Mage Slayer

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Planechase Uncommon
Alara Reborn Uncommon

Combos Browse all

Mage Slayer

Artifact — Equipment

Whenever equipped creature attacks, it deals damage equal to its power to defending player.

Equip 3

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Mage Slayer Discussion

MattDovah on Xenagos: Zookeeper God

3 weeks ago

What about Mage Slayer for extra damage after Xenagos has pumped your creature? ;)

Peanut3181 on Xenagos, God of Genocide

1 month ago

Man, there's a lot here. Personally I would take out about 3-4 lands. 42 seems a bit much, you really don't wanna be flooded.

In my deck Xenagos, the Chubby Chaser, I use big creatures to get the most out of Xenagos while stopping my opponents dead in their tracks with cards like Price of Glory, City of Solitude, Urabrask the Hidden and Vorinclex, Voice of Hunger, heck you could really use a card like Winter Orb after a huge creature is out.

Removal I use around 8-10 sources. Chandra's Ignition and Blasphemous Act are the best in red. Your spot removal is pretty spot on ;p except maybe use Reclamation Sage or Bane of Progress instead of the caterpillar.

For tutors Green Sun's Zenith is amazing. And Tooth and Nail mostly wins me games.

For cuts I would cut out Fires of Yavimaya and your haste sources because if you play a dude Xenagos will give it haste. Seems redundant. Chandra because she does little for you because if your dudes are huge and have trample it doesn't matter if their creatures block. you could play Garruk, Caller of Beasts. Curse of Predation when you could play Berserk. Avenger of Zendikar seems too slow here, to me Xenagos and tokens really don't mix. Desolation Twin seems too expensive for this deck for giving you two 10/10s with no abilities. Burn from Within doesn't do enough to me to just kill one creature.

Coming in I would definitely put in Oracle of Mul Daya, Ruric Thar, the Unbowed, Strionic Resonator, Mage Slayer, Scourge of the Throne, Dragonlord Atarka, Savage Beating, Aggravated Assault, Nylea, God of the Hunt, Greater Good, Thunderfoot Baloth, Blood Moon, Kalonian Hydra seems good.

Overall, good deck. R/G is fairly easy to build. Finally, don't let somebody tell you that the deck you worked hard to build is a fail. Let them give you pointers and suggestions but you do whatever the hell you wanna do. Control is a hard archaetype to play, it takes timing and it always draws some hate (trust me I know). If you didn't like it that's fine, but don't let other people take the control player out of you. If they don't like it, tell them to board cards in that deal with it. That's their issue not yours. Good luck and above all else have fun!

UnleashedHavok on RIP AND TEAR

1 month ago

I like this one as well! I think one of my favorite cards in here is Mage Slayer. It seems like it would be a disgusting card in commander!

I also see that you have Ruric Thar, the Unbowed in here. How well does he work? I see that you have a good amount of non creature spells. I have a build of him that I am still tweaking.

MindAblaze on What cards are the coolest ...

2 months ago

Mage Slayer should definitely go in.

Archetype of Aggression seems like it fits.

Foe-Razer Regent and really any fight cards.

Surrak, the Hunt Caller while not Gruul per se, fits the ethos fairly well.

Phayd on Throw-mak

2 months ago

For lands, I'd take look at adding some haste enablers like Flamekin Village and Hall of the Bandit Lord. Overall the manabase is in pretty bad shape (11 lands that enter tapped!?), but I understand that you want to keep it budget atm. You may not need so many "Enter tapped, produces gruul colors" lands because, with the only early-color-intensive card in your deck is Yavimaya Elder.

You have pretty much everything that works well with this deck, I think. Maybe a Farhaven Elf deserves a spot along with Wood Elves as a ramp spell that can later feed Thromok. Kessig Cagebreakers for a way to quickly generate many creature tokens after a boardwipe.

Urabrask the Hidden could also help with haste, make your Thromok much harder to block, and double as food in a pinch.

Farseek could probably become Nature's Lore in a 2c green EDH deck, given that Farseek can only hit mountains, Stomping grounds, and Cinder Glade, whereas Nature's Lore hits forests, Stomping Grounds, and Cinder Glade and puts them into play untapped. Rampant Growth is also perfectly fine, imo. Same thing applies to Skyshroud Claim over Explosive Vegetation.

Thromok deck's biggest weakness is that they need a large boardstate. I'd cut cards that require a large boardstate in order to do things, as they would often be dead in your hand. Second Harvest and Descent of the Dragons.

