|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
6 days ago
Hello! You commented on my deck RG Ponza, PPTQ WINNER!! the other day asking for advise, so here it goes!
Firstly, Ponza is a great deck, mostly because you can customize it to handle just about anything between good RG creatures and SB cards. Often you can use a variety of threats to win as long as your opponent can't develop their game plan in a timely manner due to your LD spells. That being said, I'm going to explain why certain builds and card choices have helped me be more competitive with the deck, and offer suggestions on how you can change your deck for a larger open meta.
The first thing I noticed in your list are the 2 MD Surgical Extractions. These slots are better as almost anything else. I know your idea is probably to use them as pseudo LD by exiling all of a certain type of fetchland from an opposing deck, but here it isn't worth the slots. Most people think that Ponza is a dedicated Land Destruction (LD) deck, but it really isn't. The LD is there simply to keep an opponent off-balance enough for you to land a large monster and beat down for the win. This is why all competitive lists run Blood Moon. Against an opponent that isn't mono-colored, Blood Moon will often slow them down enough that your huge threats can attack with impunity. So I'd look to replace the surgicals and a number of Molten Rains with a playset of Blood Moons as the first upgrade to the deck.
Once you do that, your mana needs to change. More basic forests and only 1 basic mountain along with your 8 fetches is the ideal for a Blood Moon deck. Almost every game you want a forest on turn 1 to play a mana dork or Utopia Sprawl. If you have blood moon, you want to always put your sprawl on a basic forest so it won't fall off if you play a moon and had a sprawl on a stomping ground for instance (since it wouldn't be a forest any longer). My list reflects a typical mana base for reference (although many people prefer to use 3 stomping grounds instead of 2 grounds and 1 Cinder Glade).
Now let's talk about your threats. You acknowledged that you see most lists run Stormbreath Dragon and Inferno Titan, and there is good reason for that. You want to make sure that your threats have an immediate impact on the board when you play them, or are otherwise incredibly hard to remove. Your choice of Predator Dragon isn't great since you really don't want to hamstring yourself by killing off your own mana dorks just for your opponent then Path your dragon and you've effectively 2-for-1'd or even 3-for-1'd yourself. Stormbreath Dragon's protection from white means that there are only a few commonly played removal spells in modern that are able to deal with it, and often they're not run as 4-ofs in the decks that use them (pretty much just Terminate and Dismember). A resolved Inferno Titan kills one or more of your opponent's creatures just for hitting the battlefield, or at the very least Lightning Bolts their face. I've won a few games just by getting my opponent low enough that the etb damage finished them off, or won under an Ensnaring Bridge thanks to that damage. Since you get that damage every time the titan attacks, he essentially swings in as a 9/6, with the ability to pump his attack so that often he gets in for 12 damage per attack if your opponent doesn't block. The titan is one of the fastest clocks to win the game, and affects the board in some way even if he gets removed. Other commonly good creatures in Ponza are Thragtusk and Obstinate Baloth since they gain life, have good bodies/abilities, and help shore up burn and other agro matchups.
Part 2 of your creature selection, is that you should include more big creatures to use. Right now your list only has 6 big threats to win with, and I think that number should be 10 or more. One of the ways this deck loses is by drawing too many LD spells and not finding a threat to close out the game with. Eventually your opponent will stick something and if you still haven't found a threat you'll have a tough time. I count Planeswalkers as threats, so if you look at my list I'm running 11 solid must-answer threats, with 2 Courser of Kruphix as support/card advantage slots. Some lists run Tireless Tracker in those slots, but I like how courser blocks better and gains life against agro and burn, and is naturally resistant to bolt. I also like how you don't need to sink additional mana into it to get the card advantage. To make space for the additional threats, I'd cut the remaining Molten Rains and the Boom/Busts. You don't need as high of a quantity of LD spells when you have Blood Moon, since moon often disables multiple lands at once. I recommend using a variety of threats from 3-6 converted mana cost so that you have options in games where you have trouble getting your 4th land or if your opponent kills your early mana creature. I'm testing out Carnage Tyrant myself, so that is a good one to keep in your 75 for now. If you do get the moons and make the changes to your LD spells that I suggested, then Goblin Dark-Dwellers becomes less good due to having fewer targets in most games and should be replaced with other threats.
Finally, on to your SB. You mentioned on my deck that you're still in the process of making it, which leads me to believe you may not be as familiar with what the good/bad matchups are. Affinity is a tough matchup, as is lantern control. For that reason, I would use Ancient Grudges over Destructive Revelrys. Since you're not a burn deck, the 2 damage from revelry doesn't matter as much, and being able to remove 2 artifacts with one card is great against the decks we want to beat. Mono-colored decks are also tough, with the worst being Merfolk since they present a fast clock and can disrupt our mana by putting Spreading Seas on whichever land we enchant with Utopia Sprawl. I run a single Choke in the SB just for them. Storm is also a tough matchup, so you'll need grave-hate on turns 1-2 to deal with them. Cage is good, but I like a split of both cage and Relic of Progenitus since relic is also good against Living End, which happens to be another bad matchup. Cage doesn't stop Living End decks, so I lean towards more relics for that reason. I also use a Scavenging Ooze in the SB for added utility/grave hate when I just want something for Snapcaster mage decks. Carnage Tyrant and more often Thrun, the Last Troll are used against control decks. Many people use Kitchen Finks against attrition decks like Jund or Death's Shadow, but I like Obstinate Baloth and Chameleon Colossus better since they are good main-deckable threats. I personally like Acidic Slime in the SB as a way to deal with enchantments, artifacts, and opposing large creatures (deathtouch). Any other SB slots are up to your discretion as to what you want to beat.
