great Revel, Thoughtseize, Spoils of the Vault, and more. These cards all become more dangerous when faced against a burn deck, because you are not able to use those resources as effectively as you would be without the threat of being burned out. Burn is also much faster than mill, exacerbating the problem. Let's now take a look at a card you are keen on, Destroy the Evidence. At 4 mana in modern, you have Jace, the Mind Sculptor, you have Gifts Ungiven, you have Scapeshift, and Bloodbraid Elf. At 5 mana you have Through the Breach and Ad Nauseam. 4 mana is generally considered a cutoff in modern, where any cards 4 mana or above have to have a massive impact on the game in order to be playable. This is because modern is a turn-4 format, where aggro and combo decks aim to win on turn 4 and any deck that isn't able to win on turn 4 consistently NEEDS to be able to disrupt effectively. 5 Mana cards in modern are cards that instantly win you the game. Through the breach puts in a griselbrand or Emrakul to win. Ad Nauseam allows you to draw your entire deck in concert with Angel's Grace or Phyrexian Unlife. Destroy the evidence is so abysmally slow and unimpactful. You destroying a land on turn 5 will almost never rob an opponent of any valuable resources, since spells in modern are so cheap. Your opponents are all playing cards that instantly win the game in the same mana cost. The mind drinker may even be worse (although probably not). That card doesn't even start milling until turn 6 at the earliest, which is likely longer than the average modern game. Both those cards are going to rot in your hand for the game, and then move on to either doing nothing because your opponent has 5 lands or chump blocking a 6/7 Tarmogoyf since you milled so much of their deck for them. The Mindcrank combo you described is much more legitimate than the other cards, but this issue is that removal in modern is rampant and the combo can't be played at instant speed and costs a lot of mana, abeit over multiple turns. It is certainly a synergy to build around, but the cards aren't powerful enough on their own and also don't work particularly well in a mill shell anyway. Fraying sanity is also an interesting new addition to modern mill. The issue with the card is that it costs 3 mana and doesn't immediately start milling your opponent, meaning you are tapping out on turn 3 doing nothing and hoping you aren't dead and can try to kill your opponent next turn, which is a lot to ask of your deck and your opponent's. Nemesis of Reason is 6 mana, and there are currently zero cards costing 6 mana or more in modern that are played without some sort of massive mana ramp. None of the other protection listed is at all viable in mill. They give your opponent removal targets and they slow down an already glacially slow "combo" archetype. Decks in modern are so fast, your 3 mana creatures that block a single creature and gain a few life aren't going to cut it. Surgical extraction effects are massively overrated, because most decks do not have a single card that is needed for their deck to work. Playing against a combo deck that uses specific cards and then surgicalling their Valakut, the Molten Pinnacle is great, but what happens when you're up against a burn or humans deck, where the only thing you can surgical is one of a sea of redudant spells within their deck.
2 months ago
Season of the Witch is cute vs opposing mana dorks or taxers that dont attack.
2 months ago
Lord_Khaine While living end decks are some of the most powerful decks in the format, I'm not really into making actual decks, I prefer coming at my opponent with jank so strong they are confused. But I will address the actual things.
Part of the reasons I abandoned Living End was due to it being easily dumped by Sin Prodder, if I reveal it, its in the graveyard, done, so what I ended up trying to do was get cards that could be cost for cheap but whose base cmc was high to be dumped or drawn via Combustible Gearhulk and Sin Prodder ( these high cmcs actually help dodge Fatal Push ) It was an afterthought to become focused on graveyards, and while certainly a powerful deck could be built around the concept, that's not really the deck I want to build, I find recursion is very easily disrupted in modern and if I have a main theme of burn with a side theme of graveyards, it makes it difficult to sideboard against. So neither Wheel of Fortune nor Living End work because that's not really what I'm trying to accomplish. And sadly Palace Siege Is reeeeeeally slow, effective, but slow, besides I need things in my graveyard for delving, again two themes that synergize well as opposed to one theme that dominates.