Thromok will probably not live for more than one turn at a time, which is the big problem with investing a boardstate into feeding him. Because of this, I steer clear of cards that capitalize on the existence of a large Thromok as often they would end up dead in your hand. So I'd cut things like Elemental Mastery, Selvala, Heart of the Wilds, Xenagos, God of Revels, Overwhelming Stampede, Fungal Sprouting, and maybe Mage Slayer - although Mage Slayer could work with a big Mycoloth, or Omnath, Locus of Rage and Rampaging Baloths.

As much as I want Tana, the Bloodsower to be good, she is just an awful ROI. A 4 mana 2/2 that requires basically unblockable before she can even begin to pay off her mana debt is too risky imo.

I'm on the fence about Hornet Nest. No one in the right mind will swing into it, and giving your opponent's the power to decide when you get your tokens is generally bad... but also... how do opponents deal with it? Is it a green Propaganda effect? I dunno, give it a try but consider cutting it too.

I'd probably cut Skullmulcher as there's better ways to draw cards without directly cutting in to Thromok's food supply. Skullclamp might be a better alternative, as it nets more cards and is more flexible.

I've never been impressed with Dragonmaster Outcast. Not once. Also Fresh Meat is an awkward card to play with. Basically, you have to pass the turn leaving 4 mana up in hopes of getting board-wiped, or plan on a 9+ mana play of Thromok + Fresh Meat. It's got a lot of hoops to jump through to get to work, so I might cut it for consistency's sake.

Perilous Forays also gives you the option of turning your tokens into lands. That combined with hasting creatures and Cryptolith Rite to turn every single one of your tokens into a Sakura-Tribe Elder, which seems pretty sweet.

Cost cuts: Cards are good but don't provide as much value to justify the monetary investment: Azusa, Lost but Seeking, Food Chain, Exploration, Tooth and Nail (until you get a Craterhoof Behemoth) which will reduce the deck cost by close to $75. It's also outrageous that Doubling Season is currently $70 itself...

Austin_Smith_of_Cards on Ulrich Goodstuffs

2 months ago

Garruk's Horde is pretty great; since your decklist is so creature-heavy, you can just chain lots of valuable cards off the top of your deck. It's also a powerful 7/7 trampler, which is nice.

Apocalypse Hydra gives you a place to sink your gigantic mana pool, and then you can use it to wipe out swaths of token armies.

Genesis Hydra is another gigantic X creature that also gives you extra value.

Mina and Denn, Wildborn gives you the additional ramp you need in Gruul colors, and giving a big creature trample can be useful.

Signal the Clans is a superb Gruul EDH card; can't decide which of three epic creatures you want to tutor for? It doesn't matter!

Rubblehulk is an incredibly powerful pump tool that also doesn't count as a spell, so you can flip Ulrich at the end of the turn.

Atarka, World Render and Dragonlord Atarka are two gigantic Dragons that have the ability to fly, which is rare in Gruul colors.

Clan Defiance is removal and direct damage rolled into a single spell; very powerful, shouldn't be overlooked.

Gruul Ragebeast is one of the best repeatable removal options you have in your colors.

Mage Slayer is a powerful equipment you can put on any gigantic creature for double direct value when attacking.

In general, any creatures with the bloodrush ability from Gatecrash and Dragon's Maze have great synergy with flipping your Commander; activated abilities don't cast as spells, but you're still getting pump and value.

MEAT_TORNADO on F*ck You.

2 months ago

Perpetual Mage Slayer would be pretty good, and to be honest, I forgot about it. Also realm seekers is cool, but it is expensive. I'm trying to keep CMC low, and land searching/ramping value high. But you are right about it's ability to be a big dude, with equipment it is relevant.

Primusfan42 I had exploration previously, but it felt wrong somehow. Hard to explain. I am putting land tax back in so maybe that alone will merit Exploration. And Leonin Shikari is an excellent suggestion, thanks.

Perpetual on F*ck You.

2 months ago

Given your goal, I am wondering why you didn't go with Mage Slayer?

For re-usable ramp, Frontier Guide is cheap to land but a expensive to use, and Realm Seekers is expensive to land and cheaper to use. I think people undervalue Realm Seekers, as it can tutor any land not just basics. And in a 4 player pod it often comes out as a 20+/20+ so adding some evasion by way of equipment could make it devastating.

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