Well, I know I wrote a book here, but hopefully I explained some of the reasons why many lists look the way that they do. One way you could go with your list here is to make the Blood Moon change last, keeping the Molten Rains in place of them to allow you to use the dark-dwellers as threats until you make the change (since Moon just wins many games by itself). This is only if the list you currently have here is what you have irl. If you're buying cards for it, just start with the blood moon version since it's more viable in larger events. Good luck with Ponza!
1 week ago
If you're that worried about Blood Moon, why not drop 1-2 Demonic Dread and play 1-2 Kari Zev's Expertise? It has all the same needed conditions as Demonic Dread (creature on board to target), and can be played easily after a Blood Moon sticks. I know it's been used in the Jund lists that main board Blood Moon to great effect. The only downside is having to have a Living End in hand to cast for the full effect, and even though all Living End players hope and pray that it doesn't happen to them, it's going to happen due to variance, and having something that can use that usually terrible drawback of a card is good in a large tournament like this.
1 week ago
Most tokens have no mana cost. However, most things with no mana cost has a CMC of 0. Examples are Living End, most tokens, and most lands. That's why Gaze of Granite specifies nonland, because even though they have no mana cost, they'd still easily be destroyed for having a CMC of 0.
2 weeks ago
Lets see, the decks i play againat are:
Goblins. This is the usual goblin decks you'll find. He uses Guttersnipe and tries to deal damage through Dragon Fodder and Krenko's Command while having in the goblin that creates goblin tokens equal to the amount you already have(forgot the name. I think its Krenko but not sure right now))
Eldrazi Tron. Uses Ulamog, the Ceaseless Hunger, Karn, and Ugin, the Spirit Dragon. The main removal thwy usw against me is All Is Dust. Have Thought-Knot and the usual in it. Think can find the deck by going to meta decks on MtgGoldfish.
U/R Gifts. Storm deck. No changes to them other than 1 deck having Empty the Warrens sideboard and the other running 1 or 2 main.
W/R Burn. I'm not sure what he used in the deck. One card was some shrine that puts counters on it when you play red spells or on upkeep, then can sac to deal dmg equal to the counters on it. Sorry for not knowing much about it, he's only played it once.
Cascade Living End. Uses any 3 cost cascade spells and Living End the rest is a bunch of cycle creatures.
U/W Prowess. Built around Elusive Spellfist and tries to buff him until victory.
I think i've named all the decks. If i missed any i'll post them later.
2 weeks ago
I second EmblemMan's suggestion of Ingot Chewer. It just plays better with Living End strategies, and most enchantments that are in the meta aren't worth dealing with, as most decks have resorted to Grafdigger's Cage, which doesn't interact with the combo at all, and Relic of Progenitus/Nihil Spellbomb, which we try to just make them crack early and rebuild from there. I also recommend trying to get all 4 Fulminator Mage in the 75 somewhere. I'd expect to see a lot of E-tron at an SCG open, and the ability to hit their lands and slow them down is what made the Living End match-up so good.
As an aside, why the 2/2 split of Architects of Will and Monstrous Carabid? Most lists I see will go with the carabid as it doesn't die to most 1 mana removal at the cost of having to attack each turn. Also, most moved away from Architects as it's a non-bo with Ingot Chewer.
2 weeks ago
2 weeks ago
Well tonight go so well. My only win tonight was because of a bye. Today i played against Living End Cascade, Eldrazi Tron, and W/R Burn(in thus order for rounds)
Round 1(1-2) first game was bad. He locked my lands down to 2 with land destruction and then cycled so much that by the time he cascaded for Living End he had a large enough boardstste to win. Game 2 i got a Nevermore on Living End and controlledbthe board till Luminarch Ascension was making angels. Game 3 waa tge same as the first.
Round 2(0-2) these games were so close! I almost had him game 1, he could never draw into the last piece of the urza lands. Game went so slow that he casted Ulamog, the Ceaseless Hunger before i could get Gideon's Intervention to show up on a draw. By the time i drew into one it was already on board. He then milled me out in both games.
Round 3(bye) technically counts as a win soo sadly my only win of the night.
Round 4(0-2) this matchup i definately needed Leylines. After tonights games i definately started ordering them. Game 1 was quick. He had my health low before i could respond. Game 2 i slowed him down with Nevermore but it still ended up the same.
3 weeks ago
I've been testing this Padeem deck and so far I'm loving it! I'm interested in getting advice for how to get around sacrifice effects that would make me have to sac Padeem and leave me open. I've run into some trouble with things like Grave Pact and Living End leaving my artifacts open to enemy spells. I'm testing Synod Sanctum in there as a way to dodge these kinds of effects, but I was hoping there was something more reliable. Any thoughts?
Commander / EDH*
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