Massacre Girl

Massacre Girl

Legendary Creature — Human Assassin

Menace

When Massacre Girl enters the battlefield, each other creature gets -1/-1 until end of turn. Whenever a creature is put into the graveyard from the battlefield this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

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Set Rarity
War of the Spark (WAR) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Massacre Girl Discussion

slashdotdash on 5 color no theme deck

5 days ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

seshiro_of_the_orochi on Card creation challenge

1 week ago

Gleeful Massacre BBB

Enchantment

When ~ enters the battlefield, target creature gets -1/-1 until end of turn.

Whenever a creature dies, each other creature gets -1/-1 until end of turn.

"You know what's best about a good old massacre? The massacre!" - Massacre Girl


Create a card for Feather in her role as the boros guildmaster.

carpecanum on One Bad Chick!

2 weeks ago

Urborg, Tomb of Yawgmoth + Kormus Bell + Massacre Girl would be fun to do at least once.

fmastrome2008 on bounce bounce bounce

3 weeks ago
  1. Mulldrifter and Shriekmaw are great utility spells for Yarok. They also trigger Risen Reef.

  2. Green decks want land acceleration. Consider adding some amount of Farseek, Nature's Lore, Cultivate, Kodama's Reach, etc to compliment the creature versions (Wood Elves, etc)

  3. Sire of Stagnation is straight gas. It draws 8 cards off 1 opposing fetchland.

  4. Massacre Girl and Massacre Wurm are great board wipes. I'd throw in Pernicious Deed and Damnation as a way to reset the board since this deck takes a few turns to set up.

  5. Woodland Bellower combos with Fierce Empath. nab Wood Elves to net 2 lands. Grab Deadeye Navigator and Palinchron with the Empath triggers. This nets 7 cards off 1 creature. Palinchron + 6 lands = infinite mana. Navigator infinite combo kills opponents via Cauldron Familiar, Altar of the Brood, Thassa's Oracle, to name a few.

fmastrome2008 on Yarok Garden of Capture

3 weeks ago
  1. Wood Elves, Farhaven Elf, and Yavimaya Dryad would be great for land acceleration in this deck.

  2. Mulldrifter and Shriekmaw are great utility spells in a Yarok build. Same for Acidic Slime.

  3. Prime Speaker Vannifar, Birthing Pod, Finale of Devastation make for great tutor effects in toolbox builds like this.

  4. Sire of Stagnation is straight gas. It draws 8 cards off 1 opposing fetchland.

  5. Massacre Girl and Massacre Wurm are great board wipes.

fmastrome2008 on Yarok, the Desecrated: Blink

3 weeks ago

Greetings fellow Yarok player! Some tips:

  1. Since most casual groups outlaw mass land destruction, consider swapping the color pair signets for more land acceleration like Farseek and Nature's Lore. They're more immune to interaction.

  2. Your land count should come up to 36 for consistency with a curve at 3.8. Mana flood > mana screw. You shouldn't flood at 36, but I'm just pointing that out.

  3. Sire of Stagnation is straight gas. It draws 8 cards off 1 opposing fetchland.

  4. Massacre Wurm and Massacre Girl make great board wipes.

  5. A sweet combo. Woodland Bellower -> Wood Elves + 2 lands and Fierce Empath and 2 fatties. I nab Palinchron and Deadeye Navigator. Palinchron + 6 lands = infinite mana. Deadeye combos with Cauldron Familiar, Altar of the Brood, and Thassa's Oracle for infinite combo kills.

fmastrome2008 on Yarok extreme budget edh

3 weeks ago

I'll keep a note on budget...

Command Tower, Sol Ring, Sire of Stagnation, Massacre Girl, Elvish Visionary, Wall of Blossoms, Coiling Oracle, Farhaven Elf, Wood Elves, Farseek, Rampant Growth, Cultivate, Kodama's Reach would add some great value for this deck.

Another relatively cheap combo is Woodland Bellower -> Wood Elves and 2 lands, -> Fierce Empath and 2 fatties. That nets 6 cards off 1 creature.

fmastrome2008 on Crannogmen

3 weeks ago
  1. Mulldrifter and Shriekmaw are great utility spells for a Yarok build.

  2. You should have at least 1 of Reclamation Sage and Acidic Slime.

  3. Panharmonicon and Thassa, Deep-Dwelling are great ways to abuse ETB effects further.

  4. Prime Speaker Vannifar and Birthing Pod are great tutors for your ETB creatures. Also, Finale of Devastation is my preferred finished with Craterhoof Behemoth. This is tutorable with Mystical Tutor.

  5. Land ETB effects like Wood Elves, Farhaven Elf, and Yavimaya Dryad would speed the deck up. The same goes for spells like Farseek, Cultivate, Nature's Lore, Deathrite Shaman, Birds of Paradise, etc...

  6. Massacre Girl and Massacre Wurm make for great board wipes. Resetting the board is big in a deck like this if you have a slow start. Also consider Pernicious Deed, Damnation, Cyclonic Rift, etc...

  7. Woodland Bellower -> Wood Elves -> 2 lands -> Fierce Empath -> Palinchron and Deadeye Navigator for infinite mana and infinite combos.

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