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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Mage Slayer
Artifact — Equipment
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking.
Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)
TehGrief on Trigger ability resolve after source …
6 months ago
Player A's Storm Crow is equipped with Mage Slayer and attacks, on the attack trigger, Player A casts Unleash Fury on the Storm Crow. Horrified of the consequences, Player B casts Unexpectedly Absent targetting the Storm Crow after the Unleash Fury resolves.
With the Storm Crow no longer on the battlefield, how much damage (if any) does the Mage Slayer trigger cause?
carpecanum on Shalai and Hallar, Tick Tock, Counter-Attack
1 year ago
Instead of having so many creatures that add counters I think you should have a few more creatures that benefit from a high power. More Trample would be the easiest. Flying, First Strike and Double Strike. Loyal Guardian should be in to add counters however.
Possibly Hateflayer, Mage Slayer, Krenko, Tin Street Kingpin for more warm bodies
ViscountVonSausageRoll on Punch through
1 year ago
So, I gave this another look since we talked.
I think there's too much theme-consistent stuff vs practical-stuff. For example Mage Slayer is on-theme, but practically speaking it's inferior to Loxodon Warhammer or Blanchwood Armor here. Mage Slayer's primary benefit in a deck is that is deals unblockable damage. Your dudes already are punching through, Mage Slayer is just doubling their power here.
Which could be fine, but Lone Wolf and Pride of Lions have a power of 2 and 4. That's not enough to win the game rapidly anymore.
Blanchwood Armor would fucking destroy here (even more so if you tossed out Talisman of Impulse for even more Forest ramp). Personally I'd cut something out somewhere (Prolly Talisman of Impulse and/or drop down to 2-of Thorn Elemental) to cram in some way of protecting your dudes. Rhox regenerates, but the other dudes are just screaming to get Go for the Throated
Sleepysherlock on Saskia Fun-Fected Super Summer BLAST (Big n' WIDE)
1 year ago
Garruk, Cursed Huntsman, Regrowth, Goblin Anarchomancer, Decimate, Hull Breach, Klothys, God of Destiny, Cindervines, Xenagos, God of Revels, Return of the Wildspeaker, The Great Henge, Conduit of Worlds, Graveyard Trespasser Flip, Bala Ged Recovery Flip, Turntimber Symbiosis Flip, Masked Vandal, Shalai, Voice of Plenty, Akroma's Will, Inscription of Abundance, Dromoka's Command, Austere Command, Binding the Old Gods, Growing Rites of Itlimoc Flip, Legion's Landing Flip, Assassin's Trophy, Deadly Dispute, Big Score, Hostile Negotiations, Plumb the Forbidden, White Sun's Twilight, Skullclamp, Blood for Bones, Victimize, Liliana, Dreadhorde General, Tyvar's Stand, Temur Battle Rage, Domri, Anarch of Bolas, Domri, Chaos Bringer, Mage Slayer, Embercleave, Goreclaw, Terror of Qal Sisma, Hydra Omnivore, Ilharg, the Raze-Boar, Nylea, God of the Hunt, Kessig Wolf Run, Skarrg, the Rage Pits, Putrefy, Takenuma, Abandoned Mire, Staff of Compleation, Ashnod's Altar, Night's Whisper, Anoint with Affliction, Malakir Rebirth Flip, Black Sun's Twilight, Infectious Bite, Mythos of Nethroi, Tainted Strike, Noxious Revival, Glissa Sunslayer, Elesh Norn, Grand Cenobite, Soul Shatter, Arguel's Blood Fast Flip, Yawgmoth's Vile Offering, Rakdos Charm, Despark, Faithless Looting, Reconstruct History, Fracture, Blind Obedience, Thirsting Roots, Migloz, Maze Crusher, Apocalypse Hydra, Destined / Lead, Armed / Dangerous, Unearth, Taunting Elf,
UrzasUnderstudy on Tiny Wolves
1 year ago
Soooo I had written this huge awesome thoughtful comment that I had just gone and previewed when the site hiccuped and there went an hour's worth of words....
Anyhow, in brief and now in list form, here are some cheap, thematic cards you might want to consider: Breakneck Rider Flip, Domri, Anarch of Bolas, Duskwatch Recruiter Flip, Geier Reach Bandit Flip, Hermit of the Natterknolls Flip, Inscription of Abundance, Howlpack Resurgence, Kessig Wolf Run, Mage Slayer, Mayor of Avabruck Flip, Moonlight Hunt, Moonmist, Natural State, Path of Ancestry, Pit Fight, Neglected Heirloom Flip, Silverfur Partisan, Soul's Fire, Village Messenger Flip, and Vines of Vastwood
griffstick on What is Gruul to you?
1 year ago
Grull cards that scream gruul to me are
Creatures
- Ruric Thar, the Unbowed
- Borborygmos Enraged
- Omnath, Locus of Rage
- Xenagos, God of Revels
- Gruul Ragebeast
- Rubblehulk
- Mina and Denn, Wildborn
- Halana and Alena, Partners
Enchantment / artifact
The rest
- Xenagos, the Reveler
- Klauth's Will
- Destructive Revelry
- Decimate
- Hull Breach
- Contested Cliffs
- Kessig Wolf Run
These are the most "gruul" cards with both red and green (only red and green) in it, in my opinion.
legendofa on What is Gruul to you?
1 year ago
Big, aggressive mana into big, aggressive creatures, like TypicalTimmy said. Anti-hate and forcing effects through, like SteelSentry said, to which I would add that Gruul is good at punishing stall and non-combat effects (Burning-Tree Shaman, Mage Slayer, etc.)
It doesn't have especially deep combo potential, with something like Nature's Will/Bear Umbra + Aggravated Assault/Hellkite Charger, or something with Scapeshift, being more or less the standard. Control is possible, with a good suite of damage-based creature removal, a huge variety of targeted and mass artifact and enchantment destruction, and targeted land destruction, but the win condition will generally come back to big creatures or damage over time. It can't set any hard locks, but it can find a way to punish an opponent for doing just about anything, even tapping or not tapping lands, even if it's not for mana.
I'd like to see more trickery from the color pair. Red has a very good selection of redirection and randomization effects, and green is good at maximizing its resources, through ramp, draw, and recursion. I can imagine a commander that's all about changing the battlefield and rules, messing up everyone else's strategy while accumulating resources and opportunities. Something that The Great Aurora and Warp World, for example, can fit into.